National Guard Depot

Located along the northern edge of Downtown DC, the National Guard Depot is a high-security compound that used to be the headquarters for the Washington militia. It can be reached from the wasteland, avoiding the metro system. An easy way to find the Armory, is to head directly south from Vault 108.

National Guard Armory
The Armory is only accessible after traversing the National Guard Depot, the National Guard Training Wing, the National Guard Depot Offices, then exiting from the Offices back to the National Guard Depot. Just as you exit back into the Depot, there is an electrical switch about 6 feet to your left. This will unlock the Utility Door two stories below you, which in turn allows you to enter the Armory. (The utility door cannot be lockpicked, even though it is shown with a Very Hard lock). BUT, be careful, there is a sentry bot or a mister gutsy right inside. Activating the second switch inside the utility room will open a trap door that leads into the Armory itself.

There is also a "glitch" way to get into the armory, not into the armory vault itself as you need the Keller Family Transcripts, although it is possible to use a different glitch to access the vault once inside the armory (see video below). It is possible to jump to the electrical switch after entering the Depot by placing carts and trolleys near the door sticking out of the rubble, in the room with the Nuka-Cola machines and Eat-O-Matic's. This method can also be used to obtain access to the top floor of the building, also you can pick up a barrel and place it on the ramp next to the two turrets on the second floor.

The Bobblehead: Small Guns can be found inside the armory on a shelf next to the terminal for the bunker access. Additionally, a Minigun, Missile Launcher, four Assault Rifles, two 10mm SMGs, two 10mm Pistols, ammo and supplies are also stocked inside the armory. Unfortunately, all of the weapons are in poor condition.

National Guard Bunker
The bunker, accessed through the armory, is opened by completing the unmarked quest Keller Family Refuge. Inside the bunker is the Experimental MIRV Fatman (and a plasma grenade hidden in a cooking pot on the first set of shelves left-hand side.) Also 5 Mini Nukes next to MIRV and a Nuka-Cola Quantum in bin near back. You may also come across a Glowing One inside.

Inhabitants
The National Guard Depot is mainly inhabited by Sentry Bots, Mister Gutsys, Protectrons, and Robobrains.

Possible Uses
If the player is tired of their home in Megaton, or Tenpenny Tower, it is possible to "live" in the bunker.

There are 4 usable beds, more than enough storage in Metal Crates, First Aid Boxes, Ammunition Boxes, Toolboxes, and even a Refridgerator that the player can use to keep his/her valued items. There is also a workbench where the player can build custom weapons. In the Armory part of the bunker, there are countless shelves where the player can store whatever he/she desires as decorations. There are tables aswell, and a big plus about the bunker is it's own appearance. The Megaton House is constructed of old alluminum, and is 1/3 as big as the National Guard Bunker and Armory. The Penthouse in Tenpenny Tower is pleasant but also very small so storing things on the floor or shelves is limited to so much, but there is plenty of room in the bunker, and it is mostly metal walls, flooring, and roofing

The only downside to Using the Bunker as a home is that the player will not be able to purchase things for the bunker because it is not intended to be a home, just a possibility. Infact, Bethesda never intended anyone to live in the bunker, but considering the amount of room avaliable, and having a work bench, along with many beds, and storage crates it is a very good idea for several reasons.

The only problem inside the bunker is one of the Keller Family has became a Glowing One, and must be killed as it will be hostile to the player. Killing it with a small gun will leave the body, but if using an energy weapon, it is likely that it will turn it to dust. (The one in my game turned to dust, but if its body remained, I might have used it as a night light. I actually did move into the bunker, and I enjoy it very much, because it has so many things over the preferred housing.)

When committed a crime in Megaton or Tenpenny Tower anyone who wintessed it would chase you into you're home. Because nobody lives in the bunker that won't happen, and also to reach the bunker you have to open the floor, once closed, NPCs can't figure it out, (which I think is hilarious)

Depot

 * Nikola Tesla And You located in the National Guard Depot, in a storeroom on the lowest level (If you stand in front of the "Very Hard" door leading to the armory it is the storeroom directly to your right in one of the shelves.)
 * Pre-War Book: two located in the National Guard Depot on the third floor, right in front of you if you go up the stair you see on your left after you enter from The Capital Wasteland.

Training Wing

 * Tales of a Junktown Jerky Vendor sitting on a desk located in Depot Training Wing after climbing a set of stairs and going through two doors. You walk through a collapsed section of wall from this room to the room with the Average Locked safe. (It will look like it is one room. You will be facing the desk when you enter the door at the top of the stairs)
 * Pre-War Book in the room after the Tales of a Junktown Jerky Vendor (above the safe).
 * Random weapon along with ammo. Found in one of the 2 wooden gun cabinets in the same room as the 2 books above (Pre-War Book and Tales of a Junktown Jerky Vendor).
 * Stealth Boy in a center set of 3-lockers just before the double-doors that lead to the shooting range. When facing the double-doors, it's in the middle set of 3 on the left. (NOTE: This may be random, as this editor did not find a Stealth Boy in the aforementioned location.)
 * About 4 Combat Helmet and 6 10mm SMGs and 6 Assault Rifles in the room after the hallway with the patrolling Sentry Bot, right before the locker room leading to the shooting range. The weapons and helmets are in the wooden shelves behind the counter with 2 non-working terminals.

Offices

 * Duck and Cover! located on a long counter in an irradiated section of the National Guard Offices portion.
 * Three more Pre-War Books in the National Guard Offices on the shelves in the center of an open collapsed two floor room, one level above the long counter in an irradiated section as mentioned above.
 * Stealth Boy in an average wall safe, on the first floor of the Training Wing. (Random chance, as with most loot from safes.)

Armory

 * Five Mini Nukes and the unique Fat Man "The Experimental MIRV".
 * The Bobblehead: Small Guns located on a shelf in the sealed storage room in the basement of the Armory.
 * A Nuka-Cola Quantum underneath the table, inside of the small bin, next to the refrigerator within the Keller shelter.
 * Four Assault Rifles and 5.56mm Round ammunition.
 * Missile Launcher and several Missiles.
 * A Minigun and 5mm Round ammunition.
 * Two 10mm SMGs, two 10mm Pistols and 10mm Ammo.
 * Lots of Rad-X, RadAway, Stimpacks, and some Buffout too.
 * Several bottles of Purified Water.
 * A copy of U.S. Army: 30 Handy Flamethrower Recipes on the same table as the M.I.R.V.
 * All of the ingredients for a Nuka Grenade are located within the bunker (Nuka-Cola Quantum, Tin Can, Abraxo Cleaner and Turpentine) so using the Workbench the player can craft one as long as they have the schematics.
 * Four Pulse Grenades and four Pulse Mines.
 * Two Combat Armors and four Combat Helmets.
 * Two Radiation Suits.
 * A Plasma Grenade in a bucket.

Outside

 * Four ammo cases in a military truck in the parking lot
 * Nuka Cola machine right outside the entrance
 * A patrol of Brotherhood Outcasts will spawn outside of the fort next to the trucks outside of the parking lot
 * To the north of the armory, amongst the destroyed houses is what appears to be a single 10mm pistol lying next to a burnt skeleton. However, it is actually a stack of 7 identical 10mm pistols.  The house containing these pistols is first house north-east of the playground area.

Glitches

 * You can get to the higher level of the top floor by stacking barrels. However, it's very hard to do (you need at least 5 barrels) and there's nothing up there but an empty suitcase and an open safe, unless you want to just jump off the top which teleports you to the 4th floor - the same as if you go through Vault 87's Vault door.
 * You can get inside the bunker without getting the transcripts. To do so, walk into the corner made by the door and bunker access terminal. Then crouch, go into third person view, and twirl the camera around until it says "activate electrical switch". The trigger is very small, but should appear on the door or the door frame, a little higher than the player's head. Activate it, and the bunker door will open. This is a brilliant time saving method and should be used if you don't want to bother hunting down the transcripts. (Confirmed on PS3, PC and 360)
 * On one of the upper levels that isn't connected to the switch room there is a pile of rubble in which the floor fell in, simply drag a barrel over to it, put it sideways and jump on the rubble (you may need to crouch to get past it to the top floor) once on the very top floor drop through the hole in the ceiling over the switch room and voila
 * Sometimes when you're going back and forth from any location to the fort, your game may freeze on the loading screen and you would have to restart you console to load the game again. NOTE:reloading when the game start will not allow you to enter the armory again. (360)
 * After having destroyed the two Protectrons out front, upon fast traveling to the Depot from somewhere else, the two of them will fall from the sky still destroyed.
 * There is a way to get to the top of the National Guard Depot building by only having to use two barrels. The player has to go to the middle of the fourth floor then go to the fallen radio tower and the caved in ceiling. From there the player has to put a barrel on the radio tower and jump on it from the collapsed ceiling then you will be on the fifth floor. The player then has to go to the inaccessible stair case with the emergency lights. Then the player needs to put a barrel on the glitch of rubble by the collapsed cubicle, then jump on the tallest corner of the collapsed cubicle then jump on the barrel and jump on the top floor (frequent saving is recomended).

Appearances
appears only in Fallout 3.

YouTube Videos
A faster way to open the Armory door WWf2XelJzOs


 * Getting inside the bunker without the transcripts

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