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Operation Anchorage: question on ending


monster0mash

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So I played through and thought it was fun but then in the end the doctor woman shouts something about Enclave while I'm looking over armor in the armory.

And it seems that everyone went hostile on me, I couldn't really tell but I don't remember killing her or the protector but they are nowhere.

So was it because according the wiki I stayed in there too long (maybe a minute) or was it because they planned on ripping me off anyway?

I never heard any argumentt with the protector but it does appear that everyone is dead.

There are also no outcasts outside, so not sure if all Outcasts in Wastelands will be hostile now.

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Been a while since I played the O:A, but IIRC they're arguing because the one guy wants to just dispose of you since you got them what they want, and she doesn't agree.

 

Basically you hit it with 'they were planning to rip you off anyway'.

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McGraw (the head guy) agrees to let you take the tech you want from the vault. His 2nd (I think, Sibley IIRC) and most of the grunts think they should just off you and keep everything for themselves. When McGraw refuses to go along with it Sibley and the rest stage their own little rebellion, turning hostile to McGraw, the scribe and you. Killing the hostile ones doesn't make you lose Karma, and doesn't affect your standing with the Outcasts proper.
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.... Though you do get a crapload of extra stuff to plunder. All that Outcast Power Armour and all their weapons. Plus all the odds'n'ends in the other rooms.

 

The Dungeoneer's Creed -

'Anything not nailed down is mine. Anything I can pry loose is not nailed down'. :)

 

Unless you have made special arrangments as regards carrying capacity (mods, companions waiting outside, etc.), you often need to make multiple trips to get it all. Not that I'd complain.

 

Anyhow, all here - http://fallout.wikia.com/wiki/Operation:_Anchorage_%28add-on%29

 

In short, monsterOmash, don't sweat it - you did absolutely nothing wrong. That confrontation automatically triggers when you take the T-51 Power Armour, and is every bit as railroaded as the Tenpenny Towers peace deal. Your relationship with the Outcasts and the BOS are unaffected.

 

Besides, consider just how dick-ish this particular bunch is. McGraw's only redeeming feature is that he tries to keep his deal with you - but this is the same guy who condones the torture/murder of a helpless prisoner and who announces (amongst other things) that he "wouldn't trust a Wastelander to polish his armour". The Scribe is loyal to McGraw, but an incredibly rude and obnoxious b###h otherwise. Sibley is a prime candidate for retroactive birth-control, nothing more. Nothing to regret there.

Edited by 7thsealord
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.... Though you do get a crapload of extra stuff to plunder. All that Outcast Power Armour and all their weapons. Plus all the odds'n'ends in the other rooms.

 

The Dungeoneer's Creed -

'Anything not nailed down is mine. Anything I can pry loose is not nailed down'. :)

 

Unless you have made special arrangments as regards carrying capacity (mods, companions waiting outside, etc.), you often need to make multiple trips to get it all. Not that I'd complain.

 

Anyhow, all here - http://fallout.wikia.com/wiki/Operation:_Anchorage_%28add-on%29

 

In short, monsterOmash, don't sweat it - you did absolutely nothing wrong. That confrontation automatically triggers when you take the T-51 Power Armour, and is every bit as railroaded as the Tenpenny Towers peace deal. Your relationship with the Outcasts and the BOS are unaffected.

 

Besides, consider just how dick-ish this particular bunch is. McGraw's only redeeming feature is that he tries to keep his deal with you - but this is the same guy who condones the torture/murder of a helpless prisoner and who announces (amongst other things) that he "wouldn't trust a Wastelander to polish his armour". The Scribe is loyal to McGraw, but an incredibly rude and obnoxious b###h otherwise. Sibley is a prime candidate for retroactive birth-control, nothing more. Nothing to regret there.

 

I totally agree on the dick-ish part when I got there I did a test killing of the scribe and everyone went hostile but I beat them.

I was almost going to run the sim by myself because I didn't lose karma. But I decided to reload even though they were jerks.

They didn't even thank me for helping with the SuperMutants sheesh...

 

Ok, sorry for the newb worries I guess I just like to make sure on some things.

And some wiki stuff didn't seem well backed-up like someone said the armory locks on you but that doesn't appear to be the case.

I don't mind unintended consequences unless they're really bad.

And I kind of figured out, even if you play as a good guy, it's just relative in this world of cannibals and slavers.

 

As far as gear, the Gauss rifle is really fun. I took the power armor but will probably use the Dragoon stealth.

Edited by monster0mash
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Ok, sorry for the newb worries I guess I just like to make sure on some things.

 

No worries, dude. This is the place for that.

 

And some wiki stuff didn't seem well backed-up like someone said the armory locks on you but that doesn't appear to be the case.

 

The wiki stuff is usually very useful. As regards the Armory locking / not locking, my own experience is that it is ... idiosyncratic. Sometimes it will lock after just one return, and sometimes not until several have been made. Don't ask me why.

 

I don't mind unintended consequences unless they're really bad.

And I kind of figured out, even if you play as a good guy, it's just relative in this world of cannibals and slavers.

 

Relative, maybe. I know some people really enjoy playing Evil, and I have no problem with them doing so. It just isn't for me, and never was. May not ALWAYS be the perfect do-gooder (sometimes taking stuff that ain't mine, what can I say?), but I enjoy the notion of mostly making things better one way or another.

 

As far as gear, the Gauss rifle is really fun. I took the power armor but will probably use the Dragoon stealth.

 

The Gauss Rifle is good, even with its problems (rate of fire, durability, etc.) - and there are various mods that make it even better. The Power Armour is durn good.

 

For me, the REAL pick of the loot has always been the Stealth suit. Sure, you can get similar effects just by using Stealth Boys but they are limited in every way. I like using the Stealth suit to "go after" places like Paradise Falls, Evergreen Mills or Fort Bannister. Park my Companions nearby, then just sneak in with silenced weapons and some explosives (for the 'Shady Sands Shuffle', of course ;) ), and just go for it. Then go collect my waiting Companions when it's looting time.

 

The Stealth suit is also handy for the endgame in 'The Pitt', if you are disinclined to kill loads of slaves for example.

Edited by 7thsealord
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The stealth suit is insane. I was dropping mines around like 5 super mutants and they never found me. A big park in DC I had missed before.

Saved the girl without firing one shot.

But it makes my 100 sneak a bit useless now, unless I decide to switch out but not likely.

It fits my role-play, sneaking and blowing up or sniping.

 

I thought that Outcast place would have made a nice hideout but if it locks the armory, kind of not worth it.

I just went back once to grab the power armor that I will just leave in Megaton I guess.

 

Back to exploring before meeting dad back at Rivet City. I guess it might be close to over not sure.

I still have some dlc to go into.

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As I understand it (and I could be wrong), the Stealth suit doesn't make the Sneak skill useless. Just means you are much much better at staying hidden when using both.

 

Besides, whilst some people might wear the Stealth suit all the time, I don't. There are far better protective armours out there, so I prefer to keep the Stealth suit in reserve, for those ... "special occasions". ;)

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