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 its loot)
 * NOTE* To be sure, containers can be made safe with the "setownership" console command.

Satcom Array NN-03d

 * Only in relay NN-03c
 * Many raiders to battle before entering, may respawn if the bodies are not moved
 * Very spacious
 * Phenomenal view of the wasteland
 * Plenty of storage
 * Raider farm

Ridgefield
Ridgefield (aka Minefield) consists of:


 * Gibson House
 * Gibson's Model Home
 * 2 Skeletons spooning
 * Gillian House
 * Radroach infestation
 * Benson House
 * Radio
 * Zane House
 * Radio

All of the above houses have fairly similar layouts with 2 Bedrooms, 2 Bathrooms, a Living Room and a Kitchen. Each house contains a Safe.

Entry to these houses will require various degrees of lockpicking, or the Ridgefield Gate Key (carried by Arkansas). The neighborhood is littered with Frag Mines (obviously). The neighborhood is notable for containing all of the required parts for the contstruction of the Shishkebab.

Abandoned Tent

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

Makeshift Shack
Slightly Northeast of Greener Pastures Disposal Site. Made out of an overturned container with a door.


 * Small
 * Has a free naval cot.
 * Lots of RadAway, Rad-x and various other chems
 * Dead body of the Wasteland Recluse
 * Non-respawning footlocker for storage

Vault 92

 * Tons of metal boxes, and lockers.
 * You can choose to live in the Overseer's office, or the dorms.
 * Pool table in the living quarters
 * You have to clear out Mirelurks before you can claim.
 * It's near the Deathclaw infested Old Olney, but it is a safe distance and you should have no problems.
 * Like most vaults, it is rusted, and there are papers all over the floor, but it can easily be ignored.
 * Music rooms, and a lounge in the sound testing wing.

Clifftop Shack

 * Very close to fast travel point
 * Lots of storage, including gore bags (may be unsafe) and a safe under the bed.
 * Nice view from the hilltop
 * Super Mutant, Talon and Enclave spawns

Super-Duper Mart

 * Beds and storage in Pharmacy
 * Raider Decorations
 * Near Megaton
 * Good Central Location
 * A Protectron guard as guard (If you take the ID badge and hack the computer in the Pharmacy)
 * A big area inside, fairly open
 * Relatively quiet location
 * Shelving makes good display stands for guns & ammo
 * Many containers (Fridge, about 7 ammo containers, many crates)
 * "Saferoom" in back, great for main HQ
 * 15 raiders
 * 30 shopping carts
 * Cashier tables bleed when shot
 * More beds in male/female toilets
 * Baby carriage not too far away from the pharmacy, so you can move it to where ever you are "living" at and store weapons in
 * Aside from chems in pharmacy, there is a buffout on the sink on the right in the male toilets, and more chems on a table in the female toilets
 * "Freezer Isle" has many, many milk bottles
 * Past the Average locked door in the pharmacy, where the Protectron is, there is enough tin cans to make you cry
 * Once you get to where the Protectron is, you will hear (Only on your first time) some Raiders over the Ham Radio, and some more Raiders will appear. Fun! The Ham Radio is at the right when you first come in.
 * Very follower friendly

Germantown Medical Camp

 * Plenty of Beds and Storage
 * Good Central Location
 * Many Super Mutant Brutes and Super Mutants surround the area

Gallo's
Accessible via a manhole inside the Sewer Waystation.


 * Player must kill Gallo
 * Decorated lavishly with Nuka-Cola paraphernalia.
 * Nearby storage room with lots of custom weapon components
 * Plenty of storage
 * Two loveable radroaches in a cage
 * plenty of traps outside

Vault 101

 * Only available if you sabotage the vault
 * 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
 * Constant alarm sounding and flashing lights (in places)
 * Another way to make it available would be to do the quest up to the part where you have to leave, kill Amata and the Overseer, and the vault will never close. (PC cheating only, Amata is immortal on console ports)
 * No rust unlike most vaults

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 neighbor, 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.

West Residence, Arefu

 * Several Beds.
 * Central location very close to fast-travel spot.
 * A dresser for storage.
 * Location within a settlement.
 * It has two corpses inside. (After Blood Ties is completed, they disappear, presumably cleared out by Arefu Citizens.)
 * The lovable cannibal, Ian West, as a roomate(Only if you convinced him to stay in Arefu. See Blood Ties for more.)

Meresti Metro Station

 * Giant area
 * Loads of non owned storage
 * Work Bench
 * Random encounter area outside
 * Lots of company if the player didn't lay the Vampires to waste

Springvale School

 * Very short walk from fast-travel spawn point to containers and bed
 * Lots of containers
 * Lots of raiders who spawn there, could be very annoying to go back there and have to kill them every time.

Vault 106

 * Good amount of storage.
 * The atrium is fairly large, but cluttered.
 * Pool table in the atrium.
 * A good room to pick to live in would be the one that has the note in front of it, it is fairly clean but has skeletons on the beds.
 * You need to kill off the Insane Survivors before you can claim.
 * With a lot of lab sets, this place would make a great home for those scientists out there.
 * Door cannot be opened from the inside, be careful not to close it and run in.
 * It is rusted and quite dirty, but you can get used to it.
 * Overseer's office is hard locked, so you will need the master key or lockpick it.
 * Random encounter location right outside.
 * It is within walking distance of Vault 101, so it can be cleaned and inhabited after exiting the vault.

The Weatherly Hotel

 * Player must initially rent the room for 120 caps, after which the bed becomes "My Bed" and grants the Well Rested perk.
 * All storage in the room is safe
 * Items left on the bed, floor, table, desk top, etc. seem stable
 * Mister Buckingham and Vera Weatherly are at your service
 * Lots of company for dinner

Arlington House

 * Shrine to Abraham Lincoln
 * Robert E. Lee's old house
 * has a safe, a workbench, and the Bobblehead - Luck
 * Located in the center of a creepy graveyard
 * With the Lawbringer perk a dead Regulator may spawn here as well as Junders Plunkett, who's finger may be sold to Sonora Cruz for 1000 caps. Also the unique weapon Plunkett's Valid Points will be found on his body.

The Surgeon's Lab

 * Science/research layout with surgical test subject
 * Glowing One in a cage (Glowing One can escape apparently)
 * 3 safes
 * Workbench in factory
 * Bedside radio
 * Fridge
 * Red Racer Factory is a bit "mazey" with no portal to the CW near the lab
 * Respawning Ghouls in factory

Washington Monument

 * Great view
 * Guarded gate
 * If you have Broken Steel, 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 on sight.
 * Small
 * Elevator
 * No storage inside the monument
 * one bed
 * Able to place objects on the table

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

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


 * Mines at entrance and in back room
 * Good defensible 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 missile launcher and a defense turret on the second floor of the building.

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.) If you have the Ghoul Mask you will have your own pet ferals!
 * Downstairs from the Ghoul's side of the fence, is an Average Locked door that contains an armory for your own personal use
 * Your own protectron

Tepid Sewer
In a room accessed through a portion of metro tunnel.


 * Has two free bunk beds
 * LOTS of storage
 * Has a fridge
 * Workbench (located near the Georgetown West exit, a distance away from the actual housing location but, it's one of the few non-ownable housing locations on this list with a workbench inside.)
 * Mines
 * Rocksalt and his/her band of raiders live here. Once killed, they do not re-spawn. Rocksalt's body can be looted to find Rocksalt's key, which opens a safe and a storage room further into the tunnels.
 * Has a ham radio
 * Swarming with molerats. Once killed, they do not re-spawn.
 * Shelves that can be used as displays for weapons and apparel.
 * Some gas leaks can frustrate Shiskebab fans
 * Could have a problem with re-spawning Mirelurks by the front entrance, since it's next to the Anchorage Memorial. If it becomes an issue for you (or low level players), you can always use the Georgetown West metro entrance since it's the other entrance to the Tepid Sewer. However, there's potential for a Super Mutant problem on that side, as well as Talon Mercs or Regulators.

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 will not enter the bunker
 * The elevator is a bit buggy.
 * Only Available upon downloading the Operation Anchorage DLC.

Fort Independence
Main article: Fort Independence
 * Several beds
 * Tons of storage
 * Large, lots of room
 * A workbench
 * Must gain Protector Casdin's trust for access (or just shoot your way in)
 * location of the Miss Launcher

Warrington Station

 * 3/6 Beds are free
 * Many safe containers, the only respawning one is an ammo box on the shelves behind the last two beds.
 * Enemies do not Respawn
 * Some traps to disarm
 * Relatively quiet and remote
 * Close to Tenpenny Tower
 * Scavenger resides in the nearby Lucky's who you can trade with.

GeorgeTown TownHome

 * Controllable Mister Handy
 * Full Fridge
 * Bedtime story
 * 3 beds
 * Great schools

The Mechanist's Forge

 * Storage, a "Free Bed" and workbench
 * Via elevator: seems secure with multiple heavy doors
 * Via Coffee Machine a secret entrance is revealed by "activating" the coffee machine (see video on Talk page of the Mechanist)
 * the Bed is Queen Sized
 * Lots of custom weapon components
 * the dead Protectron in the room may fly all over the place and knock over objects
 * Must have level 75 Lockpick or fight through a lot of robots and Turrets to get to the room
 * Your own robot army if you turn the security off and didn't kill any robots.Except for The Mechanist

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. Gutsies, and Protectrons before "settling down".
 * Must find numbers 2, 3, 4, 5, of the Keller Family Transcripts for a free bed and storage (or use the switch glitch) The first transcript merely adds depth to the story.

Ranger Compound
Main article: Ranger Compound
 * "Free Bed"
 * Plenty of storage containers, including a lawn mower
 * A pantry with shelves
 * Cool camera outside
 * To access the compound, start Reilly's Rangers quest or use 100 in lockpick or science on the door or terminal.
 * After Reilly's Rangers is complete, and Donovan is still alive, repairs your equipment
 * Also if Butcher is still alive, you have your own personal doctor!

Dominic and Machete's House
Main article: Canterbury Commons
 * Bunk Bed
 * Workbench and Highwayman's Friend
 * Fast-travel location
 * Safe storage
 * Lots of room
 * Nuka-Cola Machine (Quantum disappears if you put any in it)

Grisly Diner

 * Fast-travel location
 * Nicely "decorated", Raider style
 * Many different containers (safety not confirmed)
 * No doors restrict carrying items in/out

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 (be careful not to put any Nuka-Cola Quantum or else they will disapear)
 * Have about 4 molerats
 * Frequent random hostile location outside
 * Also location of vault 112
 * Plenty of storage space in the vault.
 * The interior of the Garage is mostly customisable, although it's general appearance is strictly staged. Loose items such as the skeleton upon the matress, the Coffee Mugs on the tables and even the barrels in the back-quarters will automatically move back into place if ever moved. Dropped items will not disappear, however.

MDPL Mass Relay Station

 * Fast-travel location
 * Three extremely clean free beds.
 * Several storage lockers.
 * Raiders outside have to be killed.
 * Two raiders, one of them named, inside the area. The unnamed one will respawn.

Sniper Shack

 * Free Bed
 * Workbench
 * Pet Radroaches that respawn (if you want them unharmed, have your followers wait outside. They're a bit squeamish...) They're an excellent source of protein.
 * The Victory Rifle in a locker (Very-Hard Lock)
 * Hill top location, ideal for - what else - sniping. This can be handy, as there are a few hostile random encounters nearby
 * Several safe containers
 * Broken planks littering the floor (can be stored within Fluffy and Jitters' cage with enough effort)
 * No map marker (nearby Rockbreaker's Last Gas)

Wasteland Gypsy Village

 * Beds
 * Storage
 * Three shacks to choose from
 * Skill books and other loot
 * Hostile Ghoul Wastelanders (do not respawn)

F. Scott Key Trail & Campground

 * Very close to fast-travel point
 * Trailer and picnic area
 * No doors (clean up or bring items from the entire map)
 * Possible Deathclaw and Yao Guai encounters
 * Containers may be unsafe (use "setownership")

Dickerson Tabernacle Chapel

 * Fast-travel location
 * Live in an abandoned church, wild west style
 * Many beds (bring your followers)
 * No doors

Evergreen Mills

 * Possible Raider HQ
 * "Friendly" Raider Trader in the Bazaar
 * TONS of loot
 * Barter Bobblehead
 * Great "Bedrooms" in Jail section
 * Cave System
 * Super Mutant Behemoth
 * Exploitable Slave Glitch
 * "Outside" area is a Canyon
 * Plenty of Storage (Need Confirmation on safety Xbox, PS3)
 * Pool Tables
 * Workbench
 * Plenty of "Vendor Trash" to sell to Smiling Jack
 * Work GREAT with all followers glitch (Makes it seem less solitary)

The Pitt Underground
Can only be used if the player chose the Slavers' side


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

Kenny's Cave

 * Must find Kenny's Bear before Kenny will let you "bunk" with him
 * The bed grants the Well Rested perk
 * Kenny will play Tag and Hide and Seek

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 sacrificial table and ritual setup in the basement

Lighthouse/Lab

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

Trapper's Shack

 * Basement has Swamplurk and Swamp Ghouls caged
 * Workbench
 * Storage Safes
 * Heavily trapped

Calvert Greenhouse

 * Makeshift bed in greenhouse with scenic views, couch, and television set
 * Chinese Bunker with TONS of storage, including unique formation of ammo crates
 * Still usable after Calvert Mansion explodes
 * Desmond as a neighbor
 * Will need to unlock the bunker using Cryptochromatic Spectacles
 * Science and/or Repair requirements to escape radiation trap in bunker

The Homestead Motel Room 1D

 * Has a good bed
 * Intact terminal and sink
 * Has a trunk
 * Intact Pre-War TV
 * Skeleton is on bed can be moved off but it'll just respawn on the bed.

Ark & Dove Cathedral

 * Closable gate out front
 * Filled with Tribals, but they'll be hostile if you put the jammer on the wheel
 * Beds are makeshift and sloppy
 * Fast-travel location
 * Large and fairly open
 * Lots of Refined Punga Fruit

Mothership Zeta

 * Mothership Zeta can only be used for housing once the main quest "This Galaxy Ain't Big Enough" is completed
 * Beds in the Engineering core
 * Workbenches in both Engineering core and Captains Quarters
 * Tons of storage in engineering core as well as two more containers on the bridge
 * Fast-Travel Location
 * Sally will occasionaly give you random alien equipment
 * Healing Arch on Bridge
 * Fully functional Death Ray (for stress relief)
 * Hostile aliens respawn in the Steamworks (also for stress relief)
 * Great View
 * Stylish Decor
 * Captain's Quarters will be quite messy after the final battle (has a cool look to it)
 * INFINITE alien workers at your disposal (either by killing them for items and negative karma, or by having a laugh and watching them cower in fear in front of you)
 * After main battle in the bridge, standing at the workbench and looking towards the main bridge area, there may be lag due to the console/computer having to load 2 Teleportation Matrixes, a Healing Archway, 2 doors, a lot of Alien corpses, and most of all, Earth