Outcast outpost

The  is a small Outcast settlement inhabited by outcasts and a dead Gary (clone). It only has one interior.

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 gear in the VSS Armory and whatever else they can get their hands on.

Exterior
A small plaza with an elevator leading in. All that's left of the above ground structure is a scaffolding that has three Outcast guards. Equipping them with better gear is futile; when they respawn with the mutants they will have default gear.

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 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 turrets. There is a side chamber that is entirely collapsed and has only a bin filled with Abraxo Cleaner. The entire complex also has an unusual type of lighting fixtures.

Inhabitants

 * Protector McGraw
 * Specialist Olin
 * Defender Sibley
 * Defender Morrill
 * Dead Gary 23

Notable Loot

 * Gauss Rifle
 * Jingwei's Shocksword
 * Chinese Stealth Armor
 * Winterized T-51b Power Armor
 * Mini Nuke
 * Plasma Mine
 * Plasma Grenade
 * Trench Knife
 * Missile Launcher

Related Quests
Aiding the Outcasts

Gary 23
The outcasts could not use the Sim-Pod themselves because they did not have a pip boy. His arm is badly mangled and it appears he was beaten with brass knuckles after he died, 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 failed and died of cardiac arrest (heart attack), 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.

Behind-the-Scene
The Sim Pod and the several descriptions of how it works is a possible reference to the Star Trek Voyager Episode: The Thaw, in which several protagonists were trapped in stasis pods and were mentally linked by a computer creating a mental landscape. This went horribly wrong when an accidentally-created manifestation of their fears started terrorizing them. When two of them were killed by the manifestation, they died of cardiac arrest (heart attack) in the real world. This is similar to what happened to Gary 23, and the stasis pods and the Sim Pod look almost identical.

Appearances
appears in the Fallout 3 add-on Operation: Anchorage.

Bugs

 * The Gary clone 23 is randomly generated, and may not resemble the normal Gary population.
 * If you leave the outpost after completion of the simulation, you may be unable to reenter to outpost at a later time to retrieve the armor. You can hit the switch go up to the surface and try again; it might help fix this. (PC/360/PS3 Confirmed).
 * A way to bypass the glitch on 360 works as follows: do not hit the switch, but activate the elevator. Then, in the tunnel, 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. Hitting the switch outside results in getting stuck. (Confirmed Xbox 360)
 * On 360, it is possible when you return to the Outpost, the Outcasts will be strangely hostile and attack you. You do not lose karma for killing them.
 * After entering the Outpost your follower may die randomly. (PC & 360 version)
 * If you quickly take all of the contents of the Armory, then equip the stealth armor and take Defender Sibley's ammo(via pickpocketing) it is possible to avoid the confrontation between Protector McGraw and the other Outcasts. But if you attempt to pickpocket the other Outcasts and get caught, or if you attempt to re-pickpocket Defender Sibley and get caught, all of the Outcasts become hostile toward you. Make sure you save before attempting this. (Xbox 360)
 * If you remain hidden once the conversation between McGraw and Sibley is done, The Outcasts will not attack Protector McGraw and they will not be hostile towards you.