Outcast outpost

The  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.

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 reason with him to take off his Pip-Boy 3000 but, due to having been the product of a failed cloning experiment, he was unable to understand. The Outcasts then proceeded to attempt to remove it forcefully. A cut Interrogation Log of this can be read here.

Exterior
The outside is a small plaza with a service elevator leading into the main outpost. All that's left of the above ground structure is the red superstructure 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

 * Defender Morrill
 * Defender Sibley
 * Protector McGraw
 * Specialist Olin

Notable loot

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

Related quests

 * Aiding the Outcasts

Appearances
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. (edit): this actually occasionally happens no matter what you do.
 * 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 sure 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.
 * If you kill all of the Outcasts outside the outpost, take all their armor and fast travel somewhere else and come back later, they will have new suits of Outcast power armor that can be used to fix the pair you have.
 * Sometimes, when returning to the Outpost via the elevator from the wasteland, the doors that the elevator stops at will not open, and the guard rails on the elevator stay up. Going back up and down again seems to fix this issue.

Gallery
Posterunek Wygnańców