Fallout 3 player character housing

Fallout 3 player housing lists all ownable and non-ownable player housing in Fallout 3.

Non-ownable housing
Houses below are not technically ownable, but you can live at these sites.

Requirements

 * Bed
 * Enclosed area (At least one wall) *Optional
 * At least one crate (Includes metal boxes, lockers, etc.)
 * Preferably a place that isn't a respawn point for enemies.
 * Stared locations below are potentially dangerous, but livable respawn points.

SatCom Array NN-03d Shack
Directly East of the SatCom Array

Pros & Cons

 * Initially populated by two aggresive Brotherhood outcasts
 * Multiple storage containers
 * Workbench
 * Easy to locate due to SatCom Array
 * Random encounters sometimes occur to the south and east

Pros & Cons

 * Area is populated by Talon Company Mercs. (Unless your trigger finger has something to say about that.)
 * Has a workbench.
 * Scenic overlook of the irradiated northwest through the holes in the dish at the top.
 * Extremely easy to find due to it being such an eyesore.

Fort Constantine
Technically not a Non-ownable house. (No useable bed)

Pros & Cons

 * Guarded by Protectrons, Mister Gutsys, Robobrains and Sentry Bots
 * There is a tiny shack to the left upon your entrance but it lacks a bed or a legitimate wall.
 * There is a queen sized bed in the CO's quarters but it cannot be slept in a it for some reason is listed as a owned bed.
 * There is quite a bit of loot inside but no legitimate beds in either house so they are not technically houses

Pros & Cons

 * The location of the High Plains Drifter and his sniper.
 * The bed is makeshift and sloppy.

Abandoned Tent
Directly South of SatCom Array NN-03d

Pros & Cons

 * No immediate enemies or spawn points
 * Good north-central location
 * Minor loot
 * Multiple Storage containers

Pros & Cons

 * Plenty of Beds and Storage
 * Many Super Mutant Brutes and Super Mutants surround the area
 * Almost impossible to get in or out without a fight
 * Good Central Location

Pros & Cons

 * It's a vault
 * Only livable/returnable if you destroy the vault by flooding the water chip!
 * Plethora of beds
 * Overseer's Office with working tunnel
 * There is a storage room with many crates
 * The vault is a bit trashed with papers and a few bodies
 * Vault door CANNOT ever be closed

Pros & Cons

 * Choice of three houses
 * Once "Those!" quest completed, no enemies spawn in Grayditch
 * Central location
 * Plenty of beds and storage
 * Dr. Lesko as a neighbour, unless you killed him

Pros & Cons

 * Great view
 * Small
 * No enemies
 * Guarded gate
 * Outside full of Super Mutants
 * Although inside it may be safe, outside by the entrance it's dangerous for high level characters since a few super mutants may spawn by the entrance and super mutant brutes will be in the field and may start shooting at you off sight.
 * If you have Broken Steel and sided with the Brotherhood, this is a great place/opportunity to get Super Mutant blood samples

Pros & Cons

 * Lots of storage
 * Guarded like Fort Knox
 * Armory
 * Lab
 * Clinic
 * Courtyard with target practice

Pros & Cons

 * Often attacked by raiders, but provides some experience and raider gear.
 * Extra storage boxes on the military truck near the entrance.
 * Military truck is some-what considered a good "bomb" to detonate (shooting it)to defeat spawning raiders.
 * If you kill the scavenger without the dog noticing, you'll get yourself a free watchdog!

Abandoned House
Found in the Northeast corner of the Fairfax Ruins directly across from a playground.

Pros & Cons

 * Mines at entrance and in back room
 * There is a raider armed with a rocket lanucher and a defence turrett on the second floor of the building.
 * Sometimes passed by small enclave patrols after The Waters of Life is completed.
 * Good defendable position with second floor and narrow stairwell
 * Back door for escape or easy movement
 * Multiple Storage Containers

Bombed Out Church
In the middle of the plain East of Evergreen Mills. Just Southest of the Jury Street Metro Station.

Pros & Cons

 * Easy to Locate on large open plain
 * Three beds
 * No Storage!
 * Often Occupied by Raiders
 * Rigged shotgun at Southeast entrance
 * Minor loot
 * Sink and Toilet for regaining health
 * Plenty of good cover
 * Good central location

Pros & Cons

 * Lots of storage
 * Cool aesthetics
 * Glowing One carcass can be used as a night light
 * Must clear out a good deal of Sentry Bots, Turrets, Mr. Gutsyies, and Protectrons before "settling down"
 * Tons of loot in complex

Pros & Cons

 * Well Hidden in the Mountains
 * Populated by two wastelanders
 * If killed without the dog noticing you get yourself a free watchdog
 * Minor Loot
 * Edge of map/Bad traveling location

Pros & Cons

 * A random enounter point which sends Yao Guai or Enclave Soldiers
 * Not recommended for lower level players
 * Non-Central Location
 * Multiple Storage containers
 * Minor Loot

Pros & Cons

 * Fairly good central location
 * Guarded by Raiders
 * No Storage!
 * Multiple Beds

Operation: Anchorage
Outcast Outpost

Pros & Cons

 * Lots of storage
 * Has an armory
 * Has a simulation pod you cannot enter
 * Guarded by outcasts and turrets
 * Anytime you are at the top of the ramp going down, super mutants spawn
 * Followers CANNOT enter the bunker
 * The floor will be messy with blood (the fight between Sibley and McGraw) unless you were careful

The Pitt
Haven

Pros& Cons

 * There is a lab with a baby (unless you sided with Werner)
 * There is a non-owned bed on the second floor (Needs conformation)
 * Heavily fortified with raiders