A house needs to have
?a bed
?storage
?amenities (not necessary)
?shelter(obviously)
Here's the list:
Megaton Home
Tenpenny Tower Suite
those are the main homes in the game.
Other "incidental housing":
The houses below aren't technically ownable, but the player can still live at these sites:
Nearest Map Marker Secure Containers (Specify Which) # of Beds Workbench? Free of Enemies? Notes / Features
Abandoned car fort 6 ammunition boxes (5 next to the bed, 1 behind the sandbag barricade) 1 no no
Alexandria Arms, Ruined Building 1 ammunition box, 2 filing cabinets, 1 fire hose box, 1 footlocker, 1 gun cabinet, 1 Nuka-Cola machine, 1 refrigerator, 6 safe boxes. 1 yes no
Building directly SW of Alexandria Arms.
Nice 3rd floor view.
A couple of bear traps can be reactivated, although it doesn't seem necessary.
Andale, Old Man Harris' house 2 cabinets, 1 corpse (Old Man Harris), 1 footlocker, 1 oven, 1 refrigerator. 0 no no
The bed is owned by Old Man Harris and cannot be used; however the nearby concrete treehouse has a usable bed (may require the scavenger to be dead), and the sinks in the Smith and Wilson homes restore 30hps while only giving 2 rads.
Easy access to daily strange meat pies, and membership in a true community of cannibals (rather than joining The Family).
The kitchen has a bit of counter space, enough to display Old Man Harris' corpse in a similar fashion to those in the shed or basemant.
If you're unable to kill Old Man Harris quickly he may flee outside, preventing his corpse from being used as decoration or a storage container.
No one from Andale will enter the house; however, the children will take up residence here if their parents are killed (either by the Lone Wanderer or other enemies).
Junior Smith and Jenny Wilson make excellent stand-ins for the Pint-Sized Slasher if given the masks located in Point Lookout and a knife through reverse pickpocketing.
Arefu, West residence - 2 no yes
Ian West will continue to live here.
After completion of Blood Ties, residents of Arefu will give gifts or provide services.
Arlington Cemetery, Arlington House 2 cabinets, 1 desk, 2 dressers, 2 first aid boxes, 2 footlockers, 5 metal boxes, 2 suitcases, 1 refrigerator, 1 safe, 1 tool cabinet, 1 trunk. 3 yes yes | no
The basemant contains a shrine to Abraham Lincoln, allowing you to display associated items of your own if they were not sold.
Junders Plunkett will hole up here if you acquire the Lawbringer perk.
Bobblehead - Luck
Big Town - 1 no no
Red can provide medical services (if rescued, and not enslaved).
Pappy is capable of performing very basic repairs and can be boosted by giving him proper attire.
Bittercup will give you a small, random gift every 13 hours if you make a good first impression.
If Broken Steel is installed several residents of the town may be discovered dead upon an overland return, and the Lone Wanderer may be attacked as well by an albino radscorpion.
The town can become equipped with small guns for it's residents, a minefield, robots (sentry bot, protectron) or the residents can be taught how to hide from trouble depending on choices during Big Trouble in Big Town.
Residents may steal items, or pick them up if left out as decoration.
Broadcast Tower KB5, drainage chamber 1 toolbox. 1 no yes
Signal Alfa Lima can be turned on here.
Tumblers Today
must pick Average locked door
Very close proximity to the Deathclaw Sanctuary, and Enclave spawns after The Waters of Life.
Canterbury Commons, Dominic and Machete's house 2 ammunition boxes, 2 desks, 2 garbage cans, 2 gun cabinets, 3 lockers, 2 metal boxes, 1 Nuka-Cola machine, 1 refrigerator, shelves, 1 toolbox. 1 yes yes
There is only one free bed for the player and either Dom or Machete may sleep in it, making it impossible for the player to sleep in the house at that time.
Citadel Footlockers, lockers. 32 yes yes
Medical robot
Vendor
Lyons' Pride
County sewer mainline, Gallo's lair - 1 no no
Unique Nuka-Cola decor.
Deathclaw Sanctuary, Mount Mabel Campground 2 ammunition boxes, 1 first aid box. 1 no no
Convenient to luxurious Deathclaw Sanctuary
dikeerson Tabernacle Chapel 5 ammunition boxes, 1 metal box. 7 no no
Location of the Drifter and the Reservist's rifle
Everglow National Campground - 1 no no
Site of a battle between respawning raiders and super mutants.
Evergreen Mills, bazaar 2 ammunition boxes, 2 fridges, lockers, shelves. 6 yes no
Bobblehead - Barter
Smiling Jack
Raiders could be kept as possible roommates via the Mesmetron and removing the slave collar.
Evergreen Mills, Guard barracks - 1 no yes
Evergreen Mills, northern shack - 1 yes no
F. Scott Key Trail & Campground - 0 no no
Deathclaws may inhabit this area.
Fairfax ruins, abandoned house - 0 no -
Fairfax ruins, Car dealership 3 desks, 5 filing cabinets, 3 lockers. 0 no no
Spacious area with office space, complete with plentiful seating and tables.
Enclave presence outside.
Farragut West Metro station 2 ammunition boxes, 2 desks, 6 filing cabinets, 1 security safe, shelves. 1 no no
The safe here can be re-locked if originally opened by hacking the nearby terminal.
Farragut West station Abandoned house 0 no no
Fort Independence - 0 yes yes | no
Georgetown North, McClellan family townhome 1 oven, 1 refrigerator. 2 no yes
Mister Handy at your service.
Germantown Police HQ, Germantown jail - 5 no no
Can pretend to be a jailor by filling the cells.
Germantown Police HQ, medical camp - 15 no no
Grayditch, abandoned home 1 ammunition box, 1 cabinet, 1 first aid box. 1 no yes
Fire ants will continue to spawn in Grayditch until you've completed Those!
Grayditch, abandoned home 1 cabinet, 1 desk, 1 first aid box, 1 oven. 1 no yes
Fire ants will continue to spawn in Grayditch until you've completed Those!
Greener Pastures Disposal Site, makeshift shack 1 footlocker, 1 toolbox. 1 no -
Surrounding area is radioactive.
Respawning wasteland recluse inside, who may turn hostile.
Hallowed Moors Cemetery - 3 no no
Super mutant overlords may appear here (Broken Steel only).
Jalbert Brothers Waste Disposal, abandoned shack (North) 1 dresser, 1 oven, 1 refrigerator, shelves. 2 no no
Part of the Wasteland gypsy village
Southeast shack contains additional storage.
Jalbert Brothers Waste Disposal, abandoned shack (Southwest) 2 ammunition boxes, 1 dresser, 1 footlocker, 1 oven, shelves. 2 no no
Part of the Wasteland gypsy village
Southeast shack contains additional storage.
Toaster suicide.
Jury Street Metro station, Gold Ribbon Grocers 1 cash register, 1 first aid box, 1 metal box. 0 yes yes
Super mutant behemoth neighbor (Needs to be activated)
Occasional Caravan passes through, unless the behemoth has killed him.
Lots of shelves for storing items. Also has freezers and cupboards.
Sink to restore health with low rad cost.
Open dumpster outside to store items.
Raiders and radscorpions occasionally spawn south, along with Talon Company mercs.
Workbench is in Hank's Electrical Supply (Broken Steel Only)
Jury Street Metro station Metal boxes, 1 safe, 1 toolbox. 7 yes no
Pet mole rat named Pumpkin
Wonder meat maker
Ryan Briggs, raiders, mole rats
Dangerous Entrance (raiders, Talon/Regulators, behemoth)
Little Lamplight, Vault 87 Reactor Chamber 3 filing cabinets, 1 safe, 1 suitcase. 1 yes no
Side entrance to Vault 87
Peter Stevens old crib
Mason Dixon Salvage, abandoned shack (North) 1 ammunition box, 1 footlocker, 1 first aid box, 1 garbage can, 1 oven. 1 no no
Skill Books
Mason Dixon Salvage, abandoned shack (South) 3 ammunition boxes, 1 footlocker, 3 lockers, 1 oven, 1 refrigerator. 1 no no
Super mutant camp with captive
MDPL mass relay station 2 ammunition boxes, 1 cabinet, 1 dresser, 1 gun cabinet, 1 locked safe. 3 no no
Raiders here will respawn.
Beds are pristine.
Items in footlockers may be reset to area defaults, causing you to lose what you stored there.
Meresti trainyard, Meresti Metro Station - 5 yes yes | no
Home of The Family, who can be eliminated or allowed to stay.
Conveniently located near Murphy.
Minefield, Benson house 2 dressers, 1 first aid box, 1 oven, 1 safe, 1 suitcase. 1 no yes
Includes a radio tuned to GNR.
Minefield, Gibson house 1 desk, 1 dresser, 2 filing cabinets, 1 first aid box, Model of home, 1 oven, 1 refrigerator, 1 safe. 2 no yes
Location of the one-of-a-kind model of home container.
Minefield, Gillian house 1 dresser, first aid box, 1 oven, 1 refrigerator, 1 safe. 2 no no
Home to respawning radroaches.
Minefield, Zane house 2 cabinets, 1 desk, 2 first aid boxes, 1 oven, 1 safe, shelves, 1 toy box. 2 no yes
Includes a radio tuned to GNR.
National Guard depot 9 ammunition boxes, 30 metal boxes, 1 refrigerator, 1 safe, shelves. 3 yes no
Firing range.
Bobblehead - Small Guns
Keller Senior as a roommate if you have the ghoul mask equipped.
Pennsylvania Avenue - - yes no
Pennsylvania Avenue, Hotel 2 ammunition box, 1 desk, 2 first aid box, 1 footlocker. 1 no yes
Brotherhood of Steel Paladin as a roommate, if left alive.
Ham Radio
Ranger compound - 3 no yes
Red Racer factory, Surgeon's Lab - 1 no no
Includes a caged glowing one.
Regulator HQ - 0 no yes
Relay tower KX-B8-11, drainage chamber 1 ammunition box, 1 footlocker. 1 no yes
Signal Oscar Zulu originates here.
The two skeletons can be moved. They will not reset to their original location.
Rivet City, Dr. Li's apartment 1 desk, 1 dresser, 1 footlocker, 1 refrigerator, tables, 1 wardrobe. 1 no yes
May require Broken Steel.
Have to lockpick the door. (Average Lock)
Cabinets are marked red, but you will not lose Karma by using them unless the item is marked as stolen itself.
Robot repair center, The Mechanist's Forge 2 footlockers, 4 metal boxes, 1 refrigerator, shelves. 1 yes no
Unique secret entrance.
Rockbreaker's Last Gas, Sniper shack 3 ammunition boxes, 1 footlocker, 3 lockers, 1 refrigerator, 1 safe. 1 yes yes | no
You can sleep in the bed with Fluffy and Jitters alive, as long as they aren't attacking you.
A Vertibird will occasionally drop an Enclave soldier and a sentry bot to the northwest.
The outside of the shack is a spawning point for Talon Company/Regulators.
SatCom Array NN-03d, abandoned tent 2 ammunition boxes, 1 footlocker, 1 locker, 3 metal boxes. 1 no yes
Sewer waystation, Talon Company camp 3 ammunition boxes, 1 dresser, 4 footlockers, 1 toolbox, 2 wardrobes. 4 no no
Smith Casey's garage - 1 no no
See Vault 112.
Smith Casey's garage, Vault 112 1 desk, lockers, 1 safe, tables. 1 no yes
Use bed in Smith Casey's garage.
Springvale School - 0 no no
Super-Duper Mart 7-8 ammunition boxes, 1 first aid box, metal boxes, refrigerators, shelves. 5 no no
Raiders could be kept as possible roommates via the Mesmetron and removing the slave collar.
They also respawn ammunition every couple of days if you keep them alive.
Tepid Sewers 3 ammunition boxes, 3 footlockers, 3 metal boxes, 1 refrigerator, 1 safe. 2 yes no
VAPL-58 power station, Pylon shack 2 ammunition boxes, 1 first aid box, 1 personal footlocker. 2 no no
Buy/sell items and get repairs at Caravan's stop in front of nearby Arefu.
Vault 92 - 0 no no
Vault 101 - 0 no yes
Radroaches respawn in the main entrance.
Player must sabotage the Vault in the quest Trouble on the Homefront in order to be able to stay/come and go.
Vault 106 - - no no
Vernon Square Station, Sewer entrance 2 ammunition boxes, 2 first aid boxes, metal boxes, 2 refrigerators, 1 safe, toolboxes. 4 no yes
Warrington station - 0 no no
Washington Monument 1 garbage can. 1 no yes
Offers a spectacular view of The Mall.
While there is only one garbage can within the building itself, the two directly outside are safe and can be used for additional storage.
(Will get list from wikia and paste here)