Evergreen Mills

Evergreen Mills is an old factory in the southwest quadrant of the Capital Wasteland, just east of Smith Casey's Garage. It is inhabited by large numbers of Raiders and consists of 5 interior sections: Evergreen Mills Bazaar, Evergreen Mills Foundry, Guard House, Northern Shack and Southern Shack.

Exterior
Evergreen Mills features a large outdoor area which is nestled into a small valley. Other than dropping from the valley's ledges, it can only be reached by following a set of rails which enters the valley from the east. The exterior part of the location consists of a slave pen with 3-4 slaves, an electrified cage containing a Super Mutant Behemoth as well as a series of metal shacks and train cars surrounding the factory building itself. In total, ten raiders patrol the area and guard the rails leading into the camp. The area contains a number of traps, including Frag Mines near the northern entrance and tripwires (releasing Grenade Bouquets) in the shacks' periphery.

The Super Mutant Behemoth can be released from its cage by either destroying the generator which powers the electrified fence or picking the lock. It will use its new-found freedom to attack everyone who is in the vicinity, be it you or the raiders. If any followers spot the Behemoth, they will open the door and charge in at it.

The slaves can be freed from their pen by picking the lock or by opening it with the Evergreen Mills Slave Pen Key, one of which is carried by one of the raiders in the vicinity of the gate. Another one can be found in the Guard House. When freed, the slaves will start wandering the area but never leave, claiming "what's the point?" and "we'd only die out there in the Wastes."

Guard House
The Guard House is a small shack in the northeastern part of the location, reached by the walkway which crosses over the Slave Pen. Devoid of any inhabitants, one of the Evergreen Mills Slave Pen Keys can be found here.

Northern Shack
The Northern Shack is another shack found just north of the factory building. It is home to two raiders, one of which wears Sexy Sleepwear, and contains some minor loot. There is also a Workbench in the back room, with a Bottlecap Mine under it.

Southern Shack
The Southern Shack is a small shack in the southern part of the valley and home to a single raider. A Missile Launcher and a U.S. Army: 30 Handy Flamethrower Recipes book is found here as well.

Evergreen Mills Foundry
The Foundry is the interior of the large factory building, guarded by 6 raiders in total. Upon entering, a door to the east leads to Evergreen Mills Bazaar. On the ground level, there are two cabins occupied by enemies, one of which holds a safe and a Gun Cabinet, and a Nuka-Cola Vending Machine. A flight of stairs behind the entrance provides access to a few walkways and rooms. Two rooms on the highest level contain safes. One of these rooms also contains various other loot and is protected by a locked door which can be opened with the Storage Room Key found in another room on the topmost level.

There is a safe (easy) as well as 2 Mine Boxes and an Ammunition Box behind the bar on the lower level near the door to the Bazaar.

Evergreen Mills Bazaar
Evergreen Mills Bazaar is a cave complex with a bar, shop and a brothel accessed through a hole in the foundry's floor. Apart from the non-hostile Smiling Jack, 10 unnamed raiders populate the area. From the ground floor, a series of ramps leads up to the brothel where you will be greeted by Madame (who is unnamed in the game). A few raider women can be found locked in cells who upon release show their gratitude by attacking the player.

When you first enter the Bazaar through the hole in the floor from the Foundry, there is a small bar right at the entrance with two fridges behind the counter. If you jump on the shelf to the right of the fridges, you will find a small crate behind the left fridge containing a few Pulse Grenades. There is also a Pulse Grenade in the bucket on the second shelf to the left of the refrigerator.

A small cave reached from the medium level contains the shop of Smiling Jack, the only non-hostile raider in the area. A small safe is built into the back of the counter.

If you follow Smiling Jack back to the bar area, look in a somewhat concealed back corner for the Barter Bobblehead.

If you kill Smiling Jack you can take his Terrible Shotgun and his key, giving access to the inventory of his shop, without losing karma.

Evergreen Mills Bazaar

 * Nuka-Cola Quantum - Behind the bar on the ground floor.
 * The Terrible Shotgun - Carried by Smiling Jack.
 * Bobblehead - Barter - On shelves in a cave-like depression in Smiling Jack's shop (back wall, on the right as you enter the room).
 * Nikola Tesla and You - In a holding cell in Madame's brothel.

Evergreen Mills Foundry

 * Fat Man - At the top of the stairs, inside a locked room, with an average lock. The key to this room is in a desk in the room across the hall (same room as the radio).
 * Duck and Cover! - Next to a dead body on a ledge, above the broken terminal on the ground floor. To reach this location, the player must jump off the stairs to the ledge.

Southern Shack

 * U.S. Army: 30 Handy Flamethrower Recipes - Next to the aid box, in the room where the bed is.

Appearances
Evergreen Mills appears only in Fallout 3.

Behind the scenes
The location name may have been taken from a road of the same name which runs through Loudoun County, Virginia, beginning at the west end of Washington Dulles International Airport and ending just south of Leesburg. There is also a road in Chowan County, North Carolina leading from the Chowan River inland.

Bugs

 * The Behemoth may jump several meters up in the air and die when it lands, or lose a substantial chunk of its health. This happens most often when a grenade is thrown in V.A.T.S. and explodes underneath his feet.
 * In all three platforms, the Behemoth (once released) can become trapped behind a gate and die.
 * Followers, even Dogmeat, can open the Behemoth's cage, regardless of the generator's status. It's best to tell followers stay back when approaching the gate.
 * 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.
 * Brotherhood Outcast patrols from Fort Independence might open the Behemoth's gate, even if the fence is still electrified.
 * Any followers you have with you may also open the gate and initiate combat with the Behemoth. If you are a low level player and feel you cannot take on a Behemoth then it is advised to tell your follower to stay outside of Evergreen Mills.
 * After releasing the Behemoth and running away he disappears.
 * The Behemoth's right arm can be blown off with one shot from a BB gun.
 * With Broken Steel installed, there may be crates of Aqua Pura at the entrance sitting next to the railroad before the main storyline has been completed. Walking up to them may cause the game to freeze on the PS3. (Confirmed on the PC and Xbox 360, but with no freezing)
 * Sometimes the Behemoth may run away for no reason. He can later be found dead stuck in a cliff with his whole body except for his hand, which is pointing out.