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Fallout

Up to date as of February 01, 2010

From The Vault

Aiding the Outcasts
(Operation: Anchorage add-on)

location: Bailey's Crossroads Metro
Outcast Outpost
given by: Outcast Distress Signal
reward: 100 XP
leads to: The Guns of Anchorage
related: Paving the Way
Operation: Anchorage
base id: xx0009be
Aiding the Outcasts

requirements: Complete Aiding the Outcasts
gamerscore: 20
trophy type: Silver

Aiding the Outcasts is a Fallout 3 quest that was added to the game in the Operation: Anchorage add-on.

The Brotherhood of Steel Outcasts are trying to acquire advanced military tools, and the only way to enter the vault containing these relics is by completing a military virtual reality simulation only the player can enter. In the simulation the player fights in one of the greatest battles of the Fallout universe: the liberation of Anchorage, Alaska from invading Red Chinese troops.

Contents

Objectives and walkthrough

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Investigate the Outcast Distress Signal

After installing the DLC you receive a message about an Outcast Distress Signal and this quest is added to your Pip-Boy.

From the emergency signal you learn that Defender Morrill is asking anybody capable of receiving the signal for support at Bailey's Crossroads.

Bailey's Crossroads can be reached via Bailey's Crossroads Metro just south of the Red Racer Factory. This is a fairly standard tunnel system occupied by a few feral ghouls.

Help the Outcast soldiers

At Bailey's Crossroads a battle is taking place between Super Mutants and Brotherhood Outcasts. Defender Morrill will mistake you for a Brotherhood Outcast if you have their armor. The battle progresses through a building until you reach the Outcast Outpost guarded by Mark IV Turrets. Once there Defender Morrill who led the Outcasts to the Outpost asks you to speak with Protector McGraw at the bottom of a Freight Elevator.

Talk to the leader of the Outcasts

Arriving at the bottom of the elevator, you are greeted by Defender Sibley. Not too happy to see you (unless you have on Outcast Power Armor), he asks you to keep your mouth shut and follow him. He leads you to McGraw who explains that there is some high-tech equipment locked away and only you with your Pip-Boy can complete the VR program and gain access. This VR program is a simulation of the Anchorage Reclamation with safety measures disabled; death in the simulator means death in the real world as well. The Protector asks you to follow Sibley to Specialist Olin.

Explore the VSS installation

Olin can be found in the room with the simulation pod. She hands you a Neural Interface Suit which according to her is required to be able to participate in the simulation.

Enter the simulation pod

Once you put the suit on, open the simulation pod and activate it. This quest is concluded and you find yourself inside the simulation at the beginning of The Guns of Anchorage.

Notes

  • The emergency radio broadcast is heard approximately 3 to 5 minutes after leaving Vault 101(if you start a new game after installing Operation Anchorage, regardless of story line progress. If you continue a current game after installing Operation Anchorage, you will receive the broadcast almost immediately. Completing the simulation prior to any other quests will allow you to equip Power Armor as well as gaining levels inside the simulation.
  • The emergency signal has a very large broadcast range, and can still be heard clearly 500 kilometers to the northwest, in The Pitt.
  • The Outcasts at Bailey's Crossroads will become hostile if the player strikes one of them, accidentally or otherwise. This may cause frequent reloading of saves for players that don't watch where their attacks land. This can also be solved by simply yielding.
  • Showing up at Bailey's Crossroads wearing a suit of Outcast Power Armor will cause the Outcasts to treat the player as if he or she was an Outcast officer. At least, until Protector McGraw recognizes that the player isn't a member of the Outcasts. Afterwords, the greetings given by NPCs still address the player as if he or she were an Outcast. This does not apply to the unique version of Outcast Power Armor from Branchtender Linden.
  • Referencing the above statement, if you show up without Morrill, and in his armor, the quest is doable. Morrill does not need to survive.
  • When McGraw first asks the player to enter the simulation, the player can choose the dialog option: "Great, more psychotic little girls" referencing his or her experience in Tranquility Lane.
  • If the player has chosen to infiltrate and kill the outcasts in Fort Independence, there is a dialogue option when talking to McGraw along the lines of "I've killed your buddies at Fort Independence and now it's your turn" which causes the Outcasts to turn hostile. The player can still enter the simulation after killing Specialist Olin and taking the Neural Interface Suit.
  • Similar to the above statement, if you earned Casdin's trust before going to the outpost, theres a dialogue option along the lines of "I've delt with you people before, Fort Independence, right?", to which he will explain it's their main base of operations. This does not make anyone hostile.
  • If the Outcasts outside do not radio ahead, Defender Sibley can be heard talking to an unnamed outcast about the lift.
  • If you have Broken Steel, it is possible to encounter three Super Mutant Overlords (with a Super Sledge, Gatling Laser and Tri-Beam Laser spread between them) on the way to the outcast base, even at low levels. They can be quite troublesome (if not fatal) for low level players and will almost guarantee the deaths of the initial three Outcast members. On the other hand, this can provide early access to some rather advanced equipment.
  • Once you complete the simulation and unlock the armory the outcasts will attack you and the scribe. Sometimes the scribe will warn you indirectly of the danger by saying phrases like "what are you doing?!".Confirmed 360.

Bugs

  • Somewhere along the way into the Outcast Outpost you may lose Ol' Painless from your inventory so be careful and leave it somewhere safe before setting out on this mission.
  • The Outcasts will sometimes turn hostile if hit with a grenade from a super mutant, so save before exiting the metro.
  • If you have the "You Gotta Shoot 'Em in the Head" quest still open it will be marked complete once you equip the suit of power armor from the armory at the end of this DLC.
  • If you have completed the first part of the mission, and Defender Sibley is leading you to the Outcast commander, leaving will cause a very odd bug. Sibley will follow you, and will occasionally appear in the oddest places. He has been encountered in the Enclave Mobile Platform (Broken Steel), outside Rivet City,Raven Rock,The Citadel, in the Republic of Dave, and Tenpenny Tower. (confirmed XBOX 360 & PC)
  • It is possible that when you download Operation Anchorage that you will not receive the radio transmission at the start of the game and will not be able to get into Bailey's Metro.(360 confirmed)
  • The final objective, "Enter the simulation pod", may never be marked as complete, even after the whole simulation is completed, therefore rendering the quest technically unable to be completed and forever present in the Pip-Boy's active quests.
Quests in Fallout 3
Operation: Anchorage (add-on)

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

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