Germantown Police HQ

Germantown Police HQ is an old police headquarters that is under the control of super mutants. It is used as a base from which they raid Big Town and a holding place/processing location for their captured prey.

Background
Before the Great War, Germantown was a town in the state of Maryland. There are also a few terminals detailing the final 911 calls before the Great War. These include a fire, a man who breaks into a woman's house and tells the 911 dispatcher that his wife forgot to take her pills, and a man who tells strange stories about his shoes growing wings and other strange happenings. Before, during and after the Great war the place was used by National Guardsmen overseeing the area in case of an attack by the Chinese and the subsequent treatment of patients effected by radiation sickness. This is mentioned by a terminal outside the main building by a lady who expressed her sorrow for those in the national guard who had to look after evacuations in the Downtown D.C area.

Layout
On the outside you'll find a maze leading to a camp ground. At night this becomes a small battle field but during the day you shouldn't face any super mutants (unless your on the quest Big Trouble in Big Town). In the tents are bed in which you can use or some gore bags filled with human parts. There is also a locked door to the ground level that could save some time if your on the quest Big Trouble in Big Town. As you enter the jail, you will find a impound terminal (unless you have a high lock-picking skill and picked the ground floor door). There will also be a mine and two super mutants to the hall on the left nest to the fire hydrant, talking about a plans for Big Town. They don't run out so you will have to drag them out of the room or go in with a combat shotgun and use the V.A.T.S. for a good head shot. In the room is some empty filing cabinets and a rigged shotgun that you need a repair level of 45 to activate. There is also a first aid box. in the back right it leads out to the hall. Across from the fire hydrant, there is a door leading to a lab room with a mine, as well as a ammunition box. In another room there is a terminal that has a easy hack level, in which disengages the lock to a safe right next to it. You'll also see a room at the end of a hall with a table with dead bodies all cut up and gore bags. at the end of the table is a ammunition box and a first aid box as well with a vacuum cleaner.

Continue down the hall and there will be a door leading to the ground floor. A mine will be at the bottom of the stairs, if your sneak is high enough you should be able to take it. After getting passed the mine, there should be more super mutant brutes out in the hall. When the one in the hall is dead, you'll see a room to your right and another hallway to your left. In the room to the right is a mine, radroach, and computers. The computers are 911 terminals. The mine is in the middle of the room. If you walk to the end of the room you'll see a door to the hall. The first room to your right should have tables. There will be ammunition in the desk covered by dirt. Other than that it will just be ruined books. Exit the room and go to your right will lead you down the hall mentioned earlier. There will be a room with a radroach and a super mutant master (depending on level) waiting for you. Head shots are your best bet. This one will have the Germantown Jailer's key. In the room the radroach and super mutant master was in, is a few benches, nothing to write home about. There will be a room out the hall with two radroaches and a mine. The filing cabinets and lockers have small cups and darts but nothing else of value. You will find Red in the room with the cell doors (I know kinda obvious). The computer requires a level 100 to hack. There is a door leading out to Germantown at the end of the hall. Go to a hall with another fire hydrant and there will be a closet with two gore bags and stairs leading to the basement. The first room on your left doesn't have much but second has a average lock. The room has some nice ammunition and a 10mm sub-machine gun, as well as a fat man. There will be a room with gore bags hanging from the ceiling. In the back is a first aid box and a gun case as well as a doorway leading to a room with a radroach. and shelves. You'll hear voices and it will be in the kitchen. You can also find a bathroom. If you are in the room with shelves you can go to a hall and to your right will be a super mutant shooting at you as well as a radroach eating your ankles. The refrigerators have a good amount of food. Shorty should be in the middle of the room. There is also a closet with a gore back and a Nuka-Cola.

Top floor

 * D.C. Journal of Internal Medicine: Located on the top floor of the Germantown PD in a briefing room to the north in the middle of the building. The book is on the conference table beside the first aid box. Tripping over the land mine in front of the table may cause the book to be pushed away from its original position.
 * A holotape with a password (to the computer in the ground floor near Red's cell). The holotape is on a desk with a computer on it, and with a safe on its left side. A mine is on the floor near the desk.

Ground floor

 * Lying, Congressional Style: Located on the ground floor of the Germantown PD, on top of a small desk in a room with three rows of short tables pushed together. The desk is in the southwest corner of the room.
 * Pre-War book: Located on the ground floor of the Germantown PD, it can be found on a desk near Red's cell.
 * Flying bananas can't talk: A note on the ground floor in a locked cell beside Red's cell.
 * There is a storage closet packed with medicine, weapons, and ammunition in a room near the door to the Germantown PD exterior. The door is average lockpick skill and is behind a hard computer terminal.

Basement

 * Tumblers Today: In the average locked room to the left of the firing range. (Hard to spot the book as it blends in with the shelf.)
 * Fat Man: In the same closet as the Tumblers Today book, near firing range.
 * Nuka-Cola Quantum: Inside a small room past the kitchen where you find Shorty. On the ground next to a metal box immediately to your left upon entering.

The Capital Wasteland (surrounding area)

 * Duck and Cover!: Near the Monorail train wreckage which is occupied by raiders. Go East uphill until you pass the tracks with corpses hanging from them, then take a left after the traincar that is on its side. It will be near the metal buckets in front of the bathtub.

Related quests

 * Big Trouble in Big Town

Appearances
Germantown Police HQ only appears in Fallout 3.

Behind the scenes

 * "And that's how you get to llama school" is a reference to a song from the MTV sock-puppet talk show Sifl and Olly.

Bugs

 * On the top floor in the southeast section, around the corner from the door to the ground floor, at the intersection of two hallways near a firehose box, is a very glitched skeleton. Various parts may be shaking violently, sometimes stuck in the wall. Grabbing the object momentarily stills it, but it can't be moved. Letting go of it, either intentionally or by stepping away, returns the skull to its previous state.
 * In the basement/kitchen area, a super mutant master or, with Broken Steel installed, a super mutant overlord may be incorrectly labeled as a regular super mutant in V.A.T.S..

Полицейский участок Джермантауна