Outcast outpost

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Image needed (Monitor image)
Outcast outpost
Fo3OA VSS Corridor 2.pngFo3OA VSS Sim Pod.png
Fo3OA VSS Workshop.pngFo3OA VSS Cache 1.png
Icon district.png
Outcast Outpost loc.jpg
Map MarkerOutcast Outpost
FactionsBrotherhood Outcasts
LeadersProtector McGraw
QuestsAiding the Outcasts
Cell NameDLC02VSS01
ref idxx0012b8
TerminalsVSS Research Terminal
Secure Access Terminal
Fo3OA VSS Map.png
Gametitle-FO3 OA.png
Gametitle-FO3 OA.png

The Outcast outpost is a Brotherhood Outcasts stronghold in the Bailey's Crossroads, unincorporated area of Fairfax County, Virginia. The Outcasts excavated a Virtual Strategic Solutions underground bunker, with the goal of recovering pre-War technology. It is the setting of the Fallout 3 add-on Operation: Anchorage.

Background[edit | edit source]

The VSS facility was developed in 2077 after the United States Armed Forces commissioned Virtual Strategic Solutions, Inc. to create the perfect virtual war training exercise for the U.S. military based off the recently won Anchorage Reclamation. Overseen by General Constantine Chase, programming the simulation was a very meticulous process, much to the frustration of the engineers working on it.[1] Every minute detail had to be perfected by the programmers, including even the more outlandish claims made by General Constantine Chase; if the simulation did not meet Chase's scrupulous criteria, the entire simulation program was scrapped and started anew.[1] When the Great War hit, all of this work was rendered irrelevant. The facility survived, but large parts of it collapsed, burying the staff underground. The only part of the facility that escaped total destruction was the bunker, located three levels below the ground.[2]

It wasn't until 2277 that the Brotherhood Outcasts under the command of Protector McGraw excavated the bunker and set up an operation in the remains of the facility. Their goal? Recover all the pre-War combat gear stored in the VSS armory and whatever else they can get their hands on. However, despite Specialist Olin's expertise, they were unable to unlock the armory. It turned out that they needed to complete the simulation. To do that, they needed an external interface device: A PIP-Boy 3000. They did not have one, so they tried obtaining it. The Outcasts kidnapped a Gary clone (#23) from Vault 108. In a vain attempt to obtain his PIP-Boy, they tried reason and then outright sawed it off, but the salvaged PIP-Boy proved useless.[3][4]

It wasn't until the Lone Wanderer appeared that the Outcasts gained a chance at accessing the armory. Of course, the willingness of McGraw to employ an outsider to do the job put him an odds with Defender Sibley, a die hard hardliner of the Brotherhood, leading to a coup attempt once the armory was opened.[5] Although the Wanderer took valuable gear with him, many other technologies remained for the Outcasts to catalog and collect.[6][7]

Layout[edit | edit source]

Exterior[edit | edit source]

A wide angle shot

The surface structure of the VSS facility was a major construction project. It was in its early stages of construction before the war, with just the steel girders, the building's skeleton, erected. When the nuclear holocaust came, it froze this place in time, construction stopped permanently. The Outcasts excavated the bare minimum and reactivated the elevator into the bowels of the facility.

The lift is surrounded by a security perimeter maintained by Outcasts under the command of Defender Morril. Their usual companions are super mutants infesting the area, which constantly harass the Brotherhood troops.

Interior[edit | edit source]

Fo3OA VSS Map.png

The subterranean levels of the facility fared better than the top, though not by much. Most of the underground area has caved in, though the bunker itself survived. The Outcasts excavated it, setting up floodlights in the ruined sections and restoring power to the bunker subsystems.

The bulk of their force is located here, alongside Protector McGraw, Defender Sibley, and Specialist Olin. The Lone Wanderer can access the workshop and the Outcast outpost terminals; VSS research terminal right off the bat, while other parts of the facility will require more effort. The armory will only open after completing the simulation, whereas the interrogation room with the dead Gary clone is locked with an easy lock.

Inhabitants[edit | edit source]

After completing the simulation and accessing the armory, Sibley will instigate a mutiny against McGraw. As only McGraw and Olin remain friendly to the player, they can easily perish in the ensuing firefight. If she survives, Olin will repair the Lone Wanderer's gear.

Notably, followers cannot enter the bunker. They will be automatically assigned wait positions on the surface unless dismissed, though the precise place where they appear is fairly random. They might spawn amid super mutants.

Notable loot[edit | edit source]

Appearances[edit | edit source]

The Outcast outpost appears in the Fallout 3 add-on Operation: Anchorage.

Bugs[edit | edit source]

  • PCIcon pc.png PlayStation 3Icon ps3.png Xbox 360Icon xbox360.png The sides of the elevator do not have collision enabled, allowing the player to lose items and corpses down the shaft.
  • PCIcon pc.png PlayStation 3Icon ps3.png Xbox 360Icon xbox360.png The elevator can malfunction, teleporting the player down the shaft without descending or opening the door into the outpost. This can be avoided by activating the elevator, rather than the switch. If the player experiences this bug, it can usually be fixed by activating the switch, then reusing the elevator once back on the surface.
  • PCIcon pc.png PlayStation 3Icon ps3.png Xbox 360Icon xbox360.png It's possible to get locked downstairs with no hope of leaving if the player activates the elevator and exits it immediately. The doors lock, rendering the transition switch inaccessible.

Gallery[edit | edit source]


  1. 1.0 1.1 Outcast outpost terminals; VSS Research Terminal, 09/06/2077
  2. The elevator descends three levels down.
  3. Interrogation log
    Note: Although it's not included in the game, the scene in the interrogation chamber confirms the story, as does the game guide.
  4. Fallout 3 Official Game Guide Game of the Year Edition p.73-74: "Gary 23 (deceased)
    In charge of Vault 108's vacuum-cleaning maintenance program, Gary 23 (or "Gary" to his brothers) was recently kidnapped in a daring raid by Defender Morrill. He was drugged and dragged back to the Bailey's Crossroads Outpost in the D.C. Metro Ruins. As Gary 23 utilized a Pip-Boy, Specialist Olin attempted to remove the device to gain access to a Simulation Pod inside the Outpost. The operation was deemed a complete failure."
  5. Add-on events.
  6. McGraw: "You've saved us. Sibley would've had the upper hand if you hadn't been here. We'll be here for a while, cataloging all the tech. If you need anything, you come see us. You may not be one of us, but you're the next best thing."
    (McGraw's dialogue)
  7. McGraw: "Everything well with you? We're still busy cataloging all the gear you uncovered."
    (McGraw's dialogue)