Forum:Location layout revision/sample

Evergreen Mills is an old factory in the southwest quadrant of the Capital Wasteland, just east of Casey's Garage.

It is inhabited by raiders and consists of 5 interior sections: Evergreen Mills Bazaar, Evergreen Mills Foundry, Guard House, Northern Shack and Southern Shack.

Exterior
[[File:Evergreen Mills map 1.jpg|thumb|250px|Exterior map

]]

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.

Appearances
Evergreen Mills appears only in Fallout 3.

Behind the scenes
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.
 * Some cliff rocks on the far western wall were not properly placed and allow you to see through their underside.
 * 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.
 * If you have downloaded the Broken Steel add-on you may find Aqua Pura crates on the path leading to Evergreen Mills before you start the purifier.