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Overview: Northern Suburbs

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Notable Locations

1 - Broadcast Tower LP8

You won't find anything interesting at the broadcast tower, except for an electrical switch. However, when you flip the switch, you'll begin receiving Radio Signal Echo Foxtrot. If you turn to that frequency on your radio, then you'll hear some morse code, which will get clearer as you move towards the source, a sealed cistern to the east. Inside the cistern you'll find a long-dead radio operator, plus some meds, a Big Book of Science, a safe, and more.


2 - Oasis

Oasis is involved in the side quest Oasis. Please refer to that quest entry for more information.


3 - Clifftop Shacks

You'll discover some super-mutants (including a super-mutant master) hanging out at the shacks. After dealing with them, you'll find two captives at the location (one inside and one outside), and you'll also find some nice items in the two shacks: a copy of Pugilism Illustrated and a safe in the southern shack, and a copy of Grognak the Barbarian, the unique Nail Board the Board of Education, a bed, and a floor safe (under the bed) in the northern shack.


4 - Vault 92

Vault 92 is involved in the side quest Agatha's Song. Please refer to that quest entry for more information.


5 - Old Olney

Please refer to the Old Olney section for more information on this location.


6 - Chaste Acres Dairy Farm

You'll find some raiders living on the farm. They shouldn't be tough to kill, except perhaps for the one perched on top of the silo. Inside the silo, you'll find a copy of Pugilism Illustrated (on the ground). Inside the barn, you'll find a copy of Grognak the Barbarian (on the upper level next to the mattress).


7 - MDPL-16 Power Station

Inside the building here you'll find a first aid box, a workbench, a terminal / safe combination, and a bottle of Nuka-Cola Quantum.


8 - The Republic of Dave

When you arrive at the Republic of Dave, you'll meet a child at the front gate. As long as you're friendly to him, he'll invite you inside to meet President Daddy (Dave). As you wander around the compound, you'll also meet Dave's two wives (Jessica and Rosie), Dave's two oldest children (Bob and Shawna), and assorted other rugrats.

Note: If you're not polite at the front gate, or if you try to sneak into the compound, then there's a chance that Dave's family will go hostile towards you, and you'll have to kill everybody if you want to look around.

When you talk to Dave (inside the "capitol building"), you'll learn that the Republic has an election coming up, and Dave will ask you to remind everyone to vote. If you're diplomatic, then you can convince Bob and Rosie to vote for themselves, but it won't really matter because Jessica, Shawna, and Dave will always vote for Dave, and so he'll always win. But when you return to Dave after the vote, he'll give you 25 caps.

Note: You can also rig the election, but it's tricky, and it doesn't always work, so save first if you want to try it. There isn't a key for the ballot box, so after telling Dave that the votes are in, you'll have to sneak next to the box and then open it right after Dave unlocks it but before he starts counting the ballots. Depending on which ballots you take, you can give the victory to Bob or Rosie. If Dave loses then he'll leave for Old Olney (#5) -- purportedly to create the New Republic of Dave, but more than likely to get killed by deathclaws -- and the winner will give you the code to Dave's safe.

If you go to the museum at around 2pm, then Shawna will give you a tour. Afterwards, you can convince her that you have "some souvenirs from Dave's past," and she'll become a (rich) shopkeeper. You can also perform some minor burglary while you're in the compound. You can grab the Bobblehead - Perception doll and some Chinese weapons from the museum, a bottle of Nuka-Cola Quantum from Dave's office, and the unique Hunting Rifle Ol' Painless from Dave's safe. If you don't rig the election, then you'll have to steal a key from Dave to get the safe open.


9 - Relay Tower KX-B8-11

You won't find much at the relay tower, except for an electrical switch. However, when you flip the switch you'll begin receiving signal Oscar Zulu on your radio. You won't be able to hear much at first, but as you move closer to the source (south), you'll discover that it's a repeated message from somebody named Bob Anderstein, who is hiding in a drainage chamber with his family.

You'll find the drainage chamber south and slightly east of the relay tower (look for the big drainage pipe). But when you enter it, you'll discover that Bob and his family have been dead for a long time. In the room with the remains you can pick up a few useful items, plus sleep in the bed. In the opposite room, you'll find the source of the radio transmission (which you can turn off), and you'll be able to grab a Pre-War Book and a copy of the D.C. Journal of Internal Medicine.


10 - Grisly Diner

When you enter the (booby trapped) diner, three low-level raiders will try to ambush you. Inside the diner you'll find some alcohol and drugs, and Tales of a Junktown Jerky Vendor (in a shelf behind the counter). Behind the diner you'll find some ammunition boxes, a bed that you can sleep on, and Keller Family Transcript 3 of 5 (on a desk). See the Keller Family Transcripts section of the walkthrough for more information on the transcript.


11 - Temple of the Union

The Temple of the Union is involved in the side quest Head of State. See that quest entry for more information.


12 - Greener Pastures Disposal Site

Please refer to our Greener Pastures Disposal Site location entry for more information.


13 - Minefield

Minefield is involved in the Chapter 1 Landmine Task of the Wasteland Survival Guide. See the relevant quest entry for more information.


14 - MDPL-13 Power Station

Inside the power station you'll find a workbench, a first aid box, a bottle of Nuka-Cola Quantum, Schematics - Railway Rifle, a linked safe and computer terminal, and more.


15 - Reclining Groves Resort Homes

You'll find a few ruined homes here. Most of them won't contain much of anything, but in the northeastern one you can pick up a copy of Tales of a Junktown Jerky Vendor (from a shelf) and sleep on a bed.

Just to the east of the homes you can enter a large barn. You might meet a scavenger inside who will act as a shopkeeper, or you might meet some raiders, or the barn might be empty. On the upper level of the barn you'll find some ammunition boxes, a mattress (which might be owned by the scavenger), and a personal locker with a "very hard" lock. If you can open the locker then you'll find a copy of the Chinese Army: Spec. Ops. Training Manual plus more inside.


16 - Germantown Police HQ

The police headquarters is involved in the quest Big Trouble in Big Town. See that quest entry for more information on the location.


17 - Hallowed Moors Cemetery

You'll discover a super-mutant camp inside the cemetery chapel. A handful of super-mutants and a couple of centaurs will patrol in and around the camp, and one of the super-mutants will carry a Minigun. Inside the camp you'll find some beds, a Chinese Assault Rifle, a copy of the D.C. Journal of Internal Medicine, a Big Book of Science, a Mini Nuke, some assorted ammunition, and more.

In the back of the chapel you'll find a human captive. Captives such as this can be released, ignored, or killed. See the Captives section of the walkthrough for more information. You'll also find the Keller Family Transcript 2 of 5 on a podium. The transcript is part of a code. See the Keller Family Transcripts section of the walkthrough for more information.

Finally, near the cemetery to the southeast (just past the billboard) you can also take out a raider camp. You'll find ammunition and beds there as well.


18 - Big Town

Please refer to our Big Town entry for more information on this location.


19 - Agatha's House

Inside the house you'll meet Agatha, who will give you the side quest Agatha's Song.


20 - Scrapyard

Please see our Scrapyard entry for more information on this location.


21 - Bethesda Ruins

The Bethesda Ruins consist of three separate locations: Bethesda Offices West, Bethesda Offices East, and Bethesda Underworks. Please refer to our Bethesda Ruins location entry for more information on all three.


22 - Wheaton Armory

The Wheaton Armory is a small military installation that used to house a nuclear silo, but now it's a raider base. You'll face a bunch of raiders outside of the installation, but inside all you'll have to worry about is radiation poisoning. You'll find lots of weapons, ammunition, and drugs inside and outside of the installation, but you won't have much reason to go there unless you can hack a "very hard" terminal or pick a "very hard" lock. That will allow you to enter the armory on the northern side of the installation, where you'll find a better variety of weapons, ammunition, and drugs, including a Minigun, two Sniper Rifles, two Missile Launchers, and a copy of U.S. Army: 30 Handy Flamethrower Recipes.


23 - Regulator HQ

If you select the Lawbringer perk, then this is where you'll meet your fellow Regulators and turn in the fingers that you find. If you don't have the Lawbringer perk, then this location won't show up on your world map, and you won't be able to enter the building here.


24 - Corvega Factory


25 - Vault 108

Please see the Vault 108 section for more information on this location.


26 - Robot Repair Center

The Robot Repair Center is involved in the side quest The Superhuman Gambit. See that quest entry for more information.


27 - Canterbury Commons

Canterbury Commons is involved in the side quest The Superhuman Gambit. See that quest entry for more information.


28 - AntAgonizer's Lair

The AntAgonizer's Lair is involved in the side quest The Superhuman Gambit. See that quest entry for more information.


29 - UFO Crash Site

At some point while you're exploring in the northern suburbs, you might hear something crash in the distance. You might also see the explosion, which is useful since it will point you in the direction of the crash. If you search the area where you're standing, then you'll probably find some Alien Power Cells (looking like white AA batteries) scattered on the ground. These power cells are very valuable, so try to find all of them.

When you approach the crash site, you'll start receiving the Recon Craft Theta Beacon on your radio. If you tune to it, then you'll hear some eerie alien sounds.

At the actual crash site, you'll discover a UFO crashed into a hill, with a dead alien right next to it. On the ground beside the alien you'll find an Alien Blaster, plus 120 Alien Power Cells (in ten piles of 12). The Alien Blaster can only use Alien Power Cells, so once you've depleted them you won't be able to use the weapon any more. You can find about 100 more Alien Power Cells next to an overturned truck in the crater east of Fort Bannister (in the western suburbs).

Note: The UFO Crash Site won't show up on your world map.


Metro Stations

A - Meresti Trainyard

The Meresti Trainyard is involved in the side quest Blood Ties. Please refer to that quest entry for more information.