Outcast outpost

The  is an Outcast camp which has been set up in the remains of the VSS Facility, a pre-war compound of Virtual Strategic Solutions, Inc. Part of the Operation: Anchorage add-on, it can be reached by elevator from Bailey's Crossroads.

VSS Armory
The VSS Armory is an initially locked weapon cache in the Outpost filled with pre-war equipment, accessible only by completing the Anchorage Reclamation simulation in the building.

As soon as you enter the unsealed armory Defender Sibley and three other Outcasts attempt a coup d'état, on basis that Protector McGraw has gone soft by giving away technology they "risked their asses for" as a reward to the Lone Wanderer, and will try to kill him and Specialist Olin. If you assist McGraw and Olin, the scribe will be willing to repair your gear and the Outcasts outside the Outpost will not be hostile to you. You cannot attack Sibley or his cohorts until after his brief conversation with McGraw; if you do attack Sibley, then everyone becomes hostile to you. Note that as McGraw is standing in front of the group of traitor Outcasts when the conversation begins, he will very likely die as soon as the firefight ensues; Olin retreats into the armory and is easier to protect. It is also possible that the discussion between Sibley and McGraw begins somewhere else, for example in front of the simulation room, where McGraw will not die as easily.

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.

Gary 23
A dead Gary clone, numbered 23, can be found in the locked room on the left just before the doorway of the room with the simulation chair. 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, but 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.

There is also dialogue with Defender Morrill making reference to his knowledge that pip-boys can't be removed from their owner without disabling the pip-boy and killing the wearer. See Videos below.

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 version).
 * 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.
 * 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 &amp; 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 are done, the outcasts will not attack Protector McGraw and they will not be hostile towards you.

Videos
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