Evergreen Mills

Evergreen Mills is located just East of Casey's Garage, in the lower left quadrant of the map in the Capital Wasteland. It is populated by Raiders who, surprisingly, have managed to capture a Super Mutant Behemoth. There are a large number of guards outdoors, which can put up a decent fight, especially if visiting this location at a low level. To best handle this situation if visiting Evergreen Mills early, approach from the West - the cliffs over looking the town make for an ideal position to snipe the raider guards with a sniper rifle or hunting rifle. For best results, sneak and target the raiders outside of VATS. Most attacks should result in one-shot kills using a sniper rifle in decent condition. Alternately, the Behemoth can be released for a rather interestingly brutal scenario on the raider camp itself.

Loot
Through a door across the main chamber of the foundry in Evergreen Mills is a bazaar where the Bobblehead: Barter can be obtained, found behind the workbench in the area Smiling Jack is in. The Terrible Shotgun can be obtained from Smiling Jack, whose death carries no negative karma and leads to a large supply of goods.

Although somewhat obvious, it is worth mentioning that when you loot Smiling Jack's corpse, he will be holding the "Smiling Jack Vendor Key" which opens "Smiling Jack's Locker" containing a copious supply of weapons, and apparel. Another option to maximize your looting is to buy as much of Smiling Jack's inventory as you can. Spend every cap you have. Then kill Smiling Jack. All the caps you just spent will be in his locker, plus you get to keep all the items you just "bought".

In the highest level of the bazaar, you will find a copy of Nikola Tesla and You on the bottom of the bunk bed on the left in the holding cell in Madams store. Here you will find assorted loot on the bodies of the four raiders along with caps in the register and safe underneath.

Before leaving the foundry, when you get back to the main chamber, go up the highest metal stairs and into the offices where a room has a radio playing. In a desk there is a key to another room which has ammo and a Fat Man, which can be used to easily take out the Behemoth (assuming you have some mini-nukes), or you can simply shoot the Behemoth through the fence without taking any risk. Each room also has a safe with a few goodies.

A shorter metal staircase in the foundry leads to another room with lots of goodies (and a safe).

In the foundry there is also a copy of Duck and Cover! lying next to a dead body on the ledge above where the broken terminal is. To reach it go up the stairs and jump off onto the ledge below.

The Southern Shack contains a Missile Launcher, some first aid boxes and a Raider. You can also find a copy of U.S. Army: 30 Handy Flamethrower Recipes here.

Just after entering the Bazaar, there is a Nuka-Cola Quantum behind the bar.

The Slaves
In order to free the slaves, you need to obtain the Evergreen Mills slave pen key from one of the raiders, the guard house, or by simply picking the lock. Alternatively, one can jump into the slave pen(s) from the above catwalk which will also unlock the gate. However, on some occasions once released, the slaves will just loiter about ambivalent to their situation wondering where they can go. They can even arm themselves, but the situation is still the same. They don't care about you engaging the raiders in firefight, even if they get blood all over themselves, and will just end up living in Evergreen Mills. Not very useful.

Be sure to clear out the mines at the entrance to Evergreen Mills if you want to keep the slaves alive.

Sometimes loading a game that was saved in the area or leaving and coming back will cause the slaves to disappear meaning you cannot get the karma boost from freeing them.

If you are playing an evil character, the slaves provide a never ending supply of ready cash. Hit them with the Mesmetron, travel to Paradise Falls, cash in and repeat. The respond endlessly and are good for 250 caps each time!

The Behemoth


There is a power generator right outside of the gate/cage the Behemoth is being held in (indicating that the cage has been electrified, keeping the Behemoth inside). If you stand on the cliffs that are on the left (saying if you were walking straight into Evergreen Mills along the train tracks), you will have a good sight on the power generator and one shot with a rifle will take out the generator. The Behemoth will then free itself and go on a raider killing-spree.

Whether you cleaned out all the Raiders first or not, the Behemoth itself can be handled (desirable being one of five needed for the Trophy/Achievement) using one of these approaches:

Stand back from the cage and throw a mini-nuke up and into it, being careful not to hit the generator and mistakenly release said beast. Similarly, using either the cliffs or by jumping up on the taller tin roof building, close to his cage, you can get a clear shot over the fence (this is best done without any Raiders left).

The most ambitious approach is to shoot out the generators or turn them off with the nearby switch and take him head-on. However, this can be highly risky, especially for Dogmeat (or any other companion) as they will most likely insist on fighting up close and personal and can only take relatively few hits from the Behemoth.

If you do let the Behemoth loose, you can even the odds a little, by shooting him once with the dart gun, so he will not be able to catch up to you. It is possible to walk/kite around the camp backwards without him hitting you even once.

You can sometimes avoid combat with the Behemoth entirely by running into a building and waiting for a few hours, often after which he will have disappeared. Beware if you come back later though as he may reappear - quite a shock if using Evergreen Mills as a transit point!

One fun, and interesting way, is to approach Evergreen Mills from the east, and hide in the hills. Shoot one rocket at the generator, releasing the Behemoth. Due to clipping/rendering (Optimization for smoother framerates, generally on the consoles) you may not see the generator, but you will see the fence it sits by, and the fence alone makes a great target as shooting a missile at it will destroy the generator. Let it be noted however, that if you have the Lawbringer perk, you won't be able to get Fingers off of the raiders body's that the Behemoth kills. So feel free to snipe them, with a sniper rifle, or of course the missile launcher you brought along! Once the Behemoth brutally murders all of the raiders, feel free to move in and finish the Behemoth off, if you haven't done so already.

Finally, it's possible - if not a particularly efficient use of ammo - to use direct fire weapons to plink away at the Behemoth through the fence. If he hides, back away and he will come out into the open again. This is a good opportunity to try out different weapons (dart gun, railroad gun, etc. - a plasma weapon is a good bet) to see what effect they have on a Behemoth. If you do this, having companions with you will naturally decrease the ammo required. But make sure you have them all in ranged mode or one of them might open the cage and let the Behemoth loose!

Bugs

 * There is a possibility of a glitch while taking the Behemoth-Raider slaughter route. It is possible for the Behemoth to get trapped behind a gate and die, this seems to only appear in the 360 and PC versions.  This can ruin your plans of a Behemoth-Raider slaughter because there are still a good amount of Raiders. This may appear in the PS3 version but not currently reported on.
 * Some cliff rocks on the far western wall are see through.

Appearances
appears only in Fallout 3.