Talk:Fallout 3 random encounters/Archive 1

Map
It would be really cool if we had a map to show where all the random encounters are! Does someone know how to do that?Tehuberleetmaster 01:41, 13 June 2009 (UTC)

I have access to the Prima guide of Fallout 3 and it has the map divided into certain sections and they have little stars on them that donate areas where random encounters can occur. If I had the big map to look at, I could pinpoint them for everyone.KnightNapier 15:23, September 2, 2009 (UTC)

= Random Encounters vs. Scripted Encounters = Upon reading some of the items on this list, it appears someone is adding things like the Grayditch/Fire Ants encounter, which is scripted, and will happen each time you are anywhere near Grayditch, though sometimes it will take time for the person to reach you, such as the Super Duper Mart, for the first time. This isn't random and should probably be removed, along with others like it. Jwguy 12:04, 18 November 2008 (UTC)

Script For Random Encounters
These are the scripted random events in the game script; I doubt anything else is a random event (please disprove). Number and naming is directly from script comments (sic): 1     ; man dying of thirst 2     ; settlers versus deathclaw 3       (no comment) 4     ; move marker 5     ; settlers want to get to hydrant 6     ; move marker 7     ; Chinese soldier with radio beacon 8     ; falling exploding UFO? 9     ; raider trying to mug player 10    ; robots that talk to each other 11    ; Scavenger on his way to loot Bigtown 12    ; Scavenger on his way to sell guns and ammo to Bigtown 13    ; MS02 Post Quest: child asks player for signature 14    ; MS11 Post Quest: Burke's hitman attack the player 15    ; MS11 Post Quest: Megaton Settlers attack the player 16    ; Dead guy with treasure note 17    ; MS15 Post Quest: Sydney attacks the player 18    ; Raider initiation rite 19    ; people trying to disarm mine 20    ; MS10 Quest Encounter: Oasis Merchant 21    ; MS16 Quest Encounter: Amata and Enclave

51    ; cannibals selling meat 52    ; cannibals part 2 53    ; sniper 54    ; human bomb and raider ambush 55    ; guy fleeing from Grayditch 56    ; MS18 post quest: Donovan fleeing from super mutants 57    ; MS16 post quest: Susie Mack 58    ; mad brahmin herd

51    ; Unique Outcast patrol 52    ; Raiders vs. Outcast patrol 53    ; reset variables 54    ; Tinker Joe -- unique NPC 55    ; Slavers 56    ; Slaves fleeing from slavers 57    ; Slaves escaped from slavers 58    ; Technology scavenger looking for a car 59    ; Raiders attacking a scavenger, with a robot buddy 60    ; Raiders attacking some wasteland settlers who are fleeing 61    ; patrolling pack of dogs 62    ; patrolling enclave eyebot 63    ; hunters looking for prey 64    ; Talon Company patrol 65    ; Enclave patrol 66    ; Uncle Leo 67    ; Enclave patrol vs. Outcast patrol 68    ; Super Mutant attacks Wastelanders 69    ; MS06 Post Quest: Escaped Slave Looking for Temple of the Union 70    ; MS02 Post Quest - AntAgonizer attacking wastelanders 71    ; Enclave patrol dropped off by vertibird 72    ; Enclave patrol vs. Talon Company 73    ; scavenger on patrol, with Brahmin 74    ; fire ants 75    ; cannibals -- repeat 76    ; Talon Company patrol 78    ; brahmin herd 79    ; hit squad 80    ; Outcast patrol

1     ; ants versus radScorpion 2     ; ants gather around toxic waste barrel 3     ; radscorpions kill traveller 4       (radroaches and body? no comment) 5     ; scavenger in his camp 6     ; wasteland doctor 7     ; pack of dogs guarding a body 8,9   ; hunters 10    ; Enclave eyebot being salvaged by scavenger 11    ; people listening to eyebot 12    ; dead guy 13    ; minefield 14    ; MS12 Post Quest: Angry Ghouls 15 16    ; MS10 Quest Encounter: Oasis Pilgrims 17    ; MS13 Post Quest: Hitmen attack player for being a Slaver 18    ; MS13 Post Quest: Slavers attack the player for being better than them 19    ; supermutants with captives 20    ; camped ghouls 21    ; chem vendor in his camp 22    ; molerats attack wastelander 23    ; MS03 -- bad survival guide 24    ; MS03 -- medium survival guide 25    ; MS03 -- good survival guide 26    ; MS16 -- dead vault 101 residents 27    ; hit squad MSxx are internal quest names.
 * --Mirar 15:10, 24 November 2008 (UTC)

=Random Encounter Statistics= I made statistics a separate heading because I have found random encounter sites are randomized differently. In addition to specific quest triggers, there seems to be other factors, possibly just designer whim regarding the range of encounters they want you to have at any given "geographic" location. Each site seems to have a high probability for one or two specific types of encounters, but they are not necessarily the same kind of encounters. Some have a more limited range of possible encounters than others.

Although karma and quest status will determine the presence of some of these spawn types, most encounters will probably be common to everyone's experience when they trigger it. I listed the full range of possibilities of a couple sites, (maybe more to come later). If anyone out there happens to go to these specific sites and encounters something not listed, please note it somewhere. Also mention your karma and quest status in case the spawn is biased by those triggers. --Ari Solis 19:18, 8 January 2009 (UTC)

Random Encounter Stats: VAPL-84
I ran 235 spawning runs at one "random encounter" site just NW of VAPL-84 (next to the overturned barrel). What that means is I quicksaved the game just before crossing the trigger zone for the spawn. I then quickload the game after triggering and making note of the random encounter. Each time the game is quickloaded, I can retrigger the spawn site for a new (but occasionally the same) spawn. I then simply record each type of spawn as it occurs and note how many of each type of spawn occurs. Repeatedly.

The trigger zone radius for this site is just beyond the power line support pylon going in the direction toward Tennpenny Tower in the screenshot. About 25-30 running paces. My Character is level 20 and has finished the Wasteland Survival Guide, the Big Town Quest, and many of the weapon quests (custom or otherwise), but very little of the main quest line (still on Scientific Pursuits). I have good karma for these runs. Here is the probability of the events I encountered there:
 * Vendors:

17.0% Scavenger in Camp (near a burning oil barrel)
 * Appearence, sex, race, inventory are completely randomized each time, and the companion besides the Brahmin is either a dog or Yao Guai, but they are always huddled around a burning oil drum.

06.8% Scavenger headed to Big Town
 * Has the unique ref id: 6b12d. However the companion dog or Yao Guai is randomly generated apparently.

05.1% 1-3 Hunters (vs. any prey type)
 * 1-3 Hunters can spawn and various prey types, from vicious dogs, mole rats, or giant ants. Other locations may have a wider range of prey, such as Yao Guai.

01.3% Scavenger Scavenging a Robot
 * Turns hostile if you loot anything near him, including any wild Yao Guai you may have just shot. Or his dog killed by local wildlife.  Also, if your cursor sight lingers to long over something he claims, he will become hostile, (even if you loot nothing).  He is very touchy.
 * If you add up the percentage of times scavengers appear to buy or sell things, when you approach a random encounter spawn site, you get about a 30% chance of being able to unload some junk you have been carrying around and stocking up on ammo. Hunters actually are not great for this purpose because they neither sell ammo nor do they have a decent amount of cash, usually only carrying about 25-50 caps on them...hardly enough to lighten your load much.
 * Other types of Random Encounters:
 * Other types of Random Encounters:
 * Other types of Random Encounters:
 * Other types of Random Encounters:

20.9% Wastelander Rescue vs. 2-5 Mole Rats (possible reward)
 * The Wastelander who spawns almost never survives and usually is dead at the spawning spot, although if resurrected via the console will still give you a reward. The only time the Wastelander will survive is if only 2 Mole Rats spawn with him and the Wastelander can enter a fleeing mode before getting any critical hits.  That happens about half of the time when it spawns with 2 Mole Rats and never when more than 2 Mole Rats spawn.  That means for all types of spawns from 2-5 Mole rats, you will overall never see better than a 20% chance to save the Wastelander, and your quickness strongly determines the extent of success after that.  The rescued Wastelander rarely gives more than 4-16 caps, - I think I have seen it go above that only once or twice, so it may be for the best they usually die.  They are pretty weak.

12.8% Weakened Deathclaw and 3 Wastelanders
 * The Wastelanders here have unique ref ids: 31e2b, 31e2c, 31e2d. They give you a map marker for Sligo Creek Caverns if at least one survives.

09.4% Wasteland Survival Guide (WSG)
 * WSG (Mole Rat, Subdued Fan, no reward): When you see a fan by a mole rat, they will not be as overwhelmed by your presence as the other type of fan, simply thanking you with no tangible reward besides the contentment from being appreciated. There are two versions of this spawn, so I listed the probability separately since the rewards are different. How your character resolved the WSG quest may influence the probability for the different kinds of encounters here.  This appears to be the "MS03 -- medium survival guide" internal quest mentioned in the script list above.
 * The probability for this encounter alone for my character was: 5.1%
 * WSG (Mirelurk, Excited Fan, reward possible): The fan killing a weakened Mirelurk, although occasionally dying from the final skirmish, when humbly approached will only reward you around 10-15 caps, but if you act like a god and suggest a tithe, will gladly fork over 25 caps.  This appears to be the "MS03 -- good survival guide" internal quest listed above in the script list.
 * The probability for this encounter alone for my character was: 4.3%

05.5% Wastelander or Raider & 2-5 Vicious Dogs (no reward)
 * This spawn superficially resembles the Wastelander Rescue spawn except they always spawn destined to die, and even if resurrected will never offer a reward. In fact, about a third of the time the spawn is not a Wastelander, but a Raider who would be hostile to you if you resurrected him.  The spawn can be easily distinguished from the Wastelander Rescue type because the attacking creatures are vicious dogs rather than mole rats.  At other locations, such as the Ft. Independence site listed below, a wider range of Wasteland creatures may spawn for this type of encounter, including Giant Radscorpions and Giant Ants.

04.3% Mel the Incompetent Highwayman
 * Has a unique ref id: 5805c.

03.4% Dead Scavenger
 * Dead Scavenger with misc. loot: this spawn is randomized between misc. loot types with one type being the Fat Man. I separated the odds here because most people will probably want to know their odds of getting the Fat Man, not a chinese pistol.  The misc. loot spawn however is still good, as he always has massive amounts of loot on him if he doesn't have the Fat Man.  For some reason the dead body will sometimes bounce away from the spawn drop, so you may have to do a perimeter sweep. Chance of getting only misc. loot: 1.7%
 * Dead scavenger with theFat Man: Other encounter sites may have better odds. Chance at getting the Fat Man: 1.7%

03.4% Frag Minefield

03.0% Eyebot and 2 Wastelanders

02.6% Refrigerator, 2 Wastelanders, 1 Giant Radscorpion
 * the Wastelanders seem to have unique ref ids: 25dd0, 25dd2

02.1% Refrigerator, 2 Wasteland Ghoul Settlers, 2 Escaped Slaves
 * The NPCs here have unique ref ids: 32110 and 32111 for the ghoul settlers, and 32113 and 32112 for the escaped slaves. Settlers and Slaves have similar dialogue toward you and it doesn't matter which side prevails.  No bad karma either way.

01.7% Dead Chinese Commando
 * ...a unique NPC (ref id:a0a4d) that has the unique "Chinese Jumpsuit" with +5% small guns skill. Possibly useful early on, but only a rag after a few levels.

00.9% Laszlo Radford with a Railway Rifle
 * A unique NPC (ref id: 474c7)

As my character moves further into the storyline I may trigger additional random encounter types which I have not yet run into, but for those near the start of the quest, this is the existing spawn type from one spawn site. Next one I find with something different I will list it. --Ari Solis 01:51, 31 December 2008 (UTC)

Random Encounter Stats: Fort Independence North
This is a remote random encounter site that is not near any map marker, but can be found more or less in-between the map markers for Vault 101, Fort Independence, and Jury Street Metro Station. The easiest way to find it would be to follow the main road due north out of Ft. Independence until you reach the "Captain Cosmos" billboard. It is just beyond the billboard in a gully with a wrecked trailer, near a pile of tires (see screenshot). I did not see it listed on the GECK dump in the main article. This spawn site was interesting because it spawned a wider variety of random encounters than the one at VAPL-84.

I have not advanced much in the game since the last "statistics" post. At level 20, the only advance of the main quest line has been to escape the Jefferson Memorial and escort Dr. Li's group to the Citadel. Nevertheless, that step did cause a number of other random events to begin to occur in the game such as Enclave roadblocks all over the place, and the presence of drop ships flying overhead to deposit roadblocks and other Enclave sentry spawns. It isn't clear if making it into the Citadel has triggered any changes in the standard random encounter sites, however. I still have good karma. At this site, 6 new types of spawns occurred compared to the VAPL-84 site: Wasteland Junkie, Talon Company Mercs, Radioactive Barrel with 2-4 giant ants, Scavenger heading to Girdershade (Nuka-Cola Quantum vendor), Friendly Giant Radscorpion vs. 1-3 Giant Ants, and Wasteland Doctor. Also, the "Wastelander vs. viscious dogs" type of spawn appears to have an expanded predator list now, including radroaches and radscorpions. --Ari Solis 02:59, 8 January 2009 (UTC)

I ran 243 spawning runs. I separated vendor types of spawns from the others since they are pretty useful in the wilderness. The final spawn that became part of my actual game forward was the Quantum scavenger. I mention this because I want to see if taking a spawn in one encounter site will affect the availability of it later in another site. Here is the percentage breakdown of the results in order of probability:


 * Vendors:

18.5% Wasteland Junkie (near a burning oil barrel)

07.0% 1-3 Hunters (vs. viscious dogs, mole rats, giant ants, or yao guai)

05.4% Scavenger travelling to Big Town

03.7% Scavenger travelling to Girdershade (Nuka-Cola Quantum vendor)

02.5% Scavenger Scavenging Robot

01.7% Scavenger in Camp (near a burning oil barrel)

01.2% Wasteland Doctor


 * Probability of encountering a vendor of some sort: 40.0%




 * Other Types of Random Encounters:

10.0% Weakened Deathclaw vs. 3 Wastelanders

07.0% Talon Company Mercs (only if you have good karma I would guess)

06.9% Wasteland Survival Guide Fan
 * WSG Fan (Mole Rat, Subdued Fan, no reward): 4.0%
 * WSG Fan (Mirelurk, Excited Fan, reward possible): 2.9%

05.0% Wastelander or Raider vs. 2-5 Viscious Dogs, radroaches, radscorpions (no reward possible)

04.9% Mel the Incompetent Highwayman

04.0% Frag Minefield

03.7% Wastelander Rescue vs. 2-5 Mole Rats (possible reward)

03.7% Radioactive Barrel and 2-4 giant ants 03.3% Friendly Giant Radscorpion vs. 1-3 Giant Ants
 * If you save the Radscorpion it will become hostile if you loot the Ant Meat from the dead Ants afterwards.

03.3% Dead Scavenger of any sort
 * Dead Scavenger with the Fat Man: 2.5%
 * Dead Scavenger with misc. loot: 0.8%

02.4% Laszlo Radford with a Railgun

02.1% Eyebot and 2 Wastelanders

01.7% Dead Chinese Commando

01.2% Refrigerator, 2 Wastelanders vs. 1 Giant Radscorpion (8 purified water given)

00.8% Refrigerator, 2 Wasteland Ghoul Settlers vs. 2 Escaped Slaves (10 purified water given)

Contributed by WilliamthePitt: I just ran 30 reloads of this encounter and on the last re load I finally got the exploding UFO. However most of the time, I had met the wastelanders who are on their way to Oasis, with Talon Co. being the second most popular. I got one instance of the Chinese Commando and 1 instance of the refrigerator with water.

Random Encounter Stats: Greyditch West
This remote site is W of Greyditch, approx. (11.2, 14.1) using the Fallout 3 map coords. There has been no advance of any quest since the last statistics entry, just random exploring and hunting, and there has been no change in karma, - it's still good. This site is unusual because it occurs on the 2nd floor of a bombed-out buildng, and you have to climb stairs to reach it.

Since I took the Nuka-Cola Quantum vendor spawn as my final choice in the last encounter site, I thought it interesting that the Quantum scavenger did not appear at all in this one. All other previous types were represented however, minus the Quantum scavenger. There were no new types of spawn. It's possible some sites are scripted to limit the types of spawns, but I am wondering now if there is also a respawn timer that also prevents the taking too many of one type of spawn. I will test this idea by taking another common spawn at the end of this statistics run, but a spawn which gives a fairly specific and unique quest, such as the Deathclaw vs. Wastelanders (rescue). I will see in a later statistics run if the Deathclaw spawn will not occur, or not occur as frequently.

I also still have not resolved how long it takes the random encounter site to reset so it can be retriggered for a new encounter. I believe it does reset after awhile since I remember passing this site at the very beginning of the game, finding a scavenger in camp. When I approached it today many game-days later, it had reset so I could get a new random encounter. However another site which I had triggered within the last 24 game-hours had not yet reset.

--Ari Solis 22:36, 13 January 2009 (UTC) I ran 253 spawning runs here:


 * Vendors:

20.2% Wasteland Junkie (near a burning oil barrel)

04.7% Scavenger in Camp (near a burning oil barrel)

04.0% Scavenger travelling to Big Town

03.2% 1-3 Hunters (vs. viscious dogs, mole rats, giant ants, or yao guai)

02.4% Wasteland Doctor

00.8% Scavenger Scavenging Robot

00.0% Scavenger travelling to Girdershade (completely absent at this site)


 * Probability of encountering a vendor of some sort: 35.2%




 * Other Types of Random Encounters:

16.2% Weakened Deathclaw vs. 3 Wastelanders

09.1% Wasteland Survival Guide Fan
 * WSG Fan (Mole Rat, Subdued Fan, no reward): 4.4%
 * WSG Fan (Mirelurk, Excited Fan, reward possible): 4.7%

05.5% Wastelander or Raider vs. 2-5 Viscious Dogs, radroaches, radscorpions (no reward possible)

04.7% Refrigerator, 2 Wastelanders vs. 1 Giant Radscorpion (8 purified water given)

04.0% Dead Scavenger of any sort
 * Dead Scavenger with the Fat Man: 2.0%
 * Dead Scavenger with misc. loot: 2.0%

03.9% Talon Company Mercs (only if you have good karma)

03.6% Mel the Incompetent Highwayman

02.8% Eyebot and 2 Wastelanders

02.4% Refrigerator, 2 Wasteland Ghoul Settlers vs. 2 Escaped Slaves (10 purified water given)

02.4% Friendly Giant Radscorpion vs. 1-3 Giant Ants

02.4% Radioactive Barrel and 2-4 giant ants

02.4% Dead Chinese Commando

02.4% Frag Minefield

02.0% Wastelander Rescue vs. 2-5 Mole Rats (possible reward)

01.2% Laszlo Radford with a Railgun

Random Encounter Stats: Vault 108 South
Found in a gully due south of Vault 108, with the Robot Repair Center also seen to the north. From the location you can also see the Yankee Bravo Radio Tower and Corvega Factory in westerly directions. Since I posted the last random encounter stats, I have stumbled on a couple more random encounter sites, but unfortunately had not saved the game recently prior to triggering their spawns. As a result, I could not get statistics for them, but one triggered spawn was the "radioactive barrel and giant ants", the other was the "wasteland junkie". I mention those spawns because they seem to provide a clue to the frequency of the types of spawns in this new random encounter site.

As mentioned before, I had noticed that once a spawn was encountered, it tended to fall off in it's probability of reappearing in a subsequent random encounter. For example, both the Girdershade Quantum scavenger and Deathclaw encounter no longer appear in new spawns after encountering them in a prior random spawn. I also noted two random sites above which I blew through by accident, and did not collect stats on. Consistent with my prior observation, those particular spawns also do not appear in this new encounter site, (which I provide stats on below).

Continuing my test of this observation, I took the most common spawn from this site as my final run, the Wastelander who rewards you for saving him/her. My current theory is that some encounters that have useful repeat value, such as vendors, will eventually respawn, but then may again go into statistical "hiding" for a period. Other encounters which have no particular repeat value, such as the Rock Creek map (weakened Deathclaw) spawn, may simply become increasingly frequent until the player actually receives the map, then it will disappear more or less forever. The Wastelander-Reward spawn I suspect will not be as common for awhile, but since it has continuing usefulness, it will eventually begin to respawn after some period of game time.

As mentioned before, the reset timer for some of these appears to be over 24 game hours. Moreover, the encounter site itself also resets in some lengthy (over 24 game hours) period. There have been mentions of other types of scripted encounters recurring in 72 game-hour cycles, so maybe that's also the threshold for random encounters. Another possibility is that the reset trigger is some combo of both time and distance, in other words you have to leave some defined map area plus let elapse some amount of game time. As it is, I also have noticed the spawns can be triggered very close to the spawn site, as long as your character has no sight line to the spawn site, (it must be behind a clipped area). So perhaps map distance and ray tracing are also involved, in addition to game time.

Note: My karma has slipped to "Neutral" since the last stats report, and presumably that is why no Talon Mercs were experienced at this site. Also, no advance of the main plotline has occurred since the last stats report, as I have only been looking for random encounter sites.

--Ari Solis 22:36, 11 March 2009 (UTC) I ran 233 spawning runs here:


 * Vendors:

06.4% 1-3 Hunters (vs. viscious dogs, mole rats, giant ants, or yao guai)

04.3% Wasteland Doctor

03.4% Scavenger in Camp (near a burning oil barrel)

02.6% Scavenger Scavenging Robot

02.2% Scavenger travelling to Big Town

_NONE Scavenger travelling to Girdershade

_NONE Wasteland Junkie (near a burning oil barrel)


 * Probability of encountering a vendor of some sort: 18.9%




 * Other Types of Random Encounters:

27.5% Wastelander Rescue vs. 2-5 Mole Rats (possible reward)

13.3% Refrigerator, 2 Wasteland Ghoul Settlers vs. 2 Escaped Slaves (10 purified water given)

09.4% Wasteland Survival Guide Fan
 * WSG Fan (Mole Rat, Subdued Fan, no reward): 6.0%
 * WSG Fan (Mirelurk, Excited Fan, reward possible): 3.4%

08.6% Friendly Giant Radscorpion vs. 1-3 Giant Ants

06.9% Wastelander or Raider vs. 2-5 Viscious Dogs, radroaches, radscorpions (no reward possible)

04.3% Frag Minefield

03.4% Dead Scavenger of any sort
 * Dead Scavenger with the Fat Man: 2.2%
 * Dead Scavenger with misc. loot: 1.3%

03.0% Laszlo Radford with a Railgun

02.2% Mel the Incompetent Highwayman

02.2% Dead Chinese Commando

00.4% Eyebot and 2 Wastelanders

_NONE Refrigerator, 2 Wastelanders vs. 1 Giant Radscorpion (8 purified water given)

_NONE Talon Company Mercs (only if you have good karma)

_NONE Weakened Deathclaw vs. 3 Wastelanders

_NONE Radioactive Barrel and 2-4 giant ants

Random Encounter Stats: Robot Repair Center
This site is easy to find, it is on the front sidewalk of the Robot Repair Center. A ring of six grocery carts surrounds the spot, below a number of window banners that say, "Everything must GO". Almost no game time has elapsed since finishing the last encounter site (vault 108), and karma is still neutral (no Talon Mercs).

Consistent with my prior theory, the last encounter taken (Wastlander in need, offering a reward) did not appear statistically in this new encounter. Therefore I am more confident to say that taking an encounter makes it unavailable in the future for a period of time, causing other types of encounters to become more common.

Because I have spent little game time running from one random encounter site to another, as you can see, more and more encounter types have completely disappeared statistically. However, based on what I remember from the start of the game, some of those encountered do return again at some point. So I suspect there is some timer for the recycling of encounter types, but I don't know what it is, yet.

The final encounter taken to continue the game was the most common statistically: "Wasteland Survival Guide: subdued fan, no reward". So presumably, in the next random encounter site, this last encounter should not appear at all, if a new site is triggered within a brief amount of game time.

--Ari Solis 20:36, 16 March 2009 (UTC) I ran 148 spawning runs here:


 * Vendors:

08.1% 1-3 Hunters (vs. viscious dogs, mole rats, giant ants, or yao guai)

04.1% Scavenger in Camp (near a burning oil barrel)

02.7% Wasteland Doctor

02.7% Scavenger travelling to Big Town

01.6% Scavenger Scavenging Robot

_NONE Scavenger travelling to Girdershade

_NONE Wasteland Junkie (near a burning oil barrel)


 * Probability of encountering a vendor of some sort: 18.9%




 * Other Types of Random Encounters:

30.4% Wasteland Survival Guide Fan
 * WSG Fan (Mole Rat, Subdued Fan, no reward): 25.0%
 * WSG Fan (Mirelurk, Excited Fan, reward possible): 5.4%

17.6% Refrigerator, 2 Wasteland Ghoul Settlers vs. 2 Escaped Slaves (10 purified water given)

10.8% Wastelander or Raider vs. 2-5 Viscious Dogs, radroaches, radscorpions (no reward possible)

08.8% Friendly Giant Radscorpion vs. 1-3 Giant Ants

04.1% Mel the Incompetent Highwayman

02.0% Frag Minefield

03.4% Dead Scavenger of any sort
 * Dead Scavenger with the Fat Man: 2.7%
 * Dead Scavenger with misc. loot: 0.7%

02.7% Laszlo Radford with a Railgun

00.7% Dead Chinese Commando

00.7% Eyebot and 2 Wastelanders

_NONE Refrigerator, 2 Wastelanders vs. 1 Giant Radscorpion (8 purified water given)

_NONE Wastelander Rescue vs. 2-5 Mole Rats (possible reward)

_NONE Talon Company Mercs (only if you have good karma)

_NONE Weakened Deathclaw vs. 3 Wastelanders

_NONE Radioactive Barrel and 2-4 giant ants

Random Encounter Stats: Canterbury Commons North
This site is deep in a gorge positioned just north of Canterbury Commons. Again, almost no game time has elapsed since finishing the last encounter site (vault 108), and karma is still neutral (no Talon Mercs). Probably less than a game hour has elapsed since the last statistics site run at the Robot Repair Center nearby.

Consistent with my running theory, the last encounter taken (Wasteland Survival Guide: Subdued fan vs. Mole Rat, no reward) did not appear statistically in this new encounter. Therefore I am even more confident to say that taking an encounter makes it unavailable in the future for a period of time, causing other types of encounters to become more common.

Moreover, it looks like as soon as an encounter is experienced and subsequently removed from the list of possible encounters, the remaining encounters are randomly given weighted values for their probability to occur in the next random encounter. The steps in probability an encounter occurs at any given site suggests a stepped weighting system, like 0 to 5, so anything with a zero will not occur at all, 1 will occur rarely, up to 5 which will may occur up to a third or more of the time. As far as I can tell, the weights are randomly assigned, with no guiding priciple since a site may suddenly emphasize one encounter even if it was rare in the last one, and one that was fairly common may drop down to being rare, (but not non-existent).

As mentioned before, I also suspect there is some timer for the recycling of encounter types after they have been taken, but I don't know what it is, yet. Many that had been taken at some early point in the game are reappearing now in the encounters I've run into.

The final encounter taken at this was the most common statistically: "Wasteland Survival Guide: Excited fan vs Mirelurk, reward". So presumably in the next random encounter site, this last encounter should not appear at all, if a new site is again triggered within a brief amount of game time.

--Ari Solis 18:36, 18 March 2009 (UTC) I ran 162 spawning runs here:


 * Vendors: (Probability of encountering a vendor of some sort: 17.9%)

08.6% 1-3 Hunters (vs. viscious dogs, mole rats, giant ants, or yao guai)

04.3% Wasteland Doctor

02.5% Scavenger travelling to Big Town

01.2% Scavenger in Camp (near a burning oil barrel)

01.2% Scavenger Scavenging Robot

_NONE Scavenger travelling to Girdershade

_NONE Wasteland Junkie (near a burning oil barrel)


 * Other Types of Random Encounters:
 * Other Types of Random Encounters:

34.0% Wasteland Survival Guide Fan
 * WSG Fan (Mole Rat, Subdued Fan, no reward): _NONE
 * WSG Fan (Mirelurk, Excited Fan, reward possible): 34.0%

13.0% Wastelander or Raider vs. 2-5 Viscious Dogs, radroaches, radscorpions (no reward possible)

12.4% Refrigerator, 2 Wasteland Ghoul Settlers vs. 2 Escaped Slaves (10 purified water given)

06.2% Friendly Giant Radscorpion vs. 1-3 Giant Ants

05.0% Laszlo Radford with a Railgun

03.1% Mel the Incompetent Highwayman

03.1% Frag Minefield

02.5% Dead Scavenger of any sort
 * Dead Scavenger with the Fat Man: 1.9%
 * Dead Scavenger with misc. loot: 0.6%

01.9% Eyebot and 2 Wastelanders

01.2% Dead Chinese Commando

_NONE Refrigerator, 2 Wastelanders vs. 1 Giant Radscorpion (8 purified water given)

_NONE Wastelander Rescue vs. 2-5 Mole Rats (possible reward)

_NONE Talon Company Mercs (only if you have good karma)

_NONE Weakened Deathclaw vs. 3 Wastelanders

_NONE Radioactive Barrel and 2-4 giant ants

Random Encounter Locations
Do some random encounters only happen at specific locations? At the Anchorage War Memorial, I kept reloading my saves after each encounter and I only got a select few (most of the time it was the ants around a toxic barrel). Then I went to the location south of Megaton and got a different set. I'm wondering if some random events are only triggered at certain random event locations. P.S. Most of the time I only get the ants around the barrel event and it's really annoying. 68.112.143.25 03:51, 15 December 2008 (UTC)
 * It seems to have "trigger fields" in G.E.C.K. (editor) for when they appear. But once they've appeared, they seem to be registered to the game (even if you weren't close enough to activate them). [[Image:User-Mirar_pawprint14.png‎]]Mirar (Talk) 15:17, 19 December 2008 (UTC)
 * Sorry, but I'm not sure I get it. 68.112.143.25 01:50, 22 December 2008 (UTC)
 * The main article discusses this. There are fixed locations where random encounters may occur.  When you approach one of these locations you will step into a trigger field, upon which the game chooses which encounter you're going to find there.  Think of the trigger field as the area in front of an automatic door at a supermarket; when you step into this area, the door opens.  If you have saved near one of these locations but have not stepped into the trigger field, you can save/reload the game to re-roll for a different encounter.  --Banz 02:03, 22 December 2008 (UTC)
 * I get that part, what I don't get is why for instance, at the Anchorage War Memorial, I might get the raider initiation or ants only, and at the Megaton location I might get Sam Warrick or the hunters selling Strange Meat only. 68.112.143.25 04:20, 22 December 2008 (UTC)
 * My guess is that certain locations only accommodate certain events, combined with certain events having a significantly higher probability than others. If you have a low luck score, you don't stand much chance of getting the more "flavorful" encounters.  Alternatively, you've already locked in a certain encounter, and those particular locations aren't going to change in that game. --Banz 05:07, 22 December 2008 (UTC)

O.K. thanks for the help. I never thought that luck would have figured into your random encounters. I thought it was just random, because they are random encounters after all. 68.112.143.25 22:05, 22 December 2008 (UTC)

I am not sure luck plays much of part in it. I experimented with one random encounter zone, and it always spawned a random encounter, in the exact same spot, producing various NPC encounters as well as item spawns, such as the 4 frag grenades. BTW, if you do see a dead wastelander surrounded by a number of critters like mole rats or vicious dogs, the dead wastelander probably marks the spot of one of those random spawn zones, the "ground zero" as it were. Likewise the 4 frag grenades, the stationary scavenger next to a burning barrel, or Dead Chinese Commando, will spawn over the exact center of the zone as well. Knowing this will help you mark the spot, and help improve the accuracy of the location list for these encounters. The Dead Chinese Commando spawn is particularly useful because the sudden appearence of the radio beacon helps mark the boundaries of the zone so you can tell how far away you can be from the zone center before it spawns a random encounter. Interestingly, I found the diameter of these zones to be smaller than I expected, appoximately 25 running paces. Less than the visual fade distance for other NPCs and critters. If you are in a good spot with clear sight lines to the center point of the zone you can actually watch the spawn occur. --Ari Solis 01:48, 30 December 2008 (UTC)

All right, I have some new information. I stumbled upon the random event between Clifftop Shacks and Oasis. While there, I encountered Slavers escorting Slaves and Sam Warrick. Both of them I've never found before. So that settles it. It's the location that counts and not your luck. I believe this should be added to the article. 68.112.143.25 23:49, 6 January 2009 (UTC)

Hello, anybody there? 68.112.143.25 03:30, 12 January 2009 (UTC)

=Other Encounter Experiences=

Exploding Deathclaw ?
Usually i try to capture my random encounter trials on film, but i wasn't filming when i got this one. I think i was walking south of the Yao Guai Tunnels, when i saw a Deathclaw and 2 or 3 Yao Guai fighting. I watched in the distance for a little, and after the Deathclaw finished off the Yao Guai, he started running to me. I pulled out my gun, but when i did he stopped running in front of me and just sat there. His name was still red though, like he was an enemy. Suddenly, he just explodes. Now, i've had the random encounter where some guy comes up to you and asks you to help him, and then he explodes, and this was very similar to that, but with a Deathclaw. I tried to reload my last save which was miles away, but i got lost and couldn't find the exact spot. Has anyone else experienced this, or am i the only one ? Oh, and the strange thing was i had both Jericho and Charon, but neither of them shot the Deathclaw. Nevertheless, this is probably the strangest encounter i've had so far.

7/3/09 -banananutmuffen (Xbox 360) do you have broken steel cuz its a thing you get during the mission progress Totemtrouser 03:25, 26 August 2009 (UTC)totemtrouserTotemtrouser 03:25, 26 August 2009 (UTC)

Strange Encounter
One time I was Looking at the crash site Of the Ailen and Some how and how god knows the Ailen rose up and Begin to beat the hell out of me for taking the ailen blaster and then A Death claw came and Kills the ailen and Runs away And i chase it and it dissappers and then Later on it comes back ans walks up to me and i run and it chases after me Like its Playing Hide and seek I think thats one nice Death claw. Bar27262 17:38, 18, April, 2009 (UTC)

Even Stranger Encounter
I was on my way to Fort Banniaster, after just killing the Super Mutant behemoth at the wrecked Train cars, and I saw a red line indicating there was some sort of Hostile in fornt of me, from the distance I could see it was a Super mutant, but it was either attack something, in a conversation with it, or something. I couldn't get a clear look at what the thing was the super mutant was with, but when I got close and Charon yelled "Shoot it!", this thing the super mutant was involved with Shot straight up into the air and disappeared. As if it had clipping turned off and just removed itself form the map. I don't know why, I don't know if it was a glitch in my PS3, I don't even know what it was (it looked like a Deathclaw from a distance, kinda...), but I'm just pissed that I didn't use a sniper rifle to get a closer look, VATS, or Shoot the thing to loot it's corpse. Does any one know what it might be? I checked the list of random encounters/Unique Encounters and couldn't find anything. Has anyone else enountered this thing before? It's all happened southeast of Fort Bannister, about dusk. Really. Weird. JYHASH


 * This is a glitch; it was just a common enemy. This has happened to me twice:
 * • In Georgetown, when I sniped the Super Mutant Master that was on the balcony near the car lot, he flew up into the air and disappeared. I watched it through the scope, and saw him very unrealistically fly upwards.  I heard a sound behind me as I neared the area, to find that he had dropped / appeared on the ground again.
 * • Near Anchorage War Memorial I sniped two Centaurs; one fell dead and the other flew into the sky (I never found the corpse).


 * I think this is a rather common glitch, like the twitching inanimate objects / corpses that seem to be everywhere. - Fembot G.g3 06:09, 27 February 2009 (UTC)

As above. Not encounters, but glitches. So far I have only seen it with Deathclaws. One funny one was where an NPC decided to attack a Deathclaw with his fists, me thinking he is dead, but first punch and the deathclaw rockets skywards. I have seen this happen at a distance with no apparent interaction at all. I have a screenshot of Charon and Sticky leaning back targeting an ascending Deathclaw.

Firelance Conditions?
Are there any conditions that the player has to meet, such as having a particular quest (or quests) completed, before this random encounter will occur? I've clocked in over 200 hours of play-time in Fallout 3 and I have yet to obtain Firelance, or even witness the UFO exploding. BrenMan 94 19:53, 18 May 2009 (UTC)

It can be obtained very easily in under 10 minutes...

1-Go very close to a place you have not yet discovered, make sure you don't go too close or you'll discover it. 2-Save the game just outside the discovery zone. 3-Go and discover the hidden place and see if you encounter the firelance event. 4-If you don't, load up the game you saved in step 2 5-Repeat step 3 and 4 until you get lucky... 6-Now you have the Firelance!

It took me 6 tries to get it, but don't be surprised if it takes you longer. People have said they went for up to 15 re-loads of the game before being lucky enough to get the encounter... At the Super Duper Mart 100 seconds after leaving vault 101 level 2 it took me 104 attempts before I got the Firelance. Yet at WKML Broadcast Station level 2 I got it first time twice.--ThousandHoursFalloutThreeUK 20:15, 30 June 2009 (UTC)

Set to Blow
Outside the scrapyard, a Wastelander ran up to me and said raiders attached a bomb to his chest. I tried to disarm the bomb but I couldn't, and the man ran a short distance away before exploding. Is this scripted or random? I want to know because if it's random then it should be added to the list. It's a random encounter it can happen anywhere.-Dragineyz


 * Out of curiosity, what does it take to successfully disarm the bomb? I've had this same encounter appear a few times, and I have NEVER been able to save the poor schlep. (Don't have my stats loaded up, but I'm usually packing 10 Luck with explosives somewhere in the 70's.)--VwllssWndr 03:56, 13 March 2009 (UTC)


 * According to the Wastelander page, the skill required is 75, which seems to be true in my experience. But due to a bug, you can't ever disarm it on your first attempt. Instead, you have to talk to the wastelander a second time after you fail to disarm the bomb, which allows you to successfully disarm it if you have sufficient skill. It can be very hard to talk to the wastelander before he or she explodes, though, since they annoyingly run at full speed in a direction that almost always is away from you.--Mehbah 08:12, 13 March 2009 (UTC)

Also, what about the Alien ships that explode? Releasing Fire Lance and several rounds of alien ammunition? There is a random glitch in some areas where all the stuff falls under the game, it seems to only happen when you are near the north of the map by Oasis-Dragineyz --Clean Up 01:02, 29 December 2008 (UTC)

I was entering Scrapyard and a wastelander was running, I reached him and engaged conversation but he had no dialogue, I could only attempt to disarm or leave alone. I have 100 in explosives, science and repair. I sucessfully disarmed the bomb, killed the 3 raiders that were after the bombed-wastelander. Than, the wastelander became hostile. i killed him and when I trid to loot his body, there was a pop-up message saying i could rearm the bomb with a 10 seconds timer, leave it alone, rearm as a proximity mine or loot the body. Someone else experienced taht? x360

Brotherhood of Steel Outcast encounter
I was walking along the road that is just below you when you first exit the Vault (Vault 101), and I saw a BoS outcast, alone. I didn't see this mentioned anywhere and I would like someone to confirm it.


 * I had that encounter by the chapel between Big Town and Germantown, (usually there is a supermutant and a centaur patrolling this area, (approaching from Meresti train yard). I was preparing to approach the chapel, fiddled with my inventory, and begun to sneak over and kill off the supermutant and centaur, but couldn't see them. As I got closer I discovered them dead, and a very nearby, a single Outcast soldier who just said, "I wouldn't do that...", then ran off. In retrospect he might have thought I was going to pick-pocket him. It was the first time I had seen an Outcast soldier, and I wasn't even able to speak to his as he ran off so quick. A real WTF moment. ;)

--- Ive seen this in the same location too, look around and you'll find a corpse of another BoS Outcast and a bot corpose. Codyz 08:30, 30 November 2008 (UTC)

At the Scrapyard?
I ran all around the Scrapyard five times and did not see any random encounters. I do see Dogmeat each time though in his usual spot, but he is scripted to show up there regardless. Perhaps it would become a random encounter if you have found Dogmeat by other means, but I have never encountered Dogmeat in random encounters. Can anyone confirm the location if there is one in the Scrapyard --Lord0din69 20:29, 30 November 2008 (UTC)

I found dogmeat just outside the Citadel when i was escorting dr li and the other back from project purity.

Has to be a glitch. There are no random encounters just outside of the citidel. --Rylasasin 19:59, 5 August 2009 (UTC)

Nevermind, I've found it. Or maybe this is a different one, but it wasn't IN the Scrapyard at all. It was outside the Scrapyard, more precisely its west of the main fenced gate entrance. Its near the rocks, if you keep walking west past the broken fence part of the front entrance. --Lord0din69 20:42, 30 November 2008 (UTC)

After doing a bit of GECK diving I have come to the conclusion that dogmeat is NOT a random encounter. Perhaps it was meant to be so at one time or was in earlier versions but was cut out. the supposed "Dogmeat encounter" does not appear on Unique Random Encounter lists A or B. Nor does it appear on Repeatable random encounter lists A or B. THere is no condition for making dogmeat appear. Dogmeat does not appear in any scripts related to random ecounters. Its official: DOGMEAT IS NOT A RANDOM ENCOUNTER, AND CAN ONLY BE FOUND IN THE SCRAPYARD. If dogmeat appears in other places it has to be a glitch, as it's certainly not part of a random encounter. Tested with PC version 1.7 --Rylasasin 19:59, 5 August 2009 (UTC)

Wastelander of Death
I was doing the encounter where a wastelander had explosives on him and i had to disarm the. So of course i fail and he runs off so it wont explode in my face and then at that moment an outcast patrol happened to walk by. The wastelander ran into the patrol and BOOM!!! all of them killed and i was like lol WTF evil wastelander.

Freddie Gomez
I notice in the article, it says you may find Freddie Gomez dead near a Radscorpion. However, on his page, it says you may find him wandering in the wastes. Could it be possible that the person who added that only happened to find Freddie after wandering and being killed by the radscorpion? Can anyone confirm this to be repeating?


 * Seems likely, since it only takes a few hits from a radscorpian to kill a wastelander. I doubt Vault residents are much tougher.

Oddity regarding triggered event
Regarding the encounter behind the ruined house on the road to Germantown, near Paradise Falls. Coordinates (9.2,7.1) using the Fallout 3 map. Is anyone else having troubles triggering this one when you run directly to the back of the house coming from Paradise Falls. I was pretty much walking in a south/southeast direction to the house, but it doesn't trigger the event. However, if I follow the road walking east, run into the broken down cars and an Enclave Eyebot, then it triggers fine. It seems like you need to find the Enclave Eyebot first, or run into those pile of broken cars before you can trigger the event. The pile of broken cars is west of the ruin house on the road. When you approach it seems to drop to the floor making a loud banging noise. Can anyone else confirm this, I'm playing on PC. --Lord0din69 01:59, 1 December 2008 (UTC)

Shrapnel?
I'm relatively new here but has anyone else encountered this? After having collared Flak for Strictly Business, I was traveling in the vicinity of the Washington Memorial (not the Mall, I was near the area with the crosswalk between the two office buildings) and got into a fight with some Super Mutants, (I had either Clover or Charon with me, though I'm fairly sure it was Charon) and suddenly Shrapnel ran up with a missile launcher and attacked the mutants. He was still essential astus and could not be killed, and was counted as an ally and/or neutral with green name, health and icon. Like NPCs in Oblivion, some may be knocked off their course and travel around the map. this may be what you experienced. (Not a random encounter, it is a glitch which can happen to all NPCs)


 * See article Shrapnel for more information about him becoming unmoored. This would not be considered a random encounter. Shadowlordkt 17:33, 9 December 2008 (UTC)

Shrapnel will go back to Rivet City and sell stuff to you when you free Flak. Flak won't talk to you though after you free him.

Slavers
Could somebody clarify how many people you need to enslave to get the random slaver encounters? The game has a tendency of saying large when really they mean an average amount. Either way, I've never had a slaver encounter, not sure how many you need to get to have one, and I've already a few past the original 4 for Strictly Business.cheap357@hotmail.com 22:14, 10 December 2008 (UTC)


 * Maybe it is time based. I enslaved Susan Lancaster only, just to get into Paradise Falls and lower my karma a bit, as I wanted to have neutral karma without resorting to mass murder, (petty theft gets tedious). I did the Big Town main quest and ended up with about 300 karma point more than I wanted. I went to a few raider haunts and enslaved at least 3, maybe 4 raiders. Grouse commented on how good I was at being a slaver when I returned for another collar. I suppose game time that might be 24 - 36 hour period. Several days later I get attacked by "Hitmen", (who just looked like wastelanders), carrying a contract reading "Kill that slaver! No one takes our friends and family without getting some Wasteland justice in return!". About 12 hours after that, I came across a group who were friendly on the HUD, but turned out to be upset slavers, who attacked me. I didn't find out if there was a karmic bonus or not for killing them, as Charon landed the final shot on all of them, (not that I wanted that bonus). FYI my karma was 25. It seems likely that the 4 targets in Strictly Business don't count toward triggering these events.

Do you mean the slavers escorting slaves? Because I've had an account where I didn't enslave anyone, and hadn't even been to Paradise Falls when I found a bunch of slavers escorting slaves, and I killed all the slavers and freed the slaves.CAW4 17:47, 2 May 2009 (UTC)CAW4

AntAgonizer
I ran into the AntAgonizer attacking some wastelanders just west of Grayditch, long after I had completed the quest by convincing the Mechanizer to step down. Has anybody else encountered this, or did the AntAgonizer actually chase some Wastelanders all the way to Grayditch? 68.73.83.135 00:28, 30 December 2008 (UTC)


 * I think the AntAgonizer appears randomly when she leaves Cantebury Commons
 * I've encountered her twice, near the car factory, (can't recall name), and somewhere closer to the city. She is neutral, but will turn hostile if you attack her ants.


 * It's a random encounter which can only happen if you complete The Superhuman Gambit with the AntAgonizer surviving and the Mechanist retiring/dieing. // Porter21 U 13:57, 31 December 2008 (UTC)

Super Mutant Behemoth spawns
Although not repeatable as far as I know, nor random, they nevertheless are triggerable. The more interesting one I found was at the pile of box cars at end of the rails which emerge from Evergreen Mills. At the eastern end of the rails is a lone bit of loot in one of the overturned cars: a teddy bear in a caged shopping cart. Take it and the Behemoth spawns on the ridge to the east and runs down angrily to beat you over the head for taking it. LoL. A Giant Radscorpion usually also is running around chasing you as well.


 * It is not random at all. There are five super mutant behemoths in the game, and this is the fifth and last one. The only way to trigger him is to take that teddy bear. Unless you already knew, take great pride in knowing that you found the hardest behemoth yourself.--Timetogo 21:30, 3 January 2009 (UTC)


 * How do you mean, "fifth and last one."? I encountered this second, after the GNR one. You do not need to take the teddy bear to trigger its appearance. First time around I just opened the cage, and second time around I didn't open the cage. I think you just need to pass in front of the overturned bin where the skeletons are. If you happen to do the Searching for Cheryl unmarked quest you are given a clue as to why it appears. Having said that, no, it's not a random encounter, so this whole thread is redundant...

Human hunters
I assume this has happened to others. I encountered 3 leather clad hunters hunting down a wastelander. On speaking to them I was offered the strange meat, but already knew what that was about. I hung around for a bit and watched them as they lined up and began going through their drinking animations. It was amusing to watch them because they had basically lined up like a chorus line and I was hoping their drinking would sync so I could get a screenshot of them all tossing one back at the same time. When the drinking routine had finished, one of them shouted, (to the other hunters), "Hey! Over here", then they all turned hostile and began hunting me down! ROFL!


 * Yes, I encountered these human hunters on my way to Arefu from Megton once. The strange thing is, I've only ever seen them attack beasts and not humans. I was also suprised to find out they don't reside near Andale. Anyone know anymore about these yanks?

Deathclaw family
This is a rare one this,during your travells in the waste land,you might find 5 death claws,which consist of 2 big ones and 3 small ones,sometimes theyre friendly,sometimes theyre hostile,alos,sometiimes they spawn inside a settlement ive witnessed them destroy

I don't believe this is a true random encounter. Once you reach a high enough level, Deathclaws become quite common throughout the Capital Wasteland, even in places where you wouldn't expect them. BrenMan 94 20:01, 18 May 2009 (UTC)

Yet, unlike Oblivion, the creatures in Fallout 3 are not leveled. So, Deathclaws would still be there even if you are a level 2. And yes, the Deathclaw Family, IMO, is a random encounter.

Stoned, dying wastelander
Only seen this once, and unfortunately near the beginning of my first play of the game, so I don't know the exact dialog. A wastelander random encounter at Meresti trainyard where he stood, swooning (as if mesmerized). Conversation included "the green" and "blackness coming" and other crazy comments. Mid-conversation after only one or two questions, he dropped dead, causing the conversation window to close. He didn't have anything particularly interesting, some wastelander trader gear. Perhaps somehow tied to Oasis?

The same thing happened to me. Some random "Wasteland Merchant" ran up to me near the Broadcast Tower KB5 and mentioned something about treeminders. After a small dialogue deal, he just sort of keeled over, and a Wasteland Merchant Note was on his persons. I already had a map marker to Oasis, so I don't know if that put Oasis on your Pip-Boy. Music Is Life. Live It Fun. Listen To Ska! 22:47, 21 February 2009 (UTC)

Escaped Slaves seeking Temple of the Union
I had the encounter with 3 slaves seeking out Hannibal Hamlin. After I gave them directions to the Lincoln Memorial, 2 kept walking while the one I'd spoken to - turned around and headed back. The encounter was at the Silver Lining Drive-In, and I decided to follow the one I talked with. He went south until he joined the caravan route near the MDPL Mass Relay Station...and walked all the way into D.C. only disappearing upon exiting Museum Station and entering the Mall. I was expecting him to enter the Refugee's Tent at the Lincoln Memorial and vanish, but not quite. 220.245.186.240 05:41, 23 July 2009 (UTC)

Very Odd Enclave Encounter
Twice in my various character's adventures in the Capitol Wasteland, I have come across a solitary Enclave Soldier with standard Enclave Power Armor and Helmet along with a Laser Rifle and once with a Plasma Grenade. This would be fine and dandy but the only two times I have ever encountered this was before I had even began the main questline. As far as I know, the Enclave does not "invade" the Capitol Wasteland until after the Waters of Life quest. Could this some kind of disillusioned ex-Enclave soldier just trying to survive? Or is it something more sinister; an Enclave scout getting the lay of the land before the main attack? Your guess is as good as mine. I've only seen this in two places; the first was south of Megaton in front of a ruined house and a car driven off road, and just outside the Car Dealership behind the Water Tower. Also, the Soldier(at least in my experience) has always been hostile towards me. I wanted to know if anyone else has encountered this and, if so, are there any parameters that must trigger for this to occur.

It's a spawning bug, Enclave troops aren't scripted to show up until after the Waters of Life. Although, the scouting thing is a nice cover-up. Nitty 04:47, 19 August 2009 (UTC)


 * I see. I did think it was a random encounter because there is a random encounter zone near the car dealership. Thanks for clearing that up!

It was cooler for me. It was at night, and the fucker was up in a small hill. He fired a couple of shots and then disappeared. I like to think of that as the Enclave taking notice of my actions and sending a sniper to get me.190.17.41.208 22:22, 21 August 2009 (UTC)

I really got dealt the short end off the stick on this one. One of my characters had twelve encounters with the Enclave before I even reached level 8. It was nice to have 12 sets of Enclave power armor but being constantly harried by guys who could kill me in 7-8 shots is a tad annoying.--Mandalore IV 02:57, 30 August 2009 (UTC)

Broadcast Tower KT8: Easier way to Random Encounter site?
The direction given by the page is good, except one thing: Enemies. First, The Broadcast Tower KT8 is home to numerous super mutants. Second, I am not sure if Talon Company mercs are known to loiter on forked roads. Sometimes I see three of them; sometimes I see five of them.

To complicate the matter, a secubot and an enclave soldier patrols the area.

What to do?

--Like-minded 15:07, September 2, 2009 (UTC)

=Editing Notes= Since the discussion page was getting so large, I added some organization to it, putting what appears to be more objective information toward the top under descriptive headers. I also separated editing suggestions from commentary about misc. encounters which may or may not be random. The "script" list at the top seems to a good guide to the random encounter types as it corresponds to the encounters I mapped statistically for two sites. I put the editing notes below which should hopefully catch all the questions and suggestions for editing changes. Remember that if you use double equal signs around your heading, ex, "==" "==", then you will be putting your comment under whatever group heading is above it (which uses single equal signs). --Ari Solis 19:02, 8 January 2009 (UTC)

Why were headers removed?
Why were the section headers that I had added in removed? The page now is a unorganized and difficult-to-read list as it was before; and people who don't read the whole list will start putting in duplicate entries again. Shadowlordkt 17:38, 28 November 2008 (UTC)

perhaps a distinction should be made between stationary random encounters like the wastelanders/slaves arguing over the fridge of water, and patrolling encounters like the slavers escorting slaves? Thousandfracture 23:08, 17 November 2008 (UTC)
 * I think thats a good idea. We should also discern between the encounters a little more, like maybe violent vs non violent encounters vs special encounters like Uncle Leo or the Firelance. Schizmoooo 23:31, 17 November 2008 (UTC)
 * Sounds like a good idea. Think I'll have a go at making it into more of a readable format and such 'later on' if someone doesn't take initiative. What I am thinking right now is dividing it into two major categorized for the stationary ones; hostile and non for starters. Seems like we have a few 'double' entry types too. Steelgaze 02:27, 18 November 2008 (UTC)
 * I wouldn't call the mad brahmin non-violent; it showed up red on the radar and chased me all the way to super-duper mart. I only encountered it with a low level character, so perhaps it's non-violent after a certain level? At the least you could call it 'potentially' violent. --97.81.77.13 02:25, 27 November 2008 (UTC)
 * Sorry about that, I've never encountered a mad brahmin before, so when I was categorizing the events, I guessed incorrectly that it would ignore you if you left it alone. I'll correct it. Shadowlordkt 20:40, 27 November 2008 (UTC)

the two unmarked power station kind of things (i have no idea what they're called so i haven't put it in) outside of minefield are locations for moving encounters. One of these also has a skeleton of a guy who was doing some target practice with a bbgun which i somehow managed to miss with my other character. Thousandfracture 04:43, 18 November 2008 (UTC)

Thanks, this article is a great help! The Mel glitch is one I'm currently investigating myelf. Keep up the great work!TunnelSnake 23:09, 26 November 2008 (UTC)

Updated Page
I have edited the types of random encounters so their easier to see, please feel free to fix it up cause I know I may have misplaced some. Codyz 04:36, 30 November 2008 (UTC)

Noting ref ids
To keep the number of redundant encounter mentions down, it might be a good idea for people to use the console to check the ref id's and list them to see if the encounter has been listed already. Many of the listed encounters I think are listed more than once, simply because someone did not happen to see a dead NPC and listed the encounter as two vs three, or something like that, or perhaps no NPC. Many of the single dead wastelander encounters in fact are the wastelander-you-could-have-saved encounter which would pay a few caps reward. Ususally they spawn long before you could possibly save them. Also, I suspect some of the monster encounters without NPCs listed are the usual random interactions among ordinary monster spawns. --Ari Solis 01:50, 30 December 2008 (UTC)

PS. I moved the Dead Chinese Commando listing to the unusual npc heading rather than "monster" heading since it is definitely a spawned random NPC encounter, interchangable with the many other NPC random encounters.

After experimenting with one spawn site repeatedly and looking at ref ids for the various spawns, there apparently are only fixed ref ids for a limited number of the more unique (read: more scripted) encounters, such as the Deathclaw vs. wastelanders or the Dead Chinese Commando. Possibly to make each trivial random encounter more unique, it seems they randomize various aspects of most of these encounters, such as dress or companion types, so the various NPCs end up with a general prefix of ff0010xx where xx is possibly some temporary randomized id number. That way when you encounter a random scavenger, for example, he may have a randomized pet, and randomized appearance. ...sometimes with a Yao Guai and Brahmin, sometimes a dog and Brahmin, sometimes wearing a helmet or goggles, sometimes white, sometimes black, and so on. That way you never really exactly see the same thing. Generally in a stationary scavenger spawn, for example, you will see a scavenger, a pet, and a pack Brahmin and a burning barrel. Beyond that, the details of the individuals are randomized, except perhaps for the Brahmin which usually looks the same to me.

The only exception I found to this were the 2 wastelanders and the eyebot which had a slightly different prefix of ff000fxx. The randomized numbers "xx" are reused in other encounters so the NPCs from these encounters are probably scripted on the fly according to general rules, I would guess, and temporarily given an identity. So therefore you can't use the ref ids to accurately identify all but a handful of these random encounters. That is too bad since, as pointed out in other comments here, there are a lot of redundancies or misguided identifications of encounters. --Ari Solis 02:27, 30 December 2008 (UTC)

After a number of more respawn trials, I am seeing ff000fxx on NPCs previously using ff0010xx also, so it seems the temporary ref id prefix must be ff00xxxx. I suspect that they needed to do a more generalized randomized NPC spawn so it would seem different and not get as boring as if they had specifically scripted each encounter with NPCs or groups thereof with dead-same characteristics. --Ari Solis 03:17, 30 December 2008 (UTC)

Wording
I added a random encounter with a slaver escorting three slaves to Paradise Falls. It was near Jury Street Metro Station as I was trying the find the super human behemoth. I just think my wording is strange, so anyone can fix it.

Wording
I added a random encounter with a slaver escorting three slaves to Paradise Falls. It was near Jury Street Metro Station as I was trying the find the super human behemoth. I just think my wording is strange, so anyone can fix it.--Timetogo 18:15, 3 January 2009 (UTC)

One off random events.
Do you think there should be a differentiation between the multiple events and the single ones where you are given something unique. For example, where you are given/find a location or schematic, how often, if ever, do those events happen again? While these events might be placed randomly, do they repeat, like meeting a slaver with slaves, or meeting a hunter? I'm fairly certain it hasn't happened to me. Maybe there should be a differentiation between post quest encounters also, or can the same scene with Amata and the Enclave troops happen over and over? - Just a thought.

Cleaning up the Scavenger encounter list
Besides eliminating the obvious redundancies in some listings, I expanded the Girdershade scavenger listing with more detail. I also added an obvious omission: the "scavenger in camp", which is one of the more common random scavenger encounters. Another consideration for a future change: do you think it might be a good idea to list all merchant types together in one section rather than just scavengers? Also, should the "Dead Scavenger" even be in there? There is no interaction, it can't reapair items since it is dead. I would change the scavenger section to merchat encounters, and move the dead scavenger to some other section, favoring a section organized by a useful game activity (buying and selling), or merchants. --Ari Solis 22:13, 10 January 2009 (UTC)

Ben Canning
A note regarding Ben Canning - when my character gave him the Purified Water he requested, he joined the trading caravan. I believe he's inserted right before Lucky in the order (at least, every time I wait while he's in the caravan spot for 2-3 hours, Lucky is always the next one to appear). --24.163.113.239 04:53, 13 January 2009 (UTC)

Firelance
one time(i think it was my second playthrough)i got sent to the minefield pretty early in the game,i walked up the hill and to my surprise an explosion happened, bunch of shinny things, waited till day, found a gun, found out latter it was the firelance i must have had 5 to 6 luck, just shows you how random random is.--King of the wastes 23:14, 13 January 2009 (UTC)

missles and emclave holicopter
i was at broadcast tower kt8, in the draing champer. after couple minutes after exting, i saw a enclave helicopter with smoke on the wings and two missiles, that seemed to launch form the ground, launched up in the air almost exploded the copter, but the copter survived. currently im trying to go to the loaction of the landing of the copter. did this ever happen to u guys

Enclave before "Waters of Life"
Wandering around Fort Constantine I noticed a red dot in the radar. I enter VATS to find the enemy. It was an Enclave Soldier in Tesla Armor, way before The Waters of Life! Has this happened to anyone else?BSMaker 16:39, 26 January 2009 (UTC)

it's a misplacement done by the game(aka glitch). since the game engine does random spwan time and places, (with a lot of exceptions: like in deathclaw sanctuary, only death claws spwan their. or triggered events) its possible for it to spawn a enclave solider. if you had character before this one that beat the game, its possible for the game to confuse the your current character with previous one.--That70sdude 00:16, 28 January 2009 (UTC)

Vertibird Carpet Bomber
Okay early in the game I came across a Talon camp across the river from the Jefferson Memorial and Rivet City. Later I came across this camp again and it was filled with Enclave soldiers. I killed all of them, looted the place this time around and started to leave when I heard a Vertibird come. I hid but instead of landing the Bird just started circling the camp and dropping what seem to be Mini Nukes. Has this happened to anyone else?

yep ive had this before in takoma park and it wiped out a laod of super mutants for me!

Outcast Protectron Corpse
I was walking back from Rockopolis to Smith Casey's Garage and theres a slope with a massive rock on the top. I walked near it and an Outcast Protectron corpse seemed to just bounce off the rock and roll down the hill. I'm not sure if it was a random spawn, but... it seemed to just appear, then bounce off the rock and hit the ground. And yes, I can confirm it was an "Outcast Protectron". It was black with red symbols and clearly said Outcast Protectron. Theres no record of an Outcast Protectron on this wiki. And no ones even mentioned one. 123.211.101.161 13:56, 12 February 2009 (UTC)

I encounterd a deathclaw with full health NE of areufu (I think i spelt that wrong).I was walking aroun atknight killing mirelurks hunters and Mirelurk kings then I wast hit and i turned around and there was a deathclaw and i scared the #$*@ out of me. i was levle 18 on the 360


 * Robots are one of the possible types of Outcast spawns that wander around on patrol with other Outcast members. Robobrains also spawn with Outcast patrols.   The fact it was a corpse only means it was killed in the environment prior to you seeing it.   Protectrons are pretty weak, so it's not surprising it was a corpse when you found it.  BTW, getting Outcasts killed by luring them into fights with the local wildlife are a great way of getting buff tech early in the game.   I snagged a gatling laser near the start of my current game by doing that.  You could also just kill them yourself, but I think that changes their attitude on a whole toward you, and you don't want them hating you if you want to eventually do some of their quests.--Ari Solis 22:22, 11 March 2009 (UTC)

Raider Initiation
I managed to sneak up on them before they saw me, and wrote down what they were saying to the guy getting jumped in. I added it to the main article so if someone is attempting to get this encounter, they know to stop and listen for a moment to the humorous dialogue first (I'd never bothered to wait to attack, and discovered this completely by accident this time, and it had me ROFL: "Pain... Pain is your only friend..." LOL). - Fembot G.g3 22:13, 27 February 2009 (UTC)

Sniper Cabin?
What's the Sniper Cabin mentioned under locations?

It's the Sniper Shack. Updated main page to link it. -Drag0rn 13:38, 4 February 2009 (UTC)

"cleanup" tag?
There doesn't seem to be much fat in this article, just a lot of useful information. Perhaps organizing it into tables would be better? Techercizer (say hi)(pwnage) 22:23, 19 March 2009 (UTC) I'll check Wikipedia to look for some sort of guidline for formatting this type of information. --PwnzerfaustMonk(talk) 23:55, 19 March 2009 (UTC)
 * I agree that this page needs some tidying up (as do most pages on the wiki).


 * There are many duplicate entries and ones that are the same encounter, only with slightly different enemies as the equipment and numbers are randomized. Also, there is a decent amount of unnecessary fluff, like people talking about their personal experiences. The sections could probably stand being cleaned, too. Some are also filled with slight misinformation; The recently added one with a wastelander talking about some "green hill", for example, sounds very much like some user's experience with the merchant that carries a map to Oasis. The thing is that it will be hard to know what's a variation of the same encounter, what's simply wrong, and what should be sorted where. I don't supposed the GECK has any handy lists of random encounters that no one made use of for no reason?--Mehbah 00:48, 20 March 2009 (UTC)


 * There are basically two things which would improve the article tremendously:
 * Put all locations in a table (this means both those listed at the beginning and the ones listed under "unique encounter locations"). Then simply add two columns for "Unique encounter A" (with yes/no for each location) and "Unique encounter B" (with yes/no). Cuts out a lot of repetition and makes the information easier to digest.
 * Restructuring. First level: "Types" and "Locations". Under "Locations" there should be the table mentioned above, under "Types" you can make subheaders for "repeatable", "unique type A" and "unique type B". If you want, you can even further break down the repeatable encounter section with the categories which are already in the article (like "raider" etc).
 * As it is, the article is a big convoluted wall of text. And to answer Mehbah's question, don't think there's an easily obtainable list for all encounters. However, the current listing of the two unique encounter types (at the very bottom of the article) is apparently taken straight from the GECK as far as I can see and should be complete. I.e. you can at least determine that any encounter not listed there is a repeatable one. -- Porter21 (talk) 14:55, 23 May 2009 (UTC)

Redundant info?
What does FFETrigger mean, and why does it list the encounters/locations a second time? PositronicSpleen 03:47, 9 April 2009 (UTC)

Steel Encounters?
Didn't the guys over at Bethesda say that Broken Steel would add new encounters? I haven't seen any, has anyone? Nitpicker of the Wastes 14:42, 8 May 2009 (UTC)

I think there are a few listed on the BS page, I hope there's more, though. TunnelSnake 13:53, 9 May 2009 (UTC)


 * The encounters added by Broken Steel are static (i.e. you can reliably find them in one and the same location if you fulfil the conditions) and not random, which means they shouldn't be listed here anyway. -- Porter21 (talk) 14:57, 23 May 2009 (UTC)

This a random event?
I forget where I was headed, but I came across a fenced in hydro pole, and had to fight 4 Supermutant Brutes or Masters, forget which. Killed em all, found 3 Slaves. I untied them all and they all went running. Is this a scripted thing, or is it a random event? All 3 offered to give me things they hid/found, and I told them all to keep what they had, and got good karma.  λ T 06:45, 10 May 2009 (UTC)

were you close to a land marker, if you was, it is probaly close to (or it was) a super mutant camp that you didn't find yet.Maybe mason dixon savage or something? then, it should be kinda scripted. if not, you'd have a new random encounter I think. wtih your description of the spot where you wer I think you were somewhere behind minefield which is a random encounter spot62.163.88.139 08:43, 10 May 2009 (UTC)
 * I was headed to a place I've never visited before. I think it was the MDPL-13 Power Station, and I happened to run up a hill to be met by 4 Supermutant Brutes with the 3 slaves.  λ T 18:00, 10 May 2009 (UTC)

What are these common but random explosions?
I often hear explosions that come from nowhere or are nowhere to be seen. I doupt that it is a UFO because then, the game would have given me 8 chances to get an Alien Blaster. Please explain. Learner4 19:05, 13 May 2009 (UTC)
 * That would be Wasteland creatures destroying Enclave Eyebots.  λ T 02:00, 14 May 2009 (UTC)

Removed Entry
Removed:

-Once or twice you may come acros an Enclave camp but all the soldiers will be dead.About ten or fifteen seconds later a large group of raiders will attack armed with Enclave Power Armor and Laser Rifles/Plasma rifles This shows that raiders use power armor and even have training with it.

This event is likely due to a random raider patrol managing to kill the inhabitants of an Enclave camp (or possibly happening upon it after they were killed by some other foe), and then the raiders simply stole the equipment off the Enclave soldiers. This would not be surprising seeing as how the Enclave loadouts are far superior in DR and bonuses than standard Raider kit. The AI in Fallout 3 is well-known for it's resourcefulness in finding and using better equipment than their own. And besides, any character besides the player can use power armor and apparently without formal training. --24.19.108.184 05:47, 20 May 2009 (UTC)

WRONGO. Explain how some of those raiders with .32 rifles managed to bring down an Enclave camp. Not likely. Some of them also had eyebot helmets. Those are unique, so this WAS an encounter. Also, Enclave and raiders are technically part of the same faction (according to the GECK) so there's no way this was just some NPCs killing each other off. It was scripted this way. TunnelSnake 13:10, 23 May 2009 (UTC)

True,heck at that outpost where the enclave should be dead and the raider salive,it ws messed up,everyone was alive and just chillin' with each other but in truth,every NPC has power armor training,even kids have training,heck even the citizens of vault 101 can wear it and they dont know jackshit about power armor Werewolfhell 13:15, 23 May 2009 (UTC)

Ghoul Wastelanders
"Ghoul Wastelanders around a burning barrel, telling you they were headed for Underworld but couldn't make it because of Super Mutants. They will tell you how to get to Underworld and mark it on your map. This may be a continuity problem, because Willow, outside Underworld, tells the PC that the Super Mutants don't attack ghouls." The ghouls in question may not know this. I'd be scared of something that looked like a Super Mutant if I didn't know it wasn't hostile; scared enough to give up my current journey, even. Of course, this makes me wonder why there isn't a, "You know Super Mutants won't attack you, right?" conversation option, which in turn brings me back to the idea that, say, the ghouls were implemented first, and never changed back, or something similar. 87.80.39.37 22:51, 24 May 2009 (UTC)


 * Would this by any chance be the same group of ghouls that appear for a couple of seconds in the first half of the Broken Steel trailer? One has a pre war suit.

New random encounter?
I was out in the Wasteland, not exactly sure where, but I ran across a bridge, and seen a Scavenger, with 2 Rivet City Security's and a Brahmin, running at a normal pace. So I stopped the Scavenger, bought some stuff off of him and kept on moving over the bridge. Shortly behind him, were 4-5 Slavers, who, oddly, were not hostile towards me, seemingly chasing after the Scavenger.

So I VATS'd them all with my Lincoln's Repeater, and headshotted each one in succession.

No notable loot, but I found it weird that the Slavers were friendly to me, despite the fact I wiped out Paradise Falls. Anyone else experience this?  λ T 21:40, 9 June 2009 (UTC)


 * Yep. You were between Big Town and Hallowed Moors. That one's scripted. Nitpicker of the Wastes 00:37, 13 June 2009 (UTC)
 * A few hours later, I ended up seeing them out front of Megaton.....so I killed them all with my Fat Man.  λ T 04:01, 13 June 2009 (UTC)

Confusing
Maybe that's why the cleanup tag is here. From looking at other articles on the wiki (guess that was my first problem), I'm still not quite sure the exact definition of random encounters, vs scripted encounters. The article could go further to make this clear. Thought I knew what they were, until I started reading comments where people say "this random encounter only happens at this and that location" and "you will always have this random encounter here". And why does it say once an encounter is "activated" that's the only encounter you'll get? That's not random, and I know you can see for ex. a squad of BoS somewhere, and a few days later come upon Mel mugging you at the same spot. Finally, what is this "FFETriggerA", "FFETriggerB"? That's not explained at all. Thanks. --70.142.41.253 23:19, 13 June 2009 (UTC)


 * I think that scripted encounters are always the same at the same place, but random encounters are encounters from a list, one of which is chosen randomly. Hope I'm right and it helps --Pratstercs 17:56, 18 August 2009 (UTC)

Scripted Encounter (I think): Enclave deserters vs Outcast water caravan
This happened post-Broken Steel: Upon entering Andale, I've encountered a standard Outcast patrol, but followed by brahmin with water barrels. I left them behind and started moving east along the road. After reaching the vicinity of Nuka-Cola Plant, I've spotted Enclave outpost. Inside was a dead Enclave officer, and three Enclave soldiers, unarmed and without helmets. After a while, they've started running towards the Outcast patrol, stating that they have killed their lieutenant and they just want some water; the Outcasts however, killed them all, after mocking them for confusing Outcasts with BoS (I couldn't make out exactly what they said). After that, the Outcasts have turned back, abandoning their brahmin, and went back to Fort Independence and then restarted their patrol. The brahmin itself went towards Nuka-Cola plant. I assume it was thirsty :D

Cleaning up
Have started cleaning this up, it has had the tag for ages.

Done:
 * Converted unique encounter locations to sortable table
 * Rearranged article

To be done:
 * Remove duplicate info.
 * The list of locations which is not in the table needs to be compared with the table to see whether the locations are already mentioned there. If yes, the location should be deleted (from the non-table list).
 * Once done, the remaining locations should be integrated into the table.
 * The random encounters need to be checked against the unique ones. Duplicate info should be deleted from the random encounter section or moved/merged with the corresponding entry in the unique encounters section.

The underlying principle is simple: The list of unique encounters and their locations are accurate. Random encounters can happen at any encounter location, so the list of their locations will overlap with the ones of the uniques. Any location which does not have the possibility of a unique encounter is therefore random-encounter-only, and random encounter locations do not need to be marked specifically in the table.

This is quite an undertaking, help is appreciated. Once we've cleaned up we'll have to see about potentially splitting the page as well. -- Porter21 (talk) 21:42, 30 June 2009 (UTC)

Crazy encounter
At the red rocket near the Car Dealership east of Fairfax Ruins I found a Outcast soldier standing over a dead Outcast. Then a Wastelander runs over and takes a minigun from the corpse and runs away, but is suddenely killed by an Enclave Deathclaw so the Outcast kills it. Then suddenely the dead Outcast explodes and kills the Outcast soldier completely random. Has anyone else encountered an exploding Outcast corpse? --Megaton bomber 23:44, 24 July 2009 (UTC) Megaton bomber

Trivia
I had removed the bit of trivia about Mel on this page, as it should stay on his page. If anyone feels offended or angered by this action, please add a Trivia section to the page. Also, if the section is added, please make sure to add any other trivia of random encounters. Thank you.--Master of cheeZ 16:47, 7 August 2009 (UTC)

Question: Random Encounter and Usual Enemy Spawn/Respawn
Is it possible that random encounter conflicts with usual enemy spawn/respawn so that I did not see the whole picture of random encounter? (For example, the spawned/respawned enemy combat NPCs in random encounter)

--Like-minded 03:05, 28 August 2009 (UTC)

Yup. Brotherhood Outcast teams killed off the mutants for Donovan near Smith Casey's Garage. And a Giant RadScorpion killed Laszlo Radford for me near the MDPL-13 Power Station. Nitty 03:09, 28 August 2009 (UTC)

Which places do Sam Warrick and Laszlo Radford spawn?
I remember coming across their locations before, but people just love butchering my random encounters page and now that info has been lost!

Previously I've found Warrick in three places:

-Up the street from the Super-Duper Mart towards Megaton ( where the Enclave checkpoint spawns later ).

-A little South of Bethesda Ruins

-South of the Corvega Factory under the collapsed highway

I think the info for Laszlo might still be there, but I'm not sure.

I just want to know where the areas these two spawn.