Evergreen Mills

Evergreen Mills is an old factory in the southwest quadrant of the Capital Wasteland, just east of 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 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 either destroying the generator which powers the electrified fence or picking the lock. It will use its new-found freedom to attack everyone is in the vicinty, be it the player or the raiders.

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.

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.

Northern Shack
The Northern Shack is another shack found just north of the factory building. It is home to 2 raiders, one of which wears Sexy Sleepwear, and contains some minor loot,as well as a Missile launcher on a bed. 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 raider.

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 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.

Evergreen Mills Bazaar
Evergreen Mills Bazaar is a cave complex with a bar, shop and a brothel accessed through a hole in the factory's floor. Apart from the non-hostile Smiling Jack, 10 unnamed raiders populate the area. From the ground floor, a series of ramps leads up to the brothel where you will be greeted by Madame (who is unnamed in the game). A few raider women can be found locked in cells who upon release show their gratitude by attacking the player.

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.

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 the brothel area ("Madam's").

Evergreen Mills Foundry

 * Fat Man - At the top of the stairs, inside a locked room. 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 a Work Bench in the top level with the Average Safe.

Southern Shack

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

Graveyard Outside Camp
SE of the entrance to Evergreen Mills, where the train tracks are, is a graveyard by a demolished house (On the Pip Boy it is NE of the Evergreen Mills map marker and about 1 square over. A radio can be heard playing Enclave Radio.) that has some good loot. When you enter you should be attacked by 3-4 Raiders. One may have a Flamer. There are a few beds here to rest after the battle.
 * Pugilism Illustrated next to the toilet. There is a grenade bouquet (by hanging body) and trip wire near here so be careful.
 * A Lying, Congressional Style in the lectern and some caps.
 * Coffee table area near open door (door has trip wire to shotgun trap): Mini-Nuke, chems, shotgun trap, several pieces of ammo, and custom weapon parts.

Appearances
Evergreen Mills appears only in Fallout 3.

Trivia
The location name may have been taken from a road of the same name which runs through Loudoun County, Virginia, beginning at the west end of Washington Dulles International Airport and ending just south of Leesburg.

Bugs

 * The Behemoth may jump several meters up in the air and die when it lands, or lose a substantial chunk of its health. This happens most often when a VATS-thrown grenade explodes beneath its feet.
 * In all three platforms, the Behemoth (once released) can become trapped behind a gate and die.
 * Followers, even Dogmeat, can open the Behemoth's cage, regardless of the generator's status. It's best to tell followers stay back when approaching the gate.
 * If you let the Behemoth out, let him slaughter everyone and leave and come back days later, he will sometimes stay hostile (with a red health bar) but not attack you, even if you walk right up to him.
 * Sometimes the Behemoth may randomly appear out of its cage, with the cage doors still closed and fence electrified.
 * Brotherhood Outcast patrols from Fort Independence might open the Behemoth's gate, even if the fence is still electrified.
 * Any followers you have with you may also open the gate and initiate combat with the Behemoth. If you are a low level player and feel you cannot take on a Behemoth then it is advised to tell your follower to stay outside of Evergreen Mills.
 * When entering from the northeast, four rigged Aqua Pura crates will appear even if the PC has not started the Purifier. (confirmed PC, XBOX 360)