Fort Independence

Fort Independence is the headquarters of the Brotherhood Outcasts in the Capital Wasteland, located west of Fairfax Ruins and north of Andale.

Layout
The Outcasts have adapted the old fort 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 fort is guarded on the outside by Defender Morgan, Defender Rockfowl, and an automated defense turret. After the player character 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.

In the eastern section (the offices) on the main floor there is a computer named "Field reports" with 2 audio logs that can be downloaded (Fort Independence Field Report no.1 and 2). The first audio log speaks about "the increased raider activity in Fairfax Ruins" and the second about "3 entrances into underground utility tunnels and a small weapons cache situated in the SE section of the tunnels". The voice in the first recording seems to be unique (another one is that of Defender Sibley).

Notable loot
Once inside Fort Independence there is nearly no notable loot until you reach the lower levels. Down the stairs in the room left of the exit door is the entrance to the basement. Inside the desk within the first room is the password to the locked (hard) wall terminal which opens the door; continue down until you reach a room full of research terminals. Activating them adds notes on various weapons, namely the missile launcher, minigun, Enclave power armor, plasma rifle, pulse grenade, and laser rifle. In this room there is a locked (hard) door, a key to this is available in the bunk-bed-filled room nearby within an locked (easy) footlocker. Through these door is the unique Miss Launcher and various other loot.


 * The Miss Launcher in the basement, along with a minigun, laser rifle, plasma rifle, 6 boxes of ammunition which include quite a number of alien power cells, as well as 2 mini nukes.
 * There is a Nuka-Cola Quantum and a Stealth Boy in the central room on the main floor, next to some bunk beds.
 * A Nuka-Cola Quantum can also sometimes be found in the Nuka-Cola machine near the entrance to the lower levels.
 * Alien power cells can be obtained from the locked storage room, next to the room with the research terminals.

Appearances
Fort Independence appears only in Fallout 3.

Behind the scenes

 * The name Fort Independence was also the name of a real fort in California, used during conflicts such as the Owens valley Indian war.

Bugs

 * In the lower level of Fort Independence, the turret in the main chamber will be stuck in the ceiling. It will not attack you and cannot be destroyed easily (The turret can only be destroyed by the Mysterious Stranger in V.A.T.S, a flamer or deactivating it by hacking the locked (avergae) terminal in front of it). This can result in a follower staying and continually attacking the turret with no effect. This can be fixed by leaving the fort.
 * After hacking the turret controls under the bridge to remove its targeting system and then disable it, sometimes the turret under the bridge will at first look stretched into the ground and allow you to walk through it, and then if reactivated will appear high above the bridge and be hard to see, even if aiming through a sniper scope.
 * Defenders Morgan and Rockfowl will respawn right next to their corpses after you've killed them. This glitch applies to several of the unnamed Outcasts.
 * For some unexplained reason the fort may just be completely deserted outside and will never have anyone outside ever again.
 * For some reason the outside fort would be deserted, but if you go into the basement you can pass by Outcasts and they will be friendly, you can then use that to go up into the main rooms and only encounter Paladin Casdin, who if talked too will ask why you are there with three dialogue options, one saying that you're just passing by, another saying that you're from the Brotherhood of Steel and the other saying that you made a wrong turn. If you choose the Brotherhood of Steel one he and every other Outcast will become hostile. If you picked the other options then he will remain friendly, if you talk to him again he will tell you to back off and to stop pestering him, if you then talk to him again he turns hostile and so does every other Outcast, interestingly enough Casdin is the only named Outcast member there. If you leave through the basement again and go to the entrance you will find Casdin and the other two named Outcasts walking out and it turns to how it should be and you can do the mission.

Fuerte Independence Форт Индепенденс