Evergreen Mills

Evergreen Mills is a large Raider Camp located just East of Casey's Garage, in the lower left quadrant of the map in the Capital Wasteland. It is populated by Raiders who, surprisingly, have managed to capture a Super Mutant Behemoth. There are a large number of guards outdoors, who can put up a decent fight (though many are armed with simple 10mm Pistols), especially if visiting this location at a low level.

Basic Layout
Evergreen Mills consists of a slave pen, Super Mutant Behemoth cage, and series of metal shacks and train cars scattered around a large factory. The entire area is surrounded by Raiders with an opening near the north side. This unique geographical layout, along with the trapped Behemoth, makes Evergreen Mills a very unique location, and allows many tactical approaches on how to deal with the Raiders and Behemoth. The area is also booby trapped. These traps include Frag Mines near the entrance and tripwires (releasing Grenade Bouquets) all around the shacks.

Inside of the factory are 2 areas, the Foundry and the Bazaar. The Foundry resembles the interior of most factories, but the Bazaar is a relatively large cave-complex with bars, shops, and even a brothel (with a very classy entrance)! However only the shop (owned by Smiling Jack) is usable, every other inhabitant will be hostile.

Outside

 * U.S. Army: 30 Handy Flamethrower Recipes - The Southern Shack contains this book along with a Missile Launcher, some first aid boxes and a Raider wielding a Flamer.

Foundry

 * Fat Man - Inside the Foundry, go up the highest metal stairs and into the offices where a room has a radio playing. In a desk there is a key to the room across the one you are in, which has ammo and a Fat Man.
 * Duck and Cover! - In the Foundry there is also a copy of Duck and Cover! lying next to a dead body on the ledge above where the broken terminal is. To reach it go up the stairs and jump off onto the ledge below. Note that there are two broken terminals, one at the top of the stairs, and one on the bottom floor in the corner room. The book is above the one on the bottom floor.

Bazaar

 * Nuka-Cola Quantum - Just after entering the Bazaar, go down the ramp and take a right. There is a Nuka-Cola Quantum behind the bar. There is a box with 4 pulse grenades behind the refrigerator next to the Quantum.
 * The Terrible Shotgun - In the Bazaar. Obtained from Smiling Jack, whose death carries no negative karma and leads to a large supply of goods.
 * Bobblehead - Barter - In the Bazaar. Once you find Smiling Jack's shop, in the back right corner is a little cave where you will see a workbench.  Hop over the counter.  On the shelves behind the counter is the bobblehead.  There's also a safe built into the rear side of the counter
 * Nikola Tesla and You - In the highest level of the Bazaar, on the bottom of the bunk bed on the left in the holding cell in Madam's store. Here you will find assorted loot on the bodies of the four raiders along with caps in the register and safe underneath. Madam's is the raider brothel. It is easily found in the Bazaar by looking for the statues with amusingly placed lightbulbs on their chests. If you use a stealth boy, you can find 2 Raiders in their underwear in a side room. You can also see a half naked female raider behind bars for some reason, perhaps some sort of initiation. See Random encounters for details but this is not a random encounter. The cell can only be opened with Madam's key, which can be found on the clothed raider. She also has a safe behind the counter that can be unlocked with the aforementioned key. This is an easy fight, even on very hard. Undies and one thin suit of armor do not make for good protection. They also only have 10mm pistols and knives.

The Slaves
In order to free the slaves, you need to obtain the Evergreen Mills slave pen key from one of the raiders, the guard house, or by simply picking the lock(average). Alternatively, one can jump into the slave pen(s) from the above catwalk which will also unlock the gate. However, on some occasions once released, the slaves will just loiter about ambivalent to their situation wondering where they can go. They can even arm themselves, but the situation is still the same. They don't care about you engaging the raiders in firefight, even if they get blood all over themselves, and will just end up living in Evergreen Mills. Not very useful. NOTE this is only for some slaves.

Be sure to clear out the mines at the entrance to Evergreen Mills if you want to keep the slaves alive.

Sometimes loading a game that was saved in the area or leaving and coming back will cause the slaves to disappear meaning you cannot get the karma boost from freeing them. The slaves can reappear should you visit again in the future, giving you a second chance to free them.

If you are playing an evil character, the slaves provide a never ending supply of ready cash. Hit them with the Mesmetron, travel to Paradise Falls, cash in and repeat. They respawn endlessly and are good for 250 caps each time!

The Behemoth


The Super Mutant Behemoth located in the cage inside Evergreen Mills is a formidable opponent, but surprisingly weaker than other Behemoths you may encounter due to the fact that it has no armor or weapons. It is trapped inside the massive cage in the center of the area, one with an electrified door powered by a nearby generator (if you attempt to open the door while the generator is still active, you will get a serious shock). Killing this Behemoth is also part of the The Bigger They Are... Achievement/Trophy.

Quite obviously, the Behemoth can be freed by disabling the nearby generator (Either through the use of explosives or a well-placed shot from a rifle). This will cause it to quickly exit the cage and attack anyone nearby. If you don't wish to deal with the Raiders, releasing the Behemoth is an easy way to kill most of them. However despite the fact that many of the Raiders seem to mostly be armed with 10mm Pistols, it is very likely that the Behemoth will eventually be killed by the Raiders due to the simple fact that there are so many of them.

Due to the area's layout, the Behemoth can be engaged in several different ways whether he is inside the cage or not. These methods vary from hitting him with a Mini Nuke from the top of the factory, to shooting him through the cage door, to taking him head on by killing all the Raiders and releasing him. In the end, how the Behemoth is dealt with is entirely dependent on the player's character and combat style.

For more information on how to take on this monster, visit the Super Mutant Behemoth page.

Bugs

 * Some issues have been reported where the game is prone to freeze in this area. It has been known to occur if sniping with the dart gun and the mysterious stranger appears.


 * There is a possibility of a glitch while taking the Behemoth-Raider slaughter route. It is possible for the Behemoth to get trapped behind a gate and die, this glitch affects all three platforms.  This can ruin your plans of a Behemoth-Raider slaughter because there are still a good amount of Raiders.


 * Some cliff rocks on the far western wall were not properly placed and allow you to see through their underside.


 * Be careful, if you have dogmeat with you he can open the gate, regardless of the generator's status. The Behemoth is then freed (of course) and  Dogmeat is usually killed right away. This being the case, it's a good idea to tell  Dogmeat to stay at home (or some other safe place) when you take the trip to this location.


 * If you let the Behemoth out, let him slaughter everyone and leave and come back days later, he will sometimes stay hostile (with a red health bar) but not attack you, even if you walk right up to him.


 * Sometimes the Behemoth may randomly appear out of its cage, with the cage doors still closed and fence electrified.


 * It is purported that if you toss a Nuka-Grenade into the cage, the Behemoth may shoot up into the air and stay there until you kill him.
 * Some have reported the difficulty change to very hard after entry the first time.

Appearances
appears only in Fallout 3.