Fallout 3 player character housing

=Ownable housing=

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

Requirements of Non-ownable housing

 * MUST have a Bed
 * MUST have at least one safe container (ie: items put inside won't be wiped out when the container respawns it's loot)
 * Bonus points for convenience of location (preferably near a fast-travel point).
 * Bonus points for ease of initially clearing the location.
 * Bonus points for distance from enemy respawn points.
 * Bonus points for easy access to a workbench.
 * Bonus points for interesting decor.

The Raid Shack

 * Non-respawning desk, trunk, 2 cabinets, refrigerator
 * Multiple beds, armchairs, full kitchen, bathrooms
 * Lots of wood (which can be "carried")
 * Fun glitchy lamp
 * Stabhappy: a unique Combat Knife
 * Respawning raiders
 * Very dark and dusty (except kitchen table and upstairs)

Dickerson Tabernacle Chapel

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

Abandoned Tent
Directly South of SatCom Array NN-03d


 * No immediate enemies or spawn points.
 * Good north-central location.
 * Multiple Storage containers.
 * It is reccomended you place some Frag Mines if you need some protection in case of an attack.

Super-Duper Mart

 * Beds and storage in Pharmacy
 * Raider Decorations
 * Near Megaton
 * Good Central Location
 * A Protectron to guard your belongings (If you take the ID badge and hack the computer in the Pharmacy)
 * GIANT area inside, fairly open
 * Relatively quiet location
 * Shelving makes good display stands for guns & ammo
 * Many containers (Fridge, about 7 ammo containers, some crates)
 * "Saferoom" in back, great for main HQ
 * Approx. 15 raiders to kill before claiming
 * VERY dirty,aprox.30+ shopping carts

Germantown Medical Camp
almost impossible to get in or out without a fight.
 * Plenty of Beds and Storage
 * Good Central Location
 * Many Super Mutant Brutes and Super Mutants surround the area;

Vault 101

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

Grayditch

 * 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

Holy Light Monastery

 * Has several beds
 * Glowing one downstairs can be used as a nightlight
 * Aqua Pura Crates for storage
 * Ghoul bodies are very hard to move around and/or hide
 * You gain 1 Rad per sec. when entering
 * Only available after downloading Broken Steel DLC.

Arlington House

 * Shrine to Abraham Lincoln
 * Robert E. Lee's old house
 * comes with a safe, a workbench, and Bobblehead - Luck
 * Located in the center of a creepy graveyard

Washington Monument

 * Great view
 * Guarded gate
 * If you have Broken Steel and sided with the Brotherhood, this is a great place/opportunity to get Super Mutant blood samples
 * Although inside it may be safe, outside by the entrance it's dangerous for low 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.
 * Small

Citadel

 * Lots of storage rooms
 * Heavily guarded and almost impenetrable
 * Private armory
 * A clinic with a healing robot (Unless you haven't fixed Sawbones yet)
 * Courtyard with target practice (Includes the other BoS Initiates

Concrete Treehouse

 * 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!
 * Often attacked by raiders

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


 * Mines at entrance and in back room
 * Good defensable position with second floor and narrow stairwell
 * Back door for escape or easy movement
 * Multiple storage containers
 * Sometimes passed by small enclave patrols after The Waters of Life is completed.
 * There is a raider armed with a rocket launcher and a defense turret on the second floor of the building.

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


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

Talon Company Outpost
Directly South of Arlington Library. Almost near map edge.

No word on item disappearance.


 * Bed, storage, a working sink, radio, pool table and workbench
 * Great location near Point Lookout
 * Out in the open
 * Some of the surrounding area is mined
 * 5 respawning Talon Company Mercs and a respawning Sentry Bot.

Farragut West Station
In a room opposite of the locked fence with feral ghouls.


 * Naval Cot
 * Lockable safe (Locks and unlocks with the terminal on the desk. There is a laser pistol and energy cells in safe.)
 * Lots of storage
 * Enemies do not respawn
 * 4 Feral Ghouls trapped behind a locked fence. They cannot attack the player unless the fence is unlocked. (This may be a pro if you have the Ghoul Mask.)

Outcast Outpost

 * Lots of storage
 * Has an armory
 * 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 elevator occasionally never activates again
 * Only Available upon downloading the Operation Anchorage DLC.

The Mechanist's Forge

 * Storage, a "Free Bed" and workbench
 * Via elevator: seems secure with multiple heavy doors
 * Via Coffee Machine: super cool secret entrance is revealed by "activating" the coffee machine (see video on Talk page of the Mechanist)
 * Bed is Queen Sized
 * Lots of custom weapon components
 * Sometimes, if the player moves an object in the room, the dead Protectron in the room may fly all over the place and knock over objects
 * Must have level 75 Lockpick or fight through some Protectrons and Turrets to get to the room

National Guard Bunker

 * Lots of storage, a "Free Bed" and workbench
 * Adjoined armory is already "decorated" with tons of Ammunition Boxes, a Minigun, a Missile Launcher, 10mm SMGs, Assault Rifles, grenades and mines
 * The Glowing One carcass can be used as a night light
 * Armory looks really cool
 * Comes with an Experimental MIRV: a unique Fat Man
 * Seems very secure with multiple heavy doors that can be closed behind you should you choose to sleep
 * Storage items appear safe
 * Robots inside don't appear to respawn
 * A Enclave radio above the workbench
 * Bunker is two load-screens from a fast-travel location, creating a time-consuming commute between residence and wasteland.
 * Robots outside of National Guard Depot respawn
 * Minor radiation in building on the way to the bunker
 * Bunker is dirty with some skeletons sharing your bed, but can be removed by grabbing and putting them on the ground.
 * The player must clear out a good deal of Sentry Bots, Turrets, Mr. Gutsyies, and Protectrons before "settling down".
 * Must find all five Keller Family Transcripts for a free bed and storage

Wasteland Tent

 * Well Hidden in the Mountains
 * If killed without the dog noticing you get yourself a free watchdog
 * Minor Loot
 * Edge of map/Bad traveling location
 * Populated by two wastelanders (can also be thought of as a pro)

Abandoned Car Fort

 * Multiple Storage containers
 * A random enounter point which sends Yao Guai or Enclave Soldiers, therefore not recommended for low level players
 * Non-Central Location

Smith Casey's Garage

 * Bed
 * Nuka-Cola machine
 * Frequent random encounter location outside, as well as another local, pre-determined encounter spawn within sight. (Which can grow to a severely dangerous fight upon arrival, even for high-level characters; one such fight included spawning in the middle of a Sentry Bot, two Yao Guai, and half a dozen Raiders.)

The Pitt Underground
Only should be used if the player chose the Slavers' side


 * Has an easy entrance through Uptown
 * Has a couch
 * Only one Toolbox for storage

Blackhall Manor

 * Has several beds
 * It has a lot of trash lying around to clear out.
 * Has a lot of containers
 * Very large
 * Has big kitchen, library, 3 bedrooms, big bathroom, poolroom, and even a satanic sacrifical table and ritual setup in the basement

Lighthouse/Lab

 * Two entrances
 * Lots of ammo/weapons
 * Lots of beds/containers
 * Tall lighthouse perch
 * Smugglers Respawn in lighthouse
 * Before quest compeltion, secret entrance is locked
 * After quest completion, door between secret entrance/lab and bed area is permalocked, forcing you to enter through the smuggler infested lighthouse.

The Homestead Hotel Room 1D

 * Has a good bed
 * Intact terminal, sink, and toilet
 * Has a trunk
 * Intact Pre-War TV
 * Skeleton is on bed, but can be moved off.

Ark & Dove Cathedral

 * Close able gate out front
 * Filled with Tribals unless you side with Desmond
 * Beds are makeshift and sloppy
 * Fast-travel location
 * Large and fairly open
 * Lots of Refined Punga Fruit grow here