Fort Independence

Fort Independence is the headquarters of the Brotherhood Outcasts in the Capital Wasteland, located west from the Fairfax Ruins. The Outcasts have adapted the old building to their needs and restored much of its internal facilities. All of the technology they gather is stored within the fort, as are their research findings. By default the Outcasts inside are hostile to any trespassers. The Lone Wanderer can become accepted by the Outcasts if he pleases Protector Casdin by scavenging enough technology for him.

The fort is guarded on the outside by Defender Morgan, Defender Rockfowl, and an automated defence turret. After the Lone Wanderer speaks with Defender Morgan about a job, Protector Casdin will open the perimeter fence's gate and encourage the Lone Wanderer to bring scavenged technology to them in exchange for supplies (see Technology scavenging). He also carries the key to the Fort, which makes it possible to get in without having to pick the lock.

Getting In
By trading a large amount of scavenged tech with Casdin (see The Outcast Collection Agent) it is possible to get on friendly terms with the Outcasts. An option to ask about this appears in Casdin's dialogue when enough tech has been traded. The Lone Wanderer needs to trade 50 'points' worth of technology for this to happen - see the link above for a table showing a points breakdown for tradeable technology. The Alien Blaster is worth the most points (10), and can be pick-pocketed back for repeated turning in.

When you have friendly status, you can enter Fort Independence without being attacked by the Outcasts, however, the door will not open for you. You'll still need to pick the lock (Very Hard) on either door or pickpocket Casdin for his key in order to get in.

Loot
Once inside Fort Independence there is no notable loot until you reach the lower levels. When the lower level is reached continue down until you see the room with alot of research terminals - activating them adds notes on various items (rocket launcher, minigun, Enclave power armor, plasma rifle, laser pistol and rifle). In this room there is a Hard door (alternately you can get the key in a storage locker in the room with the 4 bunkbeds)to picklock then into weapons storage. Here includes the unique item - Miss Launcher, a minigun, and about 8 boxes of ammunition which include Alien Power Cells and medical boxes and various Misc items. Hardest lock is Hard (75% lockpick) There is also a medical lab with notable schematic items and 9 stimpacks.

Bugs
In the lower lever of fort Independence, The turret in the main chamber will be stuck in the ceiling. It will not attack you and cannot be destroyed, even with Mini Nukes. The problem with this is, if you have a follower, they may stay and attack the turret (to no avail) and will not follow you. This can be fixed by leaving the fort.

Appearances
appears only in Fallout 3.