Fallout 3 player character housing

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

Requirements

 * Bed


 * At least one safe container (ie: items put inside won't be wiped out when the container respawns it's loot)

Bonus

 * A place that isn't a respawn point for enemies


 * Workbench


 * Convenient location


 * Interesting decor and/or loot


 * Items don't disappear when "dropped"


 * Enclosed area (At least one wall)


 * Marked Location (allows for fast travel)

Pros

 * 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

Cons

 * Respawning raiders


 * Very dark and dusty (except kitchen table and upstairs)

Pros

 * The location of the High Plains Drifter and his sniper rifle.

Cons

 * The bed is makeshift and sloppy.

Abandoned Tent
Directly South of SatCom Array NN-03d

Pros

 * No immediate enemies or spawn points.


 * Good north-central location.


 * Minor loot.


 * Multiple Storage containers.


 * It is reccomended you place some Frag Mines if you need some protection in case of an attack.

Pros

 * 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

Cons

 * Approx. 15 raiders to kill before claiming

Pros

 * Plenty of Beds and Storage


 * Good Central Location

Cons
almost impossible to get in or out without a fight.
 * Many Super Mutant Brutes and Super Mutants surround the area;

Pros

 * Plenty of beds


 * Overseer's Office with working tunnel


 * There is a storage room with many crates

Cons

 * 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

Pros

 * 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

 * Shrine to Abraham Lincoln


 * Robert E. Lee's old house


 * comes with a safe, a workbench, and Bobblehead - Luck

Cons

 * Located in the center of a creepy graveyard

Pros

 * 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

Cons

 * 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

Pros

 * 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

Pros

 * 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!

Cons
* Often attacked by raiders

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

Pros

 * 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

Cons

 * 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.

Pros

 * Easy to Locate on large open plain


 * Three beds


 * Minor loot


 * Sink and Toilet for regaining health


 * Plenty of good cover


 * Good central location

Cons

 * 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 respawn or item disappearance.

Pros

 * Bed, storage, a working sink, radio, pool table and workbench


 * Great location near Point Lookout

Cons

 * Littered with corpses and a dead Sentry Bot


 * Out in the open


 * Surrounded by Mercs


 * Some of the surrounding area is mined

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

Pros

 * 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

Cons

 * 4 Feral Ghouls trapped behind a locked fence (Cannot attack the player unless fence is unlocked.)

Pros

 * 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

Cons

 * 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

Pros

 * 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

Cons

 * 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

Pros

 * Well Hidden in the Mountains


 * If killed without the dog noticing you get yourself a free watchdog


 * Minor Loot

Cons
*Edge of map/Bad traveling location


 * Populated by two wastelanders (can also be thought of as a pro)

Pros

 * Multiple Storage containers


 * Minor Loot

Cons

 * A random enounter point which sends Yao Guai or Enclave Soldiers, therefore not recommended for low level players


 * Non-Central Location

Pros

 * Lots of storage


 * Has an armory


 * Guarded by outcasts and turrets

Cons

 * 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

Pros

 * There is a lab

Cons

 * Heavily fortified with raiders (If you decided not to side with Wherner, then this is a pro)


 * There is not a non-owned bed (Confirmed on 360)

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

Pros

 * Has an easy entrance through Uptown


 * Has a couch

Cons

 * Only one Toolbox for storage

Pros

 * Has several beds


 * Glowing one downstairs can be used as a nightlight


 * Aqua Pura Crates for storage

Cons

 * Ghoul bodies are very hard to move around and/or hide


 * You gain 1 Rad per sec. when entering

Pros

 * Has several beds


 * It has a lot of trash lying around to clear out, although most of this trash is quite valuable back in the Capitol Wasteland, and for any character who wants to lounge in immaculate pre-war dress


 * 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

Pros

 * Two entrances


 * Lots of ammo/weapons


 * Lots of beds/containers


 * Tall lighthouse perch

Cons

 * 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.

Pros

 * Has a good bed


 * Intact terminal, sink, and toilet


 * Has a trunk


 * Intact Pre-War TV

Cons

 * Skeleton is on bed, but can be moved off.