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Fallout 3 random encounters: Misc



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This page lists all random encounters in Fallout 3.
  • For random encounters in other Fallout games, please see "Random encounter".
  • For an overview of Fallout 3 content, please refer to "Portal:Fallout 3".


General information

Random encounters in Fallout 3 consist not only of randomly appearing enemies, but also scripted encounters that can happen in certain pre-defined places in the Capital Wasteland. They usually consist of unique situations, enemy encounters or small tasks for the player.

A random element is the place where a given scripted event will appear. Once a special encounter has been activated in a particular area, no other random event will occur in this area. You can save outside the spawning area and keep reloading if you don't get the encounter you want.


Unique vs. repeatable

There are two different types of scripted random encounters in the game: unique encounters and repeatable ones. Unique encounters can only occur once per playthrough whereas repeatable ones can occur multiple times.

Grouped by location

Random encounter locations are divided into two groups. Some encounters occur only in one group of locations (A in the location table's "Group" column); others occur only in the second group of locations (B in the location table's "Group" column). Only very few encounters are available in all locations.

List of encounters

The encounters are grouped by living characters or creatures they contain. There are no duplicate listings; if you are looking for an encounter which involves multiple parties, make sure to check all potentially relevant sections.


Title Type Locations Description
Regulator Hit Squad repeatable A & B A Regulator ambush if you have a Karma rating of Evil or Very Evil, with the "Bounty Notice" note.
Talon Company Hit Squad repeatable A & B A Talon Company ambush if you have a Karma rating of Good or Very Good, with the "Private Contract" note.


Title Type Locations Description
Amata's Fate unique A Trouble on the Homefront (after completion): Amata being questioned by two hostile Enclave soldiers and a non hostile Enclave officer; they will ask her where she obtained her Pip-Boy, and then ask for the location of her vault. After telling them however, the Officer will simply tell the troops to open fire, killing her; you can save her for no reward or dialog options, but she will only say "this is all your fault".
Angry Ghouls repeatable A Tenpenny Tower (after completion): A group of ghouls on their way to Tenpenny Tower either to live there or take revenge for Roy Phillips, depending on your actions during the quest. They carry the Ghoul Note.
Attack of the Fire Ants repeatable B Those!: Only during quest and before you kill all Fire Ants in Grayditch and Marigold Station.
Big Caps in Big Town unique A Big Trouble in Big Town (after completion): If you saved Big Town, a Scavenger is headed there to trade with the inhabitants. His dialogue depends on the option you chose to save the town:
  • "Guns": he tells you that Big Town has made a large order for guns, and he is headed there.
  • "Robots": he will tell you that they ordered a bunch of robot parts.
  • "Sneak": he tells you that the residents have placed an order of a few Stealth Boy units.
  • "Explosives": he tells you that the residents have placed an order for a lot of mines.
  • Fought super mutants alone: he tells you that it is safe there to trade.
Big Loot in Big Town unique A Big Trouble in Big Town (after completion): If you abandoned Big Town, a Scavenger is headed there to loot the town because it was destroyed and left deserted by Super Mutant attack.
Bragging Rights unique A Stealing Independence (after completion): Sydney and her friend Emaline attack the player. Occurs if Sydney is still alive and the player did not team with her or double-crossed her.
Escape from Grayditch unique B Those!: Wastelander fleeing from Grayditch (Giving you the location of Grayditch)
More Than Just Scrap unique A John's Treasure Box (starts quest): Dead wastelander with John's Treasure Box Note.
Oasis Raiders repeatable A Oasis (before starting): Three or four Wastelanders wearing Merc Outfits and carrying mid-level weapons, who are planning to raid Oasis. If you approach and ask them what they're discussing, they will accidentally reveal the location of Oasis and turn hostile. If you act like it's none of your business, they'll shoo you off and you can no longer initiate conversation with them; they will then remain in that location indefinitely.
Out of the Vault unique B Trouble on the Homefront (after completion): Encounter with Susie Mack if you made Amata the Overseer of Vault 101. She will tell you that the Vault is doing fine and gives you Purified Water.
Quantum Sales Pitch repeatable A The Nuka-Cola Challenge: A Scavenger heading to Girdershade. His entourage includes one or more of the following pets: a Brahmin, Dog or trained Yao Guai. He'll offer you a Nuka-Cola Quantum. You can barter with him into reducing the price. If you don't buy the Quantum, he'll go to Girdershade to presumably sell it. If you buy it, he'll go back to wherever he spawned from.
Superhuman Signature unique A The Superhuman Gambit (after completion): A child will walk up to you and ask for your signature. Occurs when wearing either one of the superheros' armor
Survival Guide Review repeatable A The Wasteland Survival Guide (after completion): A Wastelander hunting a Mole Rat or Mirelurk with varying success. He has different dialogue options depending on whether or not the player completed all bonus objectives given by Moira and partially depending on chance (different Wastelanders may say slightly different things). If the player says he has helped with the book, a congratulatory or a mocking response is received. If the player says he has never heard of the guide, the Wastelander will provide him with a copy of the book.
The Lone Ranger unique B Reilly's Rangers (after completion): Donovan from Reilly's Rangers engaged in battle with three Super Mutants. Save him and he will give you a Mini Nuke. Only occurs if Donovan survived the battle on the hotel.
The Oasis Merchant unique A Oasis (before starting): Player encounters Wasteland Merchant. After having a talk with him about the Great One, he'll collapse and die. You'll find a Wasteland Merchant Note on his body about him going to Oasis the next day.
Trapped Outside repeatable A Trouble on the Homefront (after completion): If you drove the Vault 101 dwellers out of the Vault, you'll find dead residents (provided these reisdents survived your Vault visit). In order: Freddie Gomez, Pepper Gomez, Herman Gomez.
Vengeance for Megaton unique A The Power of the Atom (after completion): If you detonated the bomb, Megaton Refugees attack you.
Watch Your Back unique A The Power of the Atom (after completion): If you disarmed the bomb, Mr. Burke sends hitmen after you.
Wrath of the AntAgonizer repeatable B The Superhuman Gambit (after completion): The AntAgonizer and 3 Giant Worker Ants attacking 2-3 Wastelanders with another one cowering nearby.

Hunters and robbers

Title Type Locations Description
Going Camping unique B Sam Warrick shooting at a Wastelander. If he kills the Wastelander, he'll turn on you.
Hunting Party repeatable A & B 1-3 Hunters attacking a Giant Worker Ant, Giant Soldier Ant, Mole Rat, Vicious Dog or Yao Guai. If they manage to kill the prey, they will take the meat from it. They will sell various sorts of meat to the player if asked to. The animal respawns every 72 hours. The Hunters themselves do not respawn if killed.
Hunting the Most Delicious Flesh of All unique B Cannibal hunters hunting their "prey".
Locked and Unloaded unique A Mel, a modern "Highwayman" who will demand caps and items from you.
Rifle Man unique A Laszlo Radford attacks you with a Railway Rifle. Only occurs if you have at least one Schematics - Railway Rifle.
Selling the Most Delicious Flesh of All unique B Cannibal hunters selling Strange Meat
Still Hunting the Most Delicious Flesh of All repeatable B Three Hunters chasing and attacking a Wastelander. Killing the hunters results in positive Karma, and they carry Strange Meat, indicating they are roaming cannibals. These are the same hunters as in the unique encounter "Hunting the Most Delicious Flesh of All", i.e. if you kill one (or more) of them in the unique encounter, they will not be present in this one.
The Human Bomb unique B "Human bomb" trap and raiders lying in wait.

Slavers and slaves

Title Type Locations Description
A Little Competition repeatable A Four Slavers seeking to eliminate you as competition because you have made them look bad - if you capture a large number of slaves (three or more).
Escaped Slaves repeatable B Three Slavers looking for escaped slaves. You can lie for positive karma, or you can charge them for information and they'll give you 50 caps. However, they will become hostile no matter the dialogue if they have to give you caps. Killing these Slavers will not turn Paradise Falls hostile.
Escaping Slaves repeatable B Two Slavers with 2-3 Slaves trying to escape from them.
Kill the Slaver repeatable A A Hitman ambush, composed of Wastelanders instead of Talon Company Mercs, who call you "slaver scum" and attack you to avenge their friends. This encounter only occurs if the player has enslaved NPCs using the Mesmetron.
Looking for the Temple of the Union repeatable B A few Escaped Slaves who have a few dialogue options if you talk with them: if you know where the Temple of the Union is, you can give them the correct directions for some positive Karma, or lie to them for negative Karma, or just say goodbye.
Slavers Escort repeatable B Three Slavers with three Slaves. Freeing the Slaves (using high Science or Explosives skill to disable their collars) earns you positive karma, but makes the Slavers hostile towards you.

Scavengers and wastelanders

Title Type Locations Description
A Broken Robot unique A A Scavenger with his malfunctioning Mister Handy. If you repair it, the Scavenger will give you two Energy Cells. With a speech check, you can convince him to give you 100 caps and the energy cells. After fixing his robot, he will begin to travel the same route as the traders until he is killed. However, unlike the Caravan Merchants and Ben Canning, the Mr. Handy Scavenger will only travel if the player is in the same active map cell. Otherwise, the Mr. Handy Scavenger will remain frozen in his map cell. Waiting an hour while in the same active map cell as the Mr. Handy Scavenger will cause him to instantly travel to the next "trading stop" on the Caravan route (i.e. in front of Megaton, Rivet City, Agatha's House, etc.)
Dead Guy, Fat Man repeatable A A dead Scavenger. Depending on your luck, he either carries a trader inventory or a Mini Nuke and a Fat Man in poor condition.
Deathclaw Chase unique A A group of Wastelanders fleeing from a leg cripled Deathclaw in pursuit. When you speak to an NPC after killing the Deathclaw he/she gives you the location of Rock Creek Caverns. The "map" he gives you is listed in the "Notes" of your Pip-Boy with the description: "Mirelurk King's Treasure Chamber!"
Dying of Thirst unique A Ben Canning. He is dying of thirst and asks for water. He will accept Purified Water or Dirty Water. If you help him, he will join the Caravan Merchants' rounds around the wasteland (but not actually sell anything) until he dies.
Eyebot Spectators repeatable A Two Wastelanders pondering an Enclave Eyebot that hovers around them consistently (as opposed to a long patrol like most). There is no dialogue possible with them, but they nevertheless hold a long dialogue with one another, discussing the eyebot.
Ghoul-Friends repeatable A Ghoul Wastelanders around a burning barrel, telling you they were headed for Underworld but couldn't make it because of Super Mutants (this contradicts Willow's statement that Super Mutants don't attack ghouls unless they don't know that the mutants will leave them alone). They will tell you how to get to Underworld and mark it on your map.
Mauled by Mole Rats repeatable A A Wastelander attacked by Mole Rats. If you save him/her he/she will give you a small amount of caps.
Minefield Dismantling unique A Two Wastelanders near Frag Mines; one Wastelander will unsuccessfully try to disarm one of the mines.
One Fine Ride repeatable B A Scavenger (possibly with pet) heading towards a car which he then guards.
Radscorpion Guarding Refrigerator unique A A group of Wasteland wanderers who are trying to get water from a refrigerator guarded by an abnormally Giant Radscorpion. The player may help the wanderers get to the water or take it for themselves.
Radscorpions vs Wastelander repeatable A Radscorpions attacking a Wastelander. If the Wastelander is killed, they turn on you.
Raiders vs Scavenger repeatable B Raiders attacking a Scavenger with a robot buddy.
Raiders vs Wastelanders repeatable B 1-3 Raiders attacking 1-3 Wasteland Settlers.
Super Mutant vs Wastelanders repeatable B* Three Wastelanders fighting a Super Mutant or Centaur. If at least one survives, they'll thank the player and hand over an item. Occurs only at "group B" locations in the vicinity of Vault 87 or Germantown Police HQ.
Robot Scavenging repeatable A A Scavenger and his pet (either dog or Yao Guai) around a dead random robot (usually a Protectron or Robobrain). He will tell you to stay away from his loot and will attack if you persist on "stealing" from him. Even point your sights too long at the dead robot he may become hostile. The robot spawns alive but weakened and usually is quickly killed by the scavenger before you arrive. Even if you kill the robot before the scavenger can, he will claim it and become hostile if you loot it. Speak to him before he becomes hostile to get the vendor options. Killing him while he is hostile will result in negative karma, regardless of his reason for going hostile.
Wandering Scavenger repeatable B A normal Scavenger roaming the Wasteland with his/her pack Brahmin and possibly a pet (dog, robot, or Yao Guai). He/she has no unique dialogue, and instead has the standard Scavenger dialogue tree (offering to sell from his random inventory, or to repair the player's items).
Wasteland Chem Dealer repeatable A Wasteland Junkie who can sell you chems.
Wasteland Merchant repeatable A A Scavenger in camp. A scavenger spawns standing stationary near a burning oil barrel. There is usually a nearby pack Brahmin and pet (either dog or Yao Guai). He usually has a limited number of items and small cash reserves. The inventory is randomized in each encounter.
Wasteland Sawbones repeatable A Wasteland Doctor who can heal you and/or sell you medicine.
Water, Water, Nowhere unique A Two Wasteland Settlers and two Escaped Slaves fighting over a refrigerator of 10 Purified Water. Opening the refrigerator will turn them hostile to the player, but sometimes just standing near it for too long can make them attack you. You can also convince them with a Speech check to share the water.

Brotherhood Outcasts, Enclave and Talon Company

Title Type Locations Description
Brotherhood Outcast Patrol (unique characters) repeatable B Three Brotherhood Outcasts patrolling the Wasteland. These are unique NPCs; each one you kill will not be present when you next meet them.
Brotherhood Outcast Patrol repeatable B Three Brotherhood Outcasts (or two Outcasts and a robot) patrolling the Wasteland. In contrast to the other patrol, these NPCs are newly created each time you trigger this encounter.
Brotherhood Outcast Patrol vs Raiders repeatable B Three Brotherhood Outcasts (or two Outcasts and a robot) fighting Raiders.
Enclave vs Brotherhood Outcasts repeatable B Two or three Outcasts fighting three Enclave Soldiers (or 2 Enclave Soldiers and an Enclave-controlled Deathclaw)-
Brotherhood Outcast Patrol vs Deathclaws repeatable B A Brotherhood Outcast scout being chased by two Deathclaws; an Outcast patrol joins battle.
Enclave Eyebot Early Warning System repeatable B Enclave Eyebot on patrol. After The Waters of Life, attacking it may cause a VB-02 Vertibird to appear and investigate.
Enclave vs Talon Company repeatable B Three Enclave Soldiers fighting four Talon Company Mercs.
Enclave Patrol repeatable B 2-3 Enclave Soldiers with 0-1 Enclave-controlled Deathclaw.
Talon Company Patrol repeatable B 3-5 Talon Company Mercs on patrol. Occurs only if player's level is at least 8.
Talon Company Patrol 2 repeatable B 2-5 Talon Company Mercs, depending on your level: 2 mercs if level 7 or lower, 3 mercs if between level 8 and 11, 4 mercs if between level 12 and 15, 5 mercs if level 16 and higher.
Vertibird Drop-Off repeatable B A Vertibird landing, dropping off a combination of Enclave soldiers and/or Sentry Bots, and then flying away. In certain areas, will repeat over and over again, dropping off endless armies of Enclave.

Super Mutants

Title Type Locations Description
Super Mutant Captives repeatable A* A group of Super Mutants has set up camp with a couple of captives. Occurs only at "group A" locations in the vicinity of Germantown Police HQ and Vault 87.
The Super Mutant Philosopher repeatable B Uncle Leo, a friendly Super Mutant. If you tell him you're going to rob him, he'll give you a Dirty Pre-War Businesswear as a present. If you attack him he'll run away instead of fighting.

Creatures 'n' Critters

Title Type Locations Description
Ants vs Radscorpion repeatable A A friendly Giant Radscorpion fighting 1-4 Giant Worker Ants. It will become hostile if you get too close to it.
Attack of the Ant Giant! repeatable A One to four Giant Ants around a toxic barrel with one being bigger than the others.
Brahmin Herd repeatable B 2-5 brahmins.
Down, Boy! repeatable A A pack of dogs guarding a corpse.
Here, Doggie, Doggie repeatable B A pack of Vicious Dogs on patrol.
Mad Brahmin Rampage unique B Mad Brahmin attack anyone in the vicinity. Animal Friend perk makes them friendly.
Radroach Scavengers repeatable A 5-7 Radroaches around a dead wastelander. Occurs only at night (between 20:00 and 05:00).
Wounded Deathclaw unique A A wounded deathclaw stalking a wastelander. The wastelander carries Schematics - Deathclaw Gauntlet. Usually the wastelander is dead when you get to him.


Title Type Locations Description
Downed Chinese Pilot unique A You receive the signal of a Chinese Radio Beacon and find a dead Chinese Commando at the spawning point.
Frag Mines Found repeatable A Five Frag Mines placed in a square shape, with one in the center. Initially they cannot be disarmed but after fast traveling away and coming back you can disarm them.
Raider Initiation unique A Five Raiders with four of them beating the fifth one (with baseball bats), who is in undergarments. It seems to be an initiation. If you sneak up and listen closely, you will hear what they are saying as they're beating the one without clothing.
Unidentified Flying Debris unique A Exploding UFO overhead, leaving Firelance and 24 Alien Power Cells scattered on the ground


Closest map marker Directions Group Trigger Zone
Dunwich Building West of the building there is a radioactive pool. North of it there is a canyon which can be accessed only from the pool. You must approach it on the road from the building, jumping down the cliffs will not trigger. A
VAPL-84 Power Station From any directions, the event is at just west of the gates. A
Jocko's Pop & Gas Stop Head east in the direction of the large advertisement board on top of hill then E-SE. The location of the event is SE of the board. A
Jocko's Pop & Gas Stop NW of it, up on the highway. A
MDPL-16 Power Station From any directions, the event is at the back of the building. A
Chaste Acres Dairy Farm West of it at the red rocket, from any directions. A
Greener Pastures Disposal Site West of it there is a broken bridge. The event location is exactly south of the Alien Crash Site, from any directions. A
Clifftop Shacks North of it there is a radiactive pool, the event is there. You must approach it on the lower canyon road. Going simply north then jumping off the cliffs will not trigger, so jump down the suspension bridge then go north. A
Clifftop Shacks Continue north from the previous pool then go W-NW until the next pool with another event in the canyons. A
Regulator HQ W-NW of it there is a large group of dead trees. The event is just before them, down in the canyon. A
Regulator HQ Head east for the large tree. Quicksave and head exactly east. The event is at the fallen part of the highway. A
Minefield Head west then north on the road for MDPL-13 Power Station. Quicksave just before reaching the pylon on the left. The event is at the water tower. Alternate approaches exist from the east and north of the tower. A
Super-Duper Mart Right in front of it. Approaching from Farragut West Metro Station will not trigger. Best approach: from SW direction. There is a fence at the back of the Super-Duper Mart. Quicksave at the southern most point of the fence then go NE. A Trigger
Relay Tower KX-B8-11 Go approximately Southeast for the water tower. When you get to the half-destroyed telephone pole, go East. The encounter will spawn below the cliff. A
Temple of the Union Go exactly west for the small gap in the highway and stop just as soon you have left the fallen part of it. Then head north for the larger gap. A
Temple of the Union Go south staying on the road. Pass the advertisement board, the truck, and quicksave after the pole on the road before the car wrecks. The event will be at the 4-way crossing. A
Temple of the Union Going to the entrance will trigger an event inside, in front of Hannibal's door. A
Canterbury Commons Go east, then follow the road between the buildings to north. Keep north, cross the brahmins. Go down, the event is in the narrows NE. A
Robot Repair Center Approach from Canterbury Commons following the road to east then south between the buildings. Just as soon the road would turn west, quicksave, then go to the Robot Repair Center. A
National Guard Depot Locate the water tower in front of National Guard Depot and head exactly north from there passing the car wreck under the highway until you are halfway between the highway and elevated railroad lines (should be a whirlwind there). From there go exactly NE. If successfully triggered, the event is under the railroad gap, exactly north. A
Corvega Factory From the factory go W for the two large advertisement boards next to the highway. Then follow the highway S-SE, the event is under the highway near the red rocket. A
Corvega Factory Go east to the car advertisement board and continue east. The event triggers almost immediately at NE in the narrows. A
F.Scott Key Trail & Campground There is a wood shack up in the rocks. Head west from the campground for the brain fungus, then you should be able to climb up at the southern part of the rocky wall. Quicksave before start climbing. The shack is N-NW from there. A
Shalebridge Follow the elevated railroad line NW until you find the gap right after the train. From the gap go south to the top of the hill. The event is downwards, SW of the highest point of the hill. A
Vault 101 On the top of the hill westwards near the highway, there is a farmhouse with the event. Any approach will work. A
Jury Street Metro Station go south for the broadcast tower, then go exactly SW. The event is down in the canyon. A
Meresti Trainyard approach from SE, quicksave at the corner of the fence. The event is between the tunnel exits. A
Broadcast Tower LP8 any approach should work, the event is there. A
Broadcast Tower LP8 N-NW, under the turning highway. A
Broadcast Tower LP8 NW, up on the hill with a lot of trees W of turning highway. A
Broadcast Tower LP8 Even more NW, W of the train wreck. The event is there where the whirlwind is. A
WKML Broadcast Station Event is in front of station, approach it from the stairs. A
W of Roosevelt Academy To the west, where train wreck is. A
Sewer Waystation Go SW to the Talon Company Camp, then continue south. The event is in the next - destroyed - building. A Trigger
Wilhelm's Wharf Go NW, the event is behind the building W of Wilhelm's Wharf. A
Anchorage Memorial Any approach will do, in front of the statues. A
Fort Bannister East of it, nearly in line with the northern fence of Fort Bannister. N-NW of Enclave Camp. A Trigger
Tenpenny Tower There is a red rocket east of it. South of the rocket there is an abandoned building, the event is there. A
Alexandria Arms In front of it. Approaching it from Arlington Library will not trigger, so come from Citadel or Flooded Metro. A
Flooded Metro Approach it from W, event is next to the escalators. A
Red Racer Factory Between the factory and the building W of it. Any approach will do. A
Evergreen Mills South of Evergreen Mills, northwest of VAPL-84 Power Station, north of the ruined part of the highway. Any approach will do. A
MDPL-05 Power Station in front of it. Approach it only on road, descending on cliffs will not trigger. A
Raven Rock Southwards on the road. Event is about SW of MDPL-05 Power Station. A
Chryslus Building At the ruined building SE of it. Approach from Farragut West Metro Station! A
Old Olney At the red rocket SW of it. Any approach will do. A
Broadcast Tower KB5 Approach from NW! A
Mount Mabel Campground Go N-NW until you see a suspension bridge above. Enter the canyon under it then keep north. Quicksave under the bridge. A
SatCom Array NW-05a Go Northeast and before you get to the top of the hill, go North-Northwest. Go towards the pylon in the distance and save before you go up the hill. Right before you get to the pylon, turn left. The encounter will spawn by the destroyed pylon. A
Fort Constantine The event spawns North-Northeast, but you need to go East and around the Bomb Storage buildings. Make your way up the cliffs and go West to the middle of the border of coordinates X:5, Y:17 and X:6, Y:17. A
MDPL-21 Power Station Go north following the power lines until you find a bent power pylon. Keep north in the canyon jumping down. After passing the suspension bridge, keep NW through the water. A
SatCom Array NW-07c Go south from the scavenger's fallen dish, then keep SW direction. The event is about halfway between the Array and the destroyed elevated railroad, S-SW from the dish. A
SatCom Array NW-05a Go Southwest to the radioactive pool. The encounter will spawn below. This encounter might not spawn after the Waters of Life quest because an Enclave checkpoint spawns there. A
VAPL-66 Power Station South of the station, W of a Dot's Diner, where the radioactive pools are. A
Jalbert Brothers Waste Disposal Any approach will do. Event is in front of the eastern building. A
Yao Guai Tunnels Go NW, up the hill. Event is in the canyon at the radioactive pool. A
Rockopolis Right in front of it, any approach will do. A
Megaton Go W until the road under the fallen highway. Then follow that road SW until the Enclave advertisement board (quicksave before the tree). Event is behind the board, down there. A
Megaton Get to the southernmost outer part of Megaton. Then go SW, the event is between the highway remnants and the other road above in the rocks. A
Nuka-Cola Plant Approach from Andale. Event is W of the plant, E of the blue car. A
Vault 106 S of the entrance, upwards. A
Bethesda Ruins West at the red rocket. Fast travel to Bethesda ruins then go W. A
Vault 108 Head S to the two trees then keep heading S-SE until you can climb up through a short ridge. After climbing up, go back down and go E, the event is there at the whirlwind. A
Arefu Go to the boat under Arefu, then head NW. Event is on the left bank after a while. B
Broadcast Tower KB5 Go SW where the road turns by the water near the pond. Cross between the pond and the water, then head W-SW under the highway, go up a bit then turn back, the event is between the pond and the highway. B
Broadcast Tower KT8 Descend the canyon N of it, try heading NE. When crossed the narrows and could go N and E, turn back, and go N to the bent tower, the event is there. B
Broadcast Tower KT8 Head exactly E until you find a N-S path. Follow it to north; when it forks, keep right where the event is. B
Broadcast Tower LP8 Go far up north where the last white train wreck is. Descend W in the canyon, and head NE, the event is there, under the railroad line. B
Broadcast Tower LP8 Head exactly N until there are two small patches of rad brain fungus. Go under the highway to NW, then turn NE, cross the bridge and head N to the event. B
AntAgonizer's Lair Head up the trail to the North. Follow it around the cliff and the event will spawn to the NE behind the rocks. B
Charnel House Head N-NE, until you are on the road, and follow it N. Pass the blue car but go exactly W after it and before the shack. Event is on the top of the hill. B
Chaste Acres Dairy Farm Go NW to the red rocket, then follow the road starting eastwards, leading NE. As soon as you are seeing the blue car, the event is right of you, W of the building. B
Chryslus Building Fast-travel to the place and turn 90-degrees to your right towards the parking lot. From there, take the road to the North. At the crossing, turn left and the event will be at the bottom of the road next to the destroyed building on the right. B
Chryslus Building Follow the road to the red rocket, event is behind the building N of it. B
Cliffside Cavern Head up E, then leave the path to N when you are able to do it. Go N-NW, and follow that path leading to a canyon with the event. B
Clifftop Shacks Cross the bridge and go SW almost until the highway. Descend and go north into the canyon. (That will likely trigger an A-type encounter further north in the canyon, too.) B
Clifftop Shacks Descend to the canyon near the bridge and go SW, W, NW, N so you are almost at the bridge again. B
Corvega Factory From the factory, go NW until you get to a stop sign. Take a left and take another left before the blue car. The encounter will spawn behind the last house on the left. B
Corvega Factory Go the E wall of the building where the blue truck and car is. From the car go S to the white truck under the railway. Follow the road; the event is behind the destroyed building right of another blue car. B
Dickerson Tabernacle Chapel Go to the shack at the 3-way crossing, then follow the road north. B
Dunwich Building Go NE then NW until you are east and a bit north of F.Scott Key Trail & Campground. The event is there. B
F. Scott Key Trail & Campground Head exactly north, and just as you have passed the narrows, go E, the event is there. B
Fairfax Ruins Head E, event is behind the building of Car Dealership. (If coming from Grayditch, event is at the red rocket.) B Trigger
Farragut West Metro Station Head east, it is just around the corner. B
Fordham Flash Memorial Field Go S-SE where the whirlwind is behind the big rock, cross the road, then head back W by the road until the gap, where the event is. B
Fort Bannister Go to Fort Bannister Ground Zero, descend the crater and go to the front of the truck. Then exit the crater eastwards through the canyon, the event is at the end of it. B
Girdershade Follow the highway westwards until it touches the rocky cliffs, and cross between its pillars. Event is at north, left of trees. B
Grisly Diner Follow the road with the wrecks N, event is in the highway gap. B
Greener Pastures Disposal Site Head south from Office building, then up west at the second truck. After going up go back and go SE until the whirlwind. B
Greener Pastures Disposal Site Head E-SE from Office building until the southeastern pool. From there go SE and S near the rocky wall. B
Hallowed Moors Cemetery Go Northwest to the road and follow it to the crossing. Jump over the girder and the encounter will spawn by the destroyed house. B
Jalbert Brothers Waste Disposal Follow the road E, event is behind the "Stop the red menace" billboard near the power station. B
Jury Street Metro Station Go exactly S for a long time until you find a rad pool with shacks and a lot of car wrecks. N-NE of it there is a crater-like place with a tree in the center, go there. The event is upwards at the cliffs, in NW. B
Jury Street Metro Station Take a circle around the metro entrance, then head to the destroyed house with a car and a sewer entrance in S-SW direction, the event is behind it. B
MDPL-13 Power Station Go to the East side of the Power Plant, overlooking the Wasteland and align yourself with the center smokestack. Go East and around the rock formation. Continue East until you're just about between the coordinates X:12, Y:13 and X:13, Y:13. Head Northeast ( there should be a rock formation on your left and two thin trees on your right ) and the event will spawn below. B
Minefield Follow the road Southwest until you see a blue car. Circle it and follow it back towards Minefield. The encounter will spawn just around the curve. B
National Guard Depot Go North Past the street and the destroyed yellow car and onto the next street. Turn East and cross the circular road. The event will spawn on top of the cliff to your left. B
National Guard Depot Go to the water tower, then circle the house behind it. The event is at the SW corner of the water tower. ( Needs confirmation ) B
Northwest Seneca Station Head W-SW, until you find a lot of car wrecks near the water. Then go NW by the water until the boat. Then enter the canyon under the highway N-NE, the event is at the wrecked train. B
Oasis Go to the edge of the map, there is a 3-way crossing on the W-E road to up south between two whirlwinds. Go up, then right at the next 3-way crossing. B
Paradise Falls Go the northern bounds of Paradise Falls, where a road leads to North. Follow it. After the crossing, keep going north, following the rut N, NW directions and stop when it turns W. Turn back and go exactly in SE direction, the event is around at the second tree. B
Reclining Groves Resort Homes Fast-travel to the MDPL-13 Power Station. Take the road West into Reclining Groves Resort Homes. The encounter will spawn up the hill at the second house from the destroyed monorail track. B
Red Racer Factory head north by the other building, follow the curve. The event is under the scavenger's bridge. B
Regulator HQ Head exactly north until you'll see a fallen tree. Go just as much as you have came since the HQ. You are in position, if there is a large rocky hill in front of you and another fallen tree near NE. Go to there and N upwards. Event is just up. B
Relay Tower KX-B8-11 Go Southeast toward the water tower. The encounter will spawn beside the rock wall by the water tower. B
RobCo Facility Go E on the road, until the advertisement board, then go back to the SW corner of the building. A
Rock Creek Caverns Go W, then N for the destroyed house, but stop on the road and follow it eastwards. The event is behind the car. B
Five Axles Rest Stop Follow the road NE. The event is in the river below. B
MDPL-21 Power Station Go West-Northwest and keep to the cliff's wall. Follow it up and around. The encounter will spawn under the cliff East-Northeast of SatCom Array NN-03d. B
SatCom Array NN-03d Go W to the shack with the Outcasts, then head North. The event is at the top to the left. B
SatCom Array NW-05a Go to the blue car at the Raider camp West of the array, then go North. The encounter will spawn by the water ahead. B
Scrapyard Exit Scrapyard to south and go to Enclave advertisement board. Then head W by Scrapyard's fence until the rock after the SW corner of Scrapyard. The event is behind it. B
Smith Casey's Garage Head N on the road, pass the trucks and the roadblocks, the event is at the car. B
Springvale School Go Southeast towards the road. Continue down the road and the encounter will spawn around the rock just past the destroyed house. B
Temple of the Union Go South and look for a fallen tree to your left. From that tree, go East to the isolated tree. The encounter will spawn to the Southeast. B
Temple of the Union Go South towards the car billboard and to the army truck. Go Southeast from the truck and the event will spawn up the hill. B
The Overlook Drive-In Go SW to a pond then W from it under the cliff. Then turn back, the event is about in NE direction. B
The Silver Lining Drive-In Circle the drive-in starting NE through the SE canyon. Event is behind the movie screen. B
VAPL-58 Power Station Go to the NW corner of the station's fence. Then go SE, pass the shack, the event is SE from there. B
Arefu Fast-travel to Arefu and go down to the car billboard. From there, go Southwest and the event will spawn on the road. B
VAPL-84 Power Station Follow the pylons W-SW, then turn south at the whirlwind after the broken pylon and go back to power station SE then NE. B
Vault 101 Follow the road south until passing between the highway remains and the pillar, where the road turns W. Then go back on the road, the event is halfway between Vault 101 and the water tower. B
Vault 87 Find the pond NW of Vault 87. Go N through the canyon, then turn E, the event is there. B
Warrington Trainyard Go W-NW by the northern fence, then up the hill a bit. There should be some enemy around. Then you can go back for the event, as it is around the rocks looking like a cavern / vault entrance (without the door) east from you, north from the broken parts of the fence. B
Yao Guai Tunnels Go S to the large lonely tree. There turn back and head to N-NE, the event is about halfway between the tree and Yao Guai Tunnels. B
Yao Guai Tunnels Go N, the event is not far from there. B
Megaton Fast-travel to Megaton and exit. Go right and around to the South end. The encounter will spawn behind the two big trees to the SE. B


Manipulating random encounters

This article uses material from the "Fallout 3 random encounters" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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