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Outcast Outpost: Misc

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Fallout

Up to date as of February 01, 2010

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Outcast Outpost

map marker: Outcast Outpost
leaders: Protector McGraw
factions: Brotherhood Outcasts
quests: Aiding the Outcasts
cell name: DLC02VSS01
ref id: xx0012b8

The Outcast Outpost is a small Outcast compound, located in a relatively clean pre-War bunker. The building itself is long gone, with only the red superstructure remaining. It is the primary location for the Operation: Anchorage add-on.

Contents

Background

The Outcasts have set up in the remains of the VSS Facility, a pre-War compound of Virtual Strategic Solutions, Inc. to get the combat gear stored in the VSS Armory and whatever else they can get their hands on.

Their previous efforts are illustrated by a dead Gary clone, numbered 23, who can be found in the locked room on the left just before the doorway of the room with the Sim-Pod. His arm is badly mangled and it appears he was beaten to death with brass knuckles, as implied by the blood trail around a chair in the room's center and a pair of brass knuckles sitting on a table nearby. It is unknown where the Outcasts found Gary 23; they tried to get him to complete the simulation but he died during the "interrogation", so they tried to remove his Pip-Boy 3000 and use it themselves. They tried to reason with him to take off his Pip-Boy 3000 but due having been the product of a failed cloning experiment, he did not understand. A cut Interrogation Log of this can be read here.

Layout

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Exterior

The outside is a small plaza with an elevator leading into the main outpost. All that's left of the above ground structure is the red super-structure that has three Outcast guards.

Interior

Most of the Outcasts are down here, with a dead Gary in a locked off room. There is a nuclear generator room with nothing of interest, a research room with lots of storage and a password-protected terminal called the VSS Research Terminal, a bedroom with one bed and a gun cabinet, and the VSS armory with all the loot mentioned below. The elevator is housed in a collapsed hallway that opens up into a main chamber linking up to the rest of the facility. This room is guarded by Mk. VII turrets. There is a side chamber that is entirely collapsed and has a bin filled with Abraxo Cleaner. Underneath the Abraxo Cleaner the white container is full of jet and buffouts. The entire complex also has an unusual type of lighting fixtures.

A locked terminal (very easy) in the chamber where Protector McGraw is located provides details on how the Anchorage Reclamation simulation was developed. See the simulation article for details. Hacking it will not result in karma loss.

Inhabitants

Notable loot

Related quests

Notes

  • Even if you take everything from the armory, the Outcasts will still comment on how they are cataloguing everything you found. Presumably, there may be other armories located throughout the facility that were previously locked, or there was a manifest that listed all the equipment.
  • To avoid having to enter the outpost again at all, loot the whole place. It does not matter if you have 500 pounds' weight or so, just go outside and store the stuff in the tool kit next to the elevator. You can fast travel from here and back here; get the rest and go back as many times as you like, or rather, have to. If you want to make things a little easier on yourself, go through and loot everything in the base before you start the simulation and fast travel it all back to your home; none of it counts as stealing. That's about 170 pounds of medical supplies, food, alcohol, weapons, ammo, and miscellaneous items in about five minutes with no negative repercussions.
  • Your followers will not go down to the outpost with you, and will remain on the surface. Don't be alarmed when you go back up the elevator and don't see your Companions there; there have been reports that they will be in the back of the elevator. If they are not there, search between Bailey's Crossroads and the outpost as they may have wandered off. However, make sure your Follower is standing somewhere safe before taking the lift down. The automatically assigned wait position is within range of a building full of Super Mutants, and followers will often rush in and die while you are mid-simulation.
  • If you wear Outcast Armor into the base the first time, you will be taken as reinforcements.

Appearances

Outcast Outpost appears in the Fallout 3 add-on Operation: Anchorage'

Bugs

  • Pressing the switch at the top of the elevator results in the player teleporting to the bottom of the lift shaft and the doors not opening, to avoid this simply activate the elevator when outside, not the button. If you should get stuck in the bottom of the shaft, activate the switch. You should go up now, taking you back outside. Then do not hit the switch, but the elevator again which should work normally now. (Confirmed Xbox 360, PS3, PC)
  • Pressing the switch while leaving the outpost and running out of the elevator will lock you in the outpost. You can see the elevator going up while doing so, then it stops with the outline of a clear door closed, along with the elevator gate closed. To avoid this make shure you press the button while inside the elevator to travel back to the surface. If you do get stuck the only way to leave is to revert to a previous save. (Confirmed Xbox 360)

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

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