Evergreen Mills

Evergreen Mills is a large Raider camp located in the southwest quadrant of the Capital Wasteland map just east of Casey's Garage. It is populated by Raiders and an imprisoned Super Mutant Behemoth. A large number of guards patrol outdoors; though many are armed only with 10mm Pistols, they can prove challenging to a player visiting this location at a low level.

Basic Layout
Evergreen Mills consists of a slave pen, Super Mutant Behemoth cage, and a series of metal shacks and train cars surrounding a large factory. Many Raiders patrol the area and guard the rails leading into the camp's northern side. The camp's layout provides many tactical approaches; for example, it is a simple matter to climb the mountainous ring surrounding most of the camp and eliminate the inhabitants with a sneak attack critical assault.

The area is moderately booby trapped, including Frag Mines near the northern entrance and tripwires (releasing Grenade Bouquets) in the shacks' periphery.

The factory contains the Foundry, and through it the Bazaar. The Foundry resembles the interior of most factories, while the Bazaar is a cave complex with a bar, shop, and even a brothel; of the three, only the shop (owned by Smiling Jack) is usable since every other inhabitant is hostile.

Outside

 * U.S. Army: 30 Handy Flamethrower Recipes - Southern Shack
 * Missile Launcher - Southern Shack
 * Flamer - Southern Shack (wielded by Raider)

Foundry

 * Fat Man - Inside a locked room at the top of the stairs (the key to which is placed in a Desk in the 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 Workbench (instead of usual Bottlecap Mine).

Bazaar

 * Nuka-Cola Quantum - Behind the bar on the ground floor.
 * The Terrible Shotgun - Carried by Smiling Jack - whose death carries no negative karma and leads to a large supply of goods.
 * 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").

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(average). 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. NOTE this is only for some slaves.

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. The slaves can reappear should you visit again in the future, giving you a second chance to free 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. They respawn endlessly and are good for 250 caps each time!

I visited Evergreen Mills a while after slaughtering everyone, except the slaves, in Paradise Falls. There were no slaves in Evergreen Mills. (confirm?) (PC Version)

The Behemoth


The Super Mutant Behemoth located in the cage inside Evergreen Mills is a formidable opponent, but surprisingly weaker than other Behemoths you may encounter due to the fact that it has no armor or weapons. It is trapped inside the massive cage in the center of the area, one with an electrified door powered by a nearby generator (if you attempt to open the door while the generator is still active, you will get a serious shock, and lose a small amount of health). Killing this Behemoth is also part of the The Bigger They Are... Achievement/Trophy.

Quite obviously, the Behemoth can be freed by disabling the nearby generator (Either through the use of explosives or a well-placed shot from a rifle). This will cause it to quickly exit the cage and attack anyone nearby. If you don't wish to deal with the Raiders, releasing the Behemoth is an easy way to kill most of them. However despite the fact that many of the Raiders seem to mostly be armed with 10mm Pistols, it is very likely that the Behemoth will eventually be killed by the Raiders due to the simple fact that there are so many of them.

Due to the area's layout, the Behemoth can be engaged in several different ways whether he is inside the cage or not. These methods vary from hitting him with a Mini Nuke from the top of the factory, to shooting him through the cage door, to taking him head on by killing all the Raiders and releasing him. In the end, how the Behemoth is dealt with is entirely dependent on the player's character and combat style.

For more information on how to take on this monster, visit the Super Mutant Behemoth page.

Bugs

 * Some issues have been reported where the game is prone to freeze in this area. It has been known to occur if sniping with the dart gun and the mysterious stranger appears.


 * 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 glitch affects all three platforms.  This can ruin your plans of a Behemoth-Raider slaughter because there are still a good amount of Raiders.


 * It is possible to glitch into the set of rocks behind the foundry should that happen can you open the console and type tcl (PC). Happened on PS3.


 * Some cliff rocks on the far western wall were not properly placed and allow you to see through their underside.


 * Be careful, if you have dogmeat with you he can open the gate, regardless of the generator's status. The Behemoth is then freed (of course) and  Dogmeat is usually killed right away. This being the case, it's a good idea to tell  Dogmeat to stay at home (or some other safe place) when you take the trip to this location. The same thing should happen with other merc like Charon.


 * 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.


 * It is purported that if you toss a Nuka-Grenade into the cage, the Behemoth may shoot up into the air and stay there until you kill him.


 * Some have reported the difficulty change to very hard after entry the first time.

Appearances
appears only in Fallout 3.