Evergreen Mills

Evergreen Mills is 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, which can put up a decent fight, especially if visiting this location at a low level. To best handle this situation if visiting Evergreen Mills early, approach from the West - the cliffs over looking the town make for an ideal position to snipe the raider guards with a sniper rifle or hunting rifle. For best results, sneak and target the raiders outside of VATS. Most attacks should result in one-shot kills using a sniper rifle in decent condition.

Alternately, the Behemoth leads to a rather interesting scenario: it can be unleashed on the raider camp itself. (Insert evil laughter). If you circle around evergreen mills, and stand on the cliffs to the south, you'll have the perfect vantage point to watch the Behemoth lay an absolutely savage beating on over a dozen Raiders. Just take a single shot at the generator box keeping his gate electrified - it'll blow and he'll go on a rampage. By the end of it the Behemoth will be significantly weakened and can be safely taken out from the cliffs with a rifle.

In order to best do this, approach from the west. Circle around the Mills across the cliffs towards the south and you will find spotlights about halfway down the cliffs. You want to be by the right hand of the two. Crouch and get your shoulder into the rock at the right of the spotlight. You should be able to shoot the generator from here, it is to the left of the electrified gate. Continue to use the scope to enjoy the show! Once you're happy that the behemoth has taken out the raider population (he wont take out all of them as there are a couple of spawns, particularly when you release slaves), drop down into the quadrangle to your left next to the factory type building. Given the size of the behemoth, he cant get through the entrance so this is an ideal area to pop your head out and shoot with low cost weapons until he kicks the bucket. On occasion the behemoth disappears. Don't worry, he will have tried to run off and will soon turn back when he hits the mines at the entrance to the mills!

Alternatively, if you wish to do this area the sneaky way, jump from the cliff onto the main roof of the building and use the dart gun to silently snipe every guard without them even realizing you are there!

Loot
Through a door across the main chamber of the foundry in Evergreen Mills is a bazaar where the Bobblehead: Barter can be obtained, found behind the workbench in the area Smiling Jack is in. The Terrible Shotgun can be obtained from Smiling Jack, whose death carries no negative karma and leads to a large supply of goods.

Although somewhat obvious, it is worth mentioning that when you loot Smiling Jack's corpse, he will be holding the "Smiling Jack Vendor Key" which opens "Smiling Jack's Locker" containing a copious supply of weapons, and apparel. Another option to maximize your looting is to buy as much of Smiling Jack's inventory as you can. Spend every cap you have. Then kill Smiling Jack. All the caps you just spent will be in his locker, plus you get to keep all the items you just "bought".

In the highest level of the bazaar, you will find a copy of Nikola Tesla and You on the bottom of the bunk bed on the left in the holding cell in Madams store. Here you will find assorted loot on the bodies of the four raiders along with caps in the register and safe underneath.

Before leaving the foundry, when you get back to the main chamber, 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 another room which has ammo and a Fat Man, which can be used to easily take out the Behemoth (assuming you have some mini-nukes), or you can simply shoot the Behemoth through the fence without taking any risk. Each room also has a safe with a few goodies.

A shorter metal staircase in the foundry leads to another room with lots of goodies (and a safe).

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.

The Southern Shack contains a Missile Launcher, some first aid boxes and a Raider. You can also find a copy of U.S. Army: 30 Handy Flamethrower Recipes here.

Just after entering the Bazaar, there is a Nuka-Cola Quantum behind the bar.

The Slaves
In order to free the slaves, you need to obtain the Evergreen Mills slave pen key from one of the raiders or from the guard house or simply just pick the lock. An alternative to this is jumping into the slave pen from above which unlocks the gate.

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 and you cannot get the karma boost from freeing them. And some occasions the slaves loiter about ambivalent to their situation wondering where they can go.

The Behemoth


There is a power generator right outside of the gate/cage the Behemoth is being held in (indicating that the cage has been electrified, keeping the Behemoth inside). If you stand on the cliffs that are on the left (saying if you were walking straight into Evergreen Mills along the train tracks), you will have a good sight on the power generator and one shot with a sniper rifle will take out the generator. The Behemoth will then free itself and go on a raider killing-spree.

If you clean out the Raiders first, you can use one of these approaches:

Stand back from the cage and lob a mini-nuke up into the air and into his cage, but be careful not to hit the generator or you will be faced with the next approach:

The most ambitious approach is to turn off the generator with the nearby switch, or shoot out the generators and to take him head-on but this is highly risky, especially for Dogmeat (or any other companion). If he's with you, he'll insist on fighting up close and personal. If the Raiders are not yet dealt with, released Behemoth will fight them making things easier for the PC.

If you do let the Behemoth loose, you can even the odds a little, by shooting him once with the dart gun, so he will not be able to catch up to you. It is possible to walk around the camp backwards without him hitting you even once.

You can avoid combat with the Behemoth by running into a building and waiting for a few hours, after which he will have disappeared. You need to beware if you come back later; he may reappear - quite a shock when you are using Evergreen Mills as a transit point!

Finally, it's possible - if not a particularly efficient use of ammo - to use direct fire weapons to plink away at the Behemoth through the front gate of the fence. If he hides, back away and he will come out into the open again. This is a good opportunity to try out different weapons (dart gun, railroad gun, etc. - a plasma weapon is a good bet) to see what effect they have on a Behemoth. If you do this, having companions with you will naturally decrease the ammo required. But make sure you have them all in ranged mode or one of them might open the cage and let the Behemoth loose!

By jumping up on the taller tin roof building, close to his cage, you can get a clear shot over the fence (this is best done without any Raiders left).

Bugs

 * Just went through here and took the Behemoth-Raider slaughter route, only to have the Behemoth get trapped behind a gate and die. 360 only, it ruins the whole plan of it because there are still a good amount of Raiders. This also shows up in the PC version so its probably safe to assume it crops up on all systems.

Appearances
appears only in Fallout 3.