Aiding the Outcasts
Aiding the Outcasts
This is a high-priority message, backup is needed at our location.”— Defender Morrill, via the Outcast distress signal.
Aiding the Outcasts is a Fallout 3 quest that was added to the game in the Operation: Anchorage add-on. It is also an Xbox 360 and PC achievement as well as a PS3 trophy.
The Brotherhood of Steel Outcasts are trying to acquire advanced military tools, and the only way to enter the vault containing these relics is by completing a military virtual reality simulation only the Lone Wanderer can enter. In the simulation, the Lone Wanderer fights in one of the greatest battles of the Fallout universe: the Battle of Anchorage, Alaska from invading Red Chinese troops.
|Main Quest: Aiding the Outcasts|
|Travel to Bailey's Crossroads.|
|Talk to Defender Morrill.|
|Fight through to the Outcast Outpost.|
|Use the elevator.|
|Talk to Protector McGraw.|
|Talk to Specialist Olin.|
|Equip the neural interface suit.|
|Enter the simulation pod.|
|Reward: 100 XP|
|Leads to: The Guns of Anchorage|
Investigate the Outcast distress signalEdit
From the emergency signal, the player learns that Defender Morrill is asking anybody capable of receiving the signal for support at Bailey's Crossroads. Bailey's Crossroads can be reached via Bailey's Crossroads Metro just south of the Red Racer factory. This is a fairly standard tunnel system occupied by a few feral ghouls.
Help the Outcast soldiersEdit
At Bailey's Crossroads a battle is taking place between super mutants and Brotherhood Outcasts, who will mistake the Lone Wanderer for a Brotherhood Outcast if he/she is wearing their armor, and will be hostile if he/she is wearing Brotherhood armor. The battle progresses through a building until the group reaches the Outcast Outpost guarded by mark IV turrets. Once there, Defender Morrill, who led the Outcasts to the Outpost, asks the Lone Wanderer to speak with Protector McGraw at the bottom of a freight elevator.
Talk to the leader of the OutcastsEdit
At the bottom of the elevator is Defender Sibley, who is not too happy to see the Lone Wanderer (except when wearing Outcast power armor or making use of the Black Widow option); he says to keep quiet and follow him. He leads onward to Protector McGraw who explains that there is some high-tech equipment locked away and only the Lone Wanderer, utilizing the Pip-Boy, can complete the VR program and gain access. This VR program is a simulation of the Anchorage Reclamation. The simulation's safety measures, as a must, have been disabled—dying in the simulator means death in the "real" world as well. The Protector then says to follow Sibley to Specialist Olin.
Enter the simulation podEdit
Olin can be found in the room with the simulation pod. She hands over a neural interface suit, which according to her is required to be able to participate in the simulation. After putting the suit on, open the simulation pod and activate it. This quest is concluded and the Lone Wanderer will then be inside the simulation at the beginning of The Guns of Anchorage.
- 100 XP
|10||Investigate the Outcast Radio Signal|
|15||Find and Enter the Outcast Base|
|20||Speak with the Outcast Leader|
|30||(Optional) Explore the VSS Outpost|
|40||Follow Sibley to the Simulator Room|
|45||Put on the Neural Interface Suit|
|50||Quest finished||Enter the simulation pod|
- The emergency radio broadcast is heard approximately 3 to 5 minutes after leaving Vault 101 (when starting a new game after installing Operation Anchorage), regardless of story line progress. Continuing a current game after installing Operation: Anchorage will bring up the broadcast almost immediately. Completing the simulation prior to any other quests will allow equipping power armor and gaining levels inside the simulation.
- The emergency signal has a very large broadcast range, and can still be heard clearly 500 kilometers to the northwest, in The Pitt. Also the signal can be heard in Mothership Zeta
- The Outcasts at Bailey's Crossroads will become hostile if the player strikes one of them, accidentally or otherwise. This may cause frequent reloading of saves for players that don't watch where their attacks land. This can also be solved by simply yielding.
- Showing up at Bailey's Crossroads wearing a suit of Outcast power armor will cause the Outcasts to treat the player as if he or she were an Outcast officer. At least, until Protector McGraw recognizes that the player isn't a member of the Outcasts. Afterward, the greetings given by non-player characters still address the player as if he or she were an Outcast. This does not apply to the unique version of Outcast power armor from Branchtender Linden.
- When McGraw first asks the player to enter the simulation, the player can choose the dialog option "Great, more psychotic little girls," referencing his or her experience in Tranquility Lane. McGraw, understandably, is rather taken aback by this option.
- If the player has chosen to infiltrate and kill the Outcasts in Fort Independence, there is a dialogue option when talking to McGraw along the lines of "I've killed your buddies at Fort Independence and now it's your turn" which causes the Outcasts to turn hostile. The Lone Wanderer can still enter the simulation after killing Specialist Olin and taking the neural interface suit.
- Similar to the above statement, earning Casdin's trust before going to the outpost yields a dialogue option along the lines of "I've dealt with you people before. Fort Independence, right?", to which he will explain it's their main base of operations. This does not make anyone hostile.
- If the Outcasts outside do not radio ahead, Defender Sibley can be heard talking to an unnamed outcast about the lift.
- Companion Star Paladin Cross may go haywire and kill all the Outcasts.
- With Broken Steel, it is possible to encounter three super mutant overlords (with a super sledge, Gatling laser and a tri-beam laser rifle spread between them) on the way to the Outcast base, even at low levels. They can be quite troublesome (if not fatal) for low level players and will almost guarantee the deaths of the initial three Outcast members. On the other hand, this can provide early access to some rather advanced equipment.
- Any companions will not descend into the base, but rather will remain outside. This can cause problems if there are further attacks by enemies, as these companions could easily end up getting killed. To avoid this, dismiss them before entering the Outcast base.
- Entering McGraw's room before Sibley's lead makes it possible to listen in on an altered conversation where Sibley is berated for not keeping a closer eye on the Lone Wanderer and letting him/her wander the base.
- pc xbox360 If you have completed the first part of the mission, and Defender Sibley is leading you to the Outcast commander, leaving will cause a very odd bug. Sibley will follow you, and will occasionally appear in the oddest places. He has been encountered in the Enclave mobile platform (Broken Steel), outside Rivet City, Raven Rock, the Citadel, in the Republic of Dave, Megaton, and Tenpenny Tower. [verified]
- xbox360 It is possible that after downloading Operation: Anchorage you will not receive the radio transmission at the start of the game and will not be able to get into Bailey's Metro. [verified]
- pc xbox360 Occasionally you may receive the radio signal without having the quest added on your Pip-boy. [verified]
- ps3 pc After completing the questline and opening the armory door, it´s possible that the quest "You Gotta Shoot 'Em in the Head" will appear as completed after the player activates the power armor on display. [verified]