The Outcast Collection Agent The Outcast Collection Agent is an unmarked and repeatable quest in " Fallout 3 " . Detailed walkthrough . To start the quest , head to Fort Independence . If this is the Lone Wanderer ' s first time visiting Fort Independence , Defender Morgan will automatically initiate a conversation and alert them of incoming raiders , then two raiders will spawn just south of them . Once they are dealt with , she will speak to the Lone Wanderer again . When she finishes speaking , choose the dialogue option " Thanks for the help . Who are you ? " , or any other dialogue option except for " Shut up and get that fucking gun out of my face , " as this option will cause Morgan to become hostile . Then select the options " Who are you people ? " and " You collect technology ? How do I sign up ? " Protector Casdin will come after a few seconds , unlock the gate , and approach the player character . Speaking to Casdin before talking to Defender Morgan should be avoided , since he will become aggressive as a result . The player character is asked to trade certain pieces of technology , such as power armor , some energy weapons , sensor modules , and scrap metal to Protector Casdin . In return he will give the player character their choice of ammunition , grenades , or medical supplies . Once the Lone Wanderer has gained 50 " points " ( see table below ) , they are told that they are considered friendly by the Outcasts . This allows for infiltration of Fort Independence without encountering the hostility of the residents . Casdin also stops confiscating any Outcast power armor that the player has . Value table . Scrap metal must be traded in groups of two ; alien power cells must be traded in groups of twelve . Casdin will not take Tesla helmets . Collecting for caps . A profit can be made from Casdin by reselling the items traded with him . Listed below are the items that the player character can receive , along with values . In any one deal , one can receive an equal number of one of these : stimpaks , frag grenades , or RadAway . Or , one can receive a higher amount of 5 . 56mm rounds . For the items besides the aforementioned ammunition , the stimpaks and frags are worth more than the RadAway , therefore making stimpaks the most profitable . The 5 . 56mm rounds do not scale the same as the other three items . As the number of reward points increase , the better the ratio of bullets to the other rewards . For example , there ' s a 12 : 1 ratio at 1 point , but a 24 . 2 : 1 ratio ( 484 / 20 ) at 10 points . At the low end , one gets 2 . 083 times the value ( sensor module : 1 stimpak = value 25 vs . 12 bullets = value 12 ) . At the high end , stimpaks still barely win at 1 . 033 the value ( alien blaster : 20 stimpaks = 500 vs . 484 bullets ) . So , stimpaks or frags are always the most profitable choices . If the items collected are in very good condition , almost none are profitable to " launder " through Casdin . The Barter skill doesn ' t matter here , because both the original item and the reward are usually subject to Barter , even though Casdin isn ' t . The only things that at least break even when at 100 % repair are : Conversely , if items are in poor condition , Casdin still gives his full reward . This makes them worthwhile . For example , if degraded to 25 % of their full value : However , Thus the weapons need to be in really bad condition to make a profit from Casdin - plasma weapons should be less than ~ 20 % condition , and laser weapons should be less than ~ 10 % . The sensor module is always a bad deal , on a pure profit basis - one would be cashing in something worth 30 , for something else worth 25 at best . But they can be accumulated earlier than the other items to meet the point requirement for admission into Fort Independence , in exchange for grenades or ammunition that exist in limited supplies at lower levels . Sensor modules are also an important component of bottlecap mines , which are probably the best early money makers from schematics , and deal 373 damage per mine . If " The Pitt " is installed , trading for the 5 . 56 ammunition starts making sense , as the ammo press can convert the 5 . 56 into other ammunition types . Converting the 5 . 56 into 5mm at a 1 : 3 ratio makes it the most profitable ( although long - winded ) path . For example , converting a low quality laser rifle into 96 5 . 56mm ammunition with Casdin , then into 288 5mm ammunition at the ammo press will allow the player to then sell them at about 0 . 6 bottlecaps per round ( with middling Barter ) or about 170 bottlecaps . As a poor condition laser rifle can be bought in some shops for about 50 bottlecaps , the rate of return is decent . Some rudimentary mathematics can be done to see which items are best for getting in to Fort Independence cheaply and / or early : Bugs . Sometimes Protector Casdin can be found dead . On the PC , this can be fixed by using the console commands : , ,