Turtledove Detention Camp

 is a military camp located in Point Lookout.

History
During the War with China it was used as prison for detained Chinese nationals and suspected spies or saboteurs. Prisoners were kept in abysmal conditions, with outhouses being the only sanitary facilities available and spartan bunkbeds crammed into wooden houses serving as living quarters. Watchtowers with searchlights were erected at the perimeter while many Sentry Bots patrolled the perimeter.

The inmates were likely to be interrogated for information, with procedures including simple questioning, beating, electrical chair torture, body mutilation, and similar cheery ways of making conversation.

All dead bodies were stored in the morgue, beneath the administration building. Connected to the morgue was a crematorium, where bodies were disposed of once the morgue filled up.

It seems that just before the 23rd October came, several Chinese prisoners escaped via the morgue drainage channel, with the remaining inmates rioting, ending up with them holing up in one of the bunkhouses. This is indicated by a barricade in Bunkhouse B, with several makeshift weapons accompanying the skeletons and skeletal remains in the drainage tunnel and its exit.

Opposition
You will find many hostile Ghouls and many Sentry Bots outside of the Camp. Depending on your character level and the game difficulty, these ghouls can include any number Swamp Ghouls, Glowing Ones and Feral Ghoul Reavers. If the player is not careful and is spotted or uses a non-silent weapon feral ghouls in the area will come to investigate, if they spot you as many as 15 ghouls including Swamp ghouls, Feral Ghoul Roamers, and Feral Ghoul Reavers will come to attack you, depending on the characters level and game difficulty. However the ghouls will side with you in their "offensive" if you have a ghoul mask. It is unknown why the ghouls are driven to attack the camp en masse. One possibility is one wandered near and the automated guns drew more attention, another being perhaps the remnants of their minds drove them to a nicer place to sleep and live. Considering they are unrecognized by the military equipment on site, it is safe to say they were not part of the prewar force posted here to keep the base secure. However, at the same time it is hard to say where the abundance of swamp ghouls came from, considering the area was never hit directly by atomic weapons, it's slightly possible they were lured here by the rolling dark and dampness found all over the region.

The security bots and turrets are all automated and as mad as ever. The turrets would be the last suggested target considering ghouls should not be able to attack them without ranged weapons.

If you want to rid the camp of all ghouls, you should wait until the ghouls have completely rid the camp of all Sentry Bots. Once they have cleared the base (if you come upon the site and wait for a few days this will happen) put on a Ghoul Mask to mark all ghouls as friendly. There should be a bunker of sorts next to Interrogation A with only one entry point. Depending on what types of ghouls are closest, you will need to cover the entry with 3-4 Frag Mines or Bottlecap mines. Go into sneak mode (if you have a stealth boy or Chinese Stealth Armor use it) and wait until you are hidden. Using an Alien Blaster or other high powered weapon, sneak attack a Feral Ghoul Reaver. All Ghouls will attack you now. Switch to a Precision Gatling Laser (if you do not have one, you can try a Gatling Laser or Eugene, DO NOT try a Minigun!) and wait until they are all in the same room with you. Start firing randomly and you'll eventually clear the area due to only one being able to attack you at once.

Hazards
Turtledove detention camp had a back area that was used as a toxic dumping site, as indicated by the mount of waste barrels and detritus near the camp's western perimeter. This toxic crud permeated the swampy ground and has resulted in the sludge in and around the camp to be extremely toxic - much of the camp is permeated by rads. This toxic, radioactive enviornment lures ghouls to the region in scores - even after you initially clear the area out, they will continue to migrate to the camp. It was the toxic environment here, along with the mistreatment at the hands of the guards and interrogators, that caused the prisoners to revolt.

The toxins are particularly concentrated in a few areas, most notably a horrid chemical pool in the camp's center. Here, the chemicals bubble and churn constantly, giving off a foul gas that has a noted dose of rads and is so vile that you actually cannot drink it. Occasionally, the chemicals react unpredictably, causing large bubbles to form, only to foul the air with a sickening pop and a burst of gas moments later - but every once in a while, a bubble breaks free of the surface and bounces around for a few seconds before popping, adding a bit of strangeness.

These bubbles can be picked up and moved, but are also highly volatile; they will explode, like a Bio-Gas canister, if shot with energy weapons, incendiary weapons, or exposed to extreme heat or fire. Because of this, it is highly advised to avoid the center of the camp during the battle, lest a stray shot detonate a bubble, knock one down, and render an adventurer easy prey for the inordinately high number of Feral Ghouls in the region, which may include as many as 5 Reavers.

Outside

 * Sentry Bots outside will always have a few missiles and other ammo.
 * On top of each of the Guard Towers, there will be lots of ammo boxes.

Bunkhouse A

 * First Aid Box on your right as you walk in. Average Lock.
 * 1 Stealth boy in the locker in front of you on shelf. Possible another is in locker itself.
 * 2 Cherry Bombs, Sensor Module, Conductor, Wonderglue, Lawn Mower Blade, and Crutch in right room. Turpentine, Medical Brace in left room. Firehose Nozzle in fire hose box.

Bunkhouse B

 * Paint Gun, Lawnmower Blade, Conductor, Abraxo Cleaner, Turpentine, Toy Car, Motorcycle Gas Tank.
 * Axe and Confederate Hat on floor in right room.

Interrogation Room A

 * Mentats and Med-X, lying around. (appears to be random chems in room for PS3. Found only 1 Stimpak)
 * Fission Battery and Leather Belt on the table.

Interrogation Room B

 * Stimpak, Mentats, Leather Belt, Moonshine.

Interrogation Room C

 * 2 Stimpaks.

Administration

 * A well-equipped armory: 2 R91 Assault Rifles, N99 10mm Pistol, Sniper Rifle, 4 Frag Grenades, Mini-Nuke, 4 Ammo Boxes, 48 .308 Caliber Rounds, 72 5.56mm Rounds, 4 Shotgun Shells, 24 10mm Rounds, 3 First Aid Boxes, Sensor Module, and a suit of Combat Armor (no armor confirmed for PS3).
 * An average locked safe in the room on the right containing 2 Double-Barrel Shotguns, caps and ammo.
 * Scoped .44 Magnum and .44 Round, Magnum (12) on desk in front of safe. 2 ammo boxes under desk with .44 ammo.
 * Psycho, N99 10mm Pistol, and R91 Assault Rifle on bathroom floor in door straight a head from entrance. Ammo in locker.
 * Filing cabinets and desks likely contain several Confederate Hats and Workman's Coveralls.

Morgue

 * Contains the corpse of Wan Yang (TD-0181), A Cheng (TD-0831) and Mei Shen (TD-0204)
 * A lot of chems. Rad-X, Med-X, Rad Away, Stimpacks, Buffout (on First Aid Box), Blood Pack, and Mentats. Surgical Tubing.

Appearances
The appears in the Fallout 3 add-on Point Lookout.

Behind the scenes

 * The camp's name and setting in history-rich Point Lookout may be a nod to author Harry Turtledove, a well-known author of alternate history novels.