Evergreen Mills

Evergreen Mills is an old factory, possibly a former steel mill, 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 destroying the generator which powers the electrified fence. It will use its newfound 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 gate and charge in at it; freed slaves will sometimes open the gate as well. Sadly, the behemoth does not have much loot other than caps and possibly ammo.

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 "We'd only die out there in the Wastes," and asking "What's the point?"

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 as well as a decent amount of ammo and a RadAway in the small crate on the top shelf directly to the right of the door when you enter. Move the small crate to obtain the RadAway.

Northern Shack
The Northern Shack is another shack found just north of the factory building. It is home to two raiders, who are assumed to be having sex at the time of your arrival because one has no armor on and the other (female) wears sexy sleepwear. They also run down from upstairs, where a set of discarded raider armor can be found on the nightstand. The shack 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 leveled raider. In the south-eastern room a missile launcher and a U.S. Army: 30 Handy Flamethrower Recipes can be found.

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.

You can find Duck and Cover! next to a mattress with a dead body on it, opposite side of where you can enter Evergreen Mills Bazaar. To find it, climb the stairs to the upper catwalk and look down toward the southwest corner. You should see it lying on top of the lower roof. Jump over the railing to reach it. In the foundry there is a locked door -- average skill -- inside there is a Fatman.

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 heavily armed raiders&mdash;at least one carrying a Missile Launcher&mdash;populate the area.

From the ground floor, a series of ramps leads up to a Raider brothel where you will be greeted by Madame (who is unnamed in the game). A few raider women who are the brothel's whores 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. When you first walk into the area (the part with three kiosks), there is a hidden space behind the shelves on your right, containing two ammo boxes and some drugs. To get there, just turn right and go between the two sets of shelves.

The Barter Bobblehead is on the top shelves in a cave-like depression in Smiling Jack's shop (back wall, on the right as you enter the room).

You can kill Smiling Jack and 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, on the bottom bunk bed closest to the toilet.

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.
 * Nuka Grenade - On top of the workbench, in the same room as the key and the radio.

Southern Shack

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

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 Loudon County, Virginia, beginning at the west end of Washington Dulles International Airport and ending just south of Leesburg.

Bugs

 * Occasionally, no slaves appear in the slave pens.
 * Sometimes, if one engages V.A.T.S. right after opening the electrified gate and attacks the behemoth, the latter may go "flying" upwards during the V.A.T.S. shooting animation and fall to a certain death. This will, of course, grant no experience to the player.
 * Sometimes there are glitches while climbing on the roofs that will cause the player to die instantly.
 * The behemoth (once released) can become trapped behind a gate and die.
 * Sometimes the behemoth may randomly appear out of its cage, with the cage doors still closed and fence electrified.
 * NPCs might open the behemoth's gate, even if the fence is still electrified.
 * 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.
 * There is an empty whiskey bottle stuck to the ceiling above the bed just east of the gun cabinet in the first floor sleeping quarters of the Foundry. It can't be picked up.
 * There are 2 or more dinner plates under a shelf in the 2nd level room in the western wall of the Foundry. They are inaccessible.