Last update, we spent a bit of time at the Citadel talking with the members of the Brotherhood of Steel. We got a couple of things accomplished, namely getting Power Armor training and our first companion, Star Paladin Cross. Other than that, we were sent off in the direction of Vault 87, but in order to retrieve the GECK from the Vault, we have to go through Little Lamplight.
Fuck that, I thought, so let's do some sidequesting instead. First though, we must brave the awfulness that is Operation Anchorage.
It's still a better alternative to Little Lamplight though.
Notice how every single screenshot of the DC Ruins has an extremely overcast sky, no exceptions. It's like there's just a giant mass of clouds over the city, and nowhere else.
Like The Pitt and pretty much every DLC, you get a radio signal that would logically lead oyu into the DLC. This is Bethesda's way of making your random DLC trips somewhat sensical instead of just following a marker, but it's still a little silly.
Our closest fast travel point is Arlington Library. Operation Anchorage is rather weird, because unlike every other DLC in the game, Anchorage is sort of fitted inside into the main map. (Except for Broken Steel of course.) While only a small part of the DLC is outside the simulation, unlike The Pitt or Point Lookout, you don't travel outside the Capital Wasteland. (As for Zeta, you don't willingly travel there, but you're still pulled out of the wasteland.)
Out of nowhere a vertibird appears. You know, usually by the time I finish the Waters of Life quest, I just go straight through the game to get to Broken Steel. So I don't remembering encountering something like this before.
It lands right near a raiders hideout across the street. This should be interesting.
Holy shit, they have Tesla Armor. This might be a bit out of our league... Ah, why not?
They are much sturdier than the Enclave soldiers we fought in Project Purity. They still would be trivial, if it weren't for the fact that I ditched the metal blaster and all the other good loot back at my house in Megaton, in order to make room for the loot from Operation Anchorage.
Star Paladin Cross was extremely helpful here, as she wore them down with her Super Sledge.
At the time, I only had a 10mm pistol, a hunting rifle and a nearly broken combat shotgun. They still were pretty trivial though.
We got an awesome set of Tesla Armor now. It's got a high DR, and it's possibly one of the best armors in the game.
The raiders that the Enclave soldiers were fighting were wiped out almost instantly. There's some nice loot in the building nearby.
There's like 4 safes in this building, filled with bottlecaps, ammo and various chems.
After that short sidetrip, we're back on track towards the outcast base.
Paladin Cross yells this every time she sees an enemy. In this case, a couple of raiders we run into.
I was too busy fighting the raiders to notice multiple cars behind me on fire.
And the whole highway goes up in flames. Thankfully, it didn't kill us or Star Paladin Cross.
Seriously, imagine how horrific a normal accident would be with these nuclear cars.
There's a shelter, with a skeleton, some stimpaks and a stealth skillbook. We've been finding an awful lot of skillbooks.
A nice little touch, the Enclave has propaganda posters put up around the Capital Wasteland after the Waters of Life quest. However, why would they put these posters around here, in the middle of the city? No one lives here, aside from psychotic raiders and super mutants.
We already passed through this area with our dad when we came back from Vault 112.
Up there is where we need to go through in order to get the Operation Anchorage area. For those who do not know, Operation Anchorage is a virtual reality simulation, so the area that you visit during the DLC is not in the Capital Wasteland itself. However, the place that holds the simulator is kind of sneaked into the main game through some doors that would be locked/non-existant if you didn't own the DLC.
We're right next to the Red Racer factory, in fact I had to get the location of the place so I could go back to Megaton and drop off the Tesla Armor.
Of course we have to go through another metro tunnel. Lovely.
What's interesting about this location is that it's a tunnel, but it's almost completely collasped. In fact, I believe you're standing on the elevated platforms that are in the metros in this game.
Star Paladin Cross blends into the background of the rubble.
And now we're out of that short metro section. You can see shots being fired from the top of the escalator.
The Outcasts are fighting super mutants through the streets. The Outcasts are members of the Eastern Brotherhood of Steel who broke off when the Brotherhood started acting all nice to people and everything. These aren't the only Outcasts in the game, there is a group of them at Fort Independance. While the guys at Fort Independance are kind of stuck up towards you, at least they're nice to you if you help them enough. These guys are just dicks.
I mean, I'll go on record saying that I think the Brotherhood in New Vegas are kind of dicks to you at first (If you don't have Veronica with you) but at least they're nice to you after you help them. These Outcasts treat you worse after you finish the simulation. I think these guys drop fingers for the lawbringer perk.
Do note that this is only part in this entire DLC I like. This part, helping the Outcats fight the super mutants reminds me of the fight when you helped the Brotherhood fight their way through to GNR. That was a fun part of the game, and so is this. It's just that the rest of Operation Anchorage is terrible.
I'm trying to conserve some ammo, so I used the 10mm for much of the fight becaue I had a surplus of 10mm ammo.
Oh look, Outcast Power Armor. We already almost have every variant of power armor in this game. Remember when that stuff was hard to get? (Though you could get Power Armor pretty damn early in Fallout 2 if you knew were to go, if I remember correctly.)
It helps that the battle is set up like the one near GNR. The battle takes a bit, but eventually the Outcats overpower the super mutants and gun them all down.
We reach where the Outcasts are stationed. It's kind of weird, there's a bunker underneath what looks to be an unfinished building.
Saving your ass, that's what I'm doing here.
"Hey, I just wandered in here, and it looked like you guys needed help."
"Well, isn't that nice of you. Looks like things have calmed down now, so why don't you just run along...hey, what's that on your wrist? That's some kind of computer, isn't it?"
"This? It's my Pip-Boy 3000. Want to see?
"Isn't that fancy. Listen kid, maybe you could help us out. We've been looking for someone like you. Why don't you head inside and talk to Protector McGraw? I'll radio ahead and let him know you're coming."
I don't like where this is going.
So apparently, we're important to the Outcasts. Wonder why...
So, because this is a DLC, we have to dismiss Star Paladin Cross so that she'll return to the Citadel. First time I played Operation Anchorage, I had Dogmeat in my party and for some reason when I went down the lift, he died.
Why would I suddenly turn on your if I helped you fight off the super mutants? Whatever.
This location is rather cool, it has a few unique assets. Like I said, the only good things about this DLC are outside the simulation. (Even then though, the Outcasts are still dicks to you for no reason.)
Surprisingly clean considering how dirty the rest of the wasteland is.
One of the Outcasts has an idle animation that involves him fixing a terminal thing. Why am I pointing this out? This game has hardly any unique animations at all.
"I'll be perfectly honest - I'd trust a Wastelander to shine my Power Armor, and even that's pushing it. But... you do have that computer there on your wrist. Hmph. I can see now that Morrill made the right call. Maybe you can be useful after all..."
Of course I'm useful, I'm the protagonist.
"[Intelligence] So, my Pip-Boy makes me unique, and you need my help because of that..."
God the high intelligence options in this game are stupid.
"So you do have half a brain. That's good."
Yes, the Outcasts are incredibly insulting towards you, the only person that can help them, for no reason. And this is one of the nice ones...
"I'll keep it simple. I need you, and I need that computer of yours. You help me out, and I'll do what I can to help you. This isn't an offer the Outcasts extend to anyone, so you really should think carefully about it."
"Well, what do you want me to do?"
"Records indicate there's some high-value tech in this base, but we can't get to it. The armory is sealed by a blast door, and we can't get it open."
The door is just a recolored version of the normal "high-tech" doors in this game.
"We're pretty sure anyone who completes the facility's VR simulation program will gain access, but it requires a certain interface. Unfortunately, we don't have one. You do, right there on your wrist. I need you to go into the simulator and complete that program... which will unlock the armory. You'll get a share of the gear, of course."
"So it's a computer game, I get it. Sounds like fun!"
Wait, huh? There's computer games in the Fallout universe?
You know, I'm not even going to bother with that one.
"Well it's not. It's a hyper-realistic military training simulation of the liberation of Anchorage, Alaska from Chinese Communists. This is heavy combat - safety protocols off. That means you die in the sim... your body goes into massive cardiac arrest. Sim death... real death. You're still listening, so I'm going to assume you're interested. But time's wasting, Sibley can take you to the pod. Olin will get you briefed. If you want to walk away, you're free to leave. My men won't stop you."
Realisitc? It's about as realistic as Call of Duty and twice as linear.
If you have a decent lockpicking skill you can only a nearby door...
And find the body of one of the Gary clones from Vault 108. We may, or may go there depending on if anyone wants to visit it.
Apparently, they sawed off his arm to get his Pip-Boy. What?
This is the door stopping us from the awesome loot. It's not even a Vault door, you could easily get into that room with a little bit of effort.
Too bad it isn't a vault door, that would be pretty cool looking.
(It's so tempting just to no clip through that door and take all the loot. The only reason you'd ever play Operation Anchorage is for that loot, which completely breaks the game.)
We talk to one of the Outcast scribes so that we can enter the VR simulation.
Accidentally deleted the dialogue screenshot. Whoops.
"You're here to help? Fine, then put this on, get in the chair, and we'll run the simulation."
"Sorry, didn't mean to intrude."
"Look, if you're going to help out, then that's great. Just don't get in my way."
"What can you tell me about this simulation?"
"*Sigh* I find your level of ignorance disgusting... if not unexpected."
How the fuck am I supposed to know anything about this simulation if you haven't told me.
"This sim had to have been one of the most important of its time - it's the liberation of Anchorage, Alaska from the Chinese. Eventually, the Americans went in and liberated the city, but there were heavy losses. This simulation trained soldiers for that engagement. Really, you must brush up on your history."
Yes, because old world history is common knowledge in the wasteland.
"Why exactly do you need me?"
"Well, I suppose if you don't mind us hacking off your forearm, we don't really."
Wait, wait, wait. The Pip-Boy is stuck to your wrist? That makes absolutely no sense and it's never mentioned once in the entire game. This is the most contrived way to make the PC "important" so far in this game...
"The sim is looking for an external interface. I haven't quite figured out why, but there's no way to bypass it. Your Pip-Boy there is a match. So since you're the one wearing it, you're the one running through the simulation. Get it?"
What a nice recolored suit of the recon armor, apparently this lets us use the VR pod.
You know, the Virtual Reality pods here look actually pretty cool. I could buy this being a VR pod much more than the ones in Vault 112. This is probably the last good thing I'm going to say about the DLC.
This makes two times in this game that Lily has jumped into a virtual reality pod for questionable reasons, for solutions to problems that could probably be solved just as easily without putting ourselves in mortal danger.
I'm just saying there's more than 1 way to get past a door...
Ugh, we're already off to a great start.