Mar 11, 2001 - Fallout 1 Tactics Walkthrough For PC 1.4

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Fallout Tactics on Kevin Johnston's Blog. 300Bucks.ca, Mississauga logo design company. website design, kevin johnston, 300 bucks.8: St. Louis
Objectives: Rescue surviving soldiers, rescue Barnaky
Promotions: none
Enemies: Super Mutants w/ melee, grenades, rocket launchers, M249 SAWs, M60s,
 Browning M2s
Contacts: Burke (trench near Barnaky's bridge), Paladin Solo (crater in
 northeast)
Squad: 3 big gunners, medic w/ Doctor, trapper, driver
Special Equipment: Doctor's Bags for the medic
Time: Day
Strategy: Learn to use Big Guns to pound targets mercilessly and continuously
Note: MAKE SURE YOU BRING A DOCTOR.  If you don't you have to depend on
 whoever happens to have the highest natural skill, which leaves you likely to
 fail continuously.  You must perform Doctor correctly at least three times to
 complete the mission.
Plan:
 Grab some books and tools off the workbench and read up.  Send your trapper
north to the second bridge and across to find an empty bunker.  Defuse the
trapped chest and take the sniper rifle.  Now put everyone in the APC and
cross the bridge with everyone on 33% aggressive and burst mode.  Kill the two
mutants behind the sandbags and a grenadier next to the rock.  Move south and
kill another mutant behind sandbags.  Equip your gunners with the shiny M249
SAWs you liberated and at least 300-500 rounds each.  The M249 will be the
best and most versatile Big Gun until you get enough ammo saved to start using
Browning M2s.  Keep them supplied with 7.62mm from mutant corpses. 
 Follow the pass through the rocks in the APC and kill two mutants on the
left, with a rocket launcher hiding on the upper level on the right.  You
should get a message from Gen. Dekker about Fang Squad being wiped out.  Loot
and move north toward the bridge. 
 There's a mutant to the west between two rocks, a mutant each in both of the
guardhouses, and another mutant that charges you.  Don't get too close because
the approach is mined.  When the mutants are dead, send your trapper out to
disarm mines between the guardhouses and on the far side of the bridge, then
destroy the barricades and move on. 
 Two mutants with rocket launchers are behind sandbags on the right; drive up
and introduce them to your M249s.  Repair the APC if necessary before this
next bit.  Turn left and you'll draw fire from two mutants on the north
platform, two on the south platform, and one with an iron pipe that will die
almost instantly in the crossfire.  Repair again and move south until you see
the trenches.  Stop here and double back to loot the corpses.  You can't get
up the ladder to the south platform unless you're using the patch, but if you
do manage one of the mutants has a second sniper rifle.
 The long corridor from here to the mutant position at the edge of the map
(north of your starting point) is completely mined, so send out your trapper
to ID and disarm as much of it as possible.  If he gets into trouble, run back
for support fire and don't shred him with the big guns until he's back in the
APC. 
 When this is done, turn north along the trenches.  Drive perpendicular across
the trenches when an opportunity presents itself to kill off a few mutants
hiding here, then back out.  DON'T drive parallel to the trenches because you
could fall in and be stuck without any way to finish the mission.  The bunker
to the north contains a mutant with a chest of medical supplies if you need
them. 
 Turn right to find a pit with Paladin Solo's squad waiting for medical
attention.  Use Doctor on all of the wounded soldiers except Solo and First
Aid to restore them to full health if necessary.  When they're healed, they'll
automatically pile into the APC, but don't expect them to help with any of the
fighting.  This completes your first objective. 
 Backtrack south and through the disarmed minefield toward the mutants at the
edge of the map.  Be careful not to run over live mines because if the APC
blows up, the mission is over.  Send out a spotter if you hit unexplored
territory. 
 Wipe out the mutant fortification and send the trapper into the trenches
right next to the bridge to the mutant island.  You'll find a wounded soldier
here.  Use Traps on him to disarm a bomb before you talk to him so you can
sell it.  He tells you that Barnaky was captured, completing your second
objective, then either kills himself or blows up (if you didn't disarm him
first).  You are now free to leave. 
 However, if you wish and are NOT playing Tough Guy, you can choose to invade
the mutant fortress for loot and experience.  I repeat, do not attempt this if
you are a Tough Guy because you will have to save and reload many times to
prevent your squad from being wiped out.  Two of the mutants have Brownings,
the second most powerful Big Gun in the game with a range almost equal to the
sniper rifle.  The other mutants are just generally unpleasant. 
 Start by approaching the main bridge.  The slope in front of you is mined
with T45LEs like the minefield, but these are extremely hard to see.  My
trappers have never been able to detect them, much less disarm them.  You can
draw a few mutants to walk into this convenient ambush with sniper fire. 
After 4-5 mutants have died on the slope, the mines are probably gone.  At the
top of the slope is still the Browning mutant, so you don't want to go that
way yet.
 Circle around the island to the corner, unlock and collect the Enfield, and
proceed to the north, sharpshooting any mutants that expose themselves and
saving often.  You'll also take out two mutants behind a sandbag barricade. 
At the north end near the map edge is a hidden staircase that appears only as
a rounded edge of the cliff.  You can run up this staircase to enter the
mutant base without immediately being mown down by big gun fire. 
 Once you're safely up, work around the edge of the map to the bunker and use
the corner to kill Browning with the sniper rifle and any hunting rifles
you're still packing.  There are a total of about 7-10 mutants here depending
on how many got killed on the mine slope and how many you've sniped off: two
in the tower to the southeast, two in the south bunker, one in the east
bunker, one to the north next to the crates, one in the north bunker, and Mr.
Browning near the entrance.  They may shift when you start firing, so watch
your back, save frequently, and use range to your advantage.  Loot everyone
before you head home.  Store two of the Brownings you found in a safe
container at the bunker or a vehicle.  From this point forward, store all of
the .50 caliber ammunition you salvage from missions instead of selling it to
the Quartermaster - you'll just have to buy it back later.

9: Jefferson
Objectives: Destroy all 4 generators
Promotions: Don't destroy the research
Enemies: Super Mutants w/ SAWs, M60s, grenades, attitude problems
Contacts: Mutant scientist (research facility)
Squad: Trapper
Special Equipment: none
Time: Day
Strategy: Use perches for snipers while gunners crawl on ground
Note: You get a Scouter for this mission that you can take with you, but it's
 not nearly as important as the Humvee and APC were in their missions.  It's
 also much less useful, but more fun.  The Scouter is ostensibly from the
 wreckage of the Brotherhood zeppelin that crashed near here.
Plan:
 Send the trapper to the building to the southeast and look for the two blown
corners.  They both have wooden Xs, which in this mission are code for mines.
Detect and disarm both entrances, then go in the west one and find the chest
on the first floor.  Both the floor in front of it and the chest itself are
armed with traps.  On the second floor, there's a mutant behind the sandbags
in front of a door on the west side of the building and another in front of
the bookcase in the room behind him.  Kill them and head for the roof.
 There are two mutants at the north corner.  Take their sniper nest and use it
to attack the mutant on the balcony across the way.  He'll duck quickly, so
switch targets to cover your gunner on the street while he gets behind the
mutant in the hut on the ground, then another on the first floor of the
building to the northeast.  Circle this building with the gunners and send
them up the stairs to kill a melee mutant, then out to the balcony to finish
off the snipers' first target.  Backtrack and cross the bridge to the other
side and go onto the balcony to kill yet another mutant. 
 Now return to your snipers and send them to the southeast edge of the roof
they're on to attack three mutants in the ruins to the east.  They'll charge
and pass out of sight underneath you, so you can either wait for them to get
bored and come out again or attack them with gunners there.  Spot and disarm
mines around the helicopter before you go down.
 Pull everyone back to the insertion point and go down the street with the
Scouter and turn right.  Your trapper can spot some T45LEs by the wood Xs and
disarm them.  The building to the southeast has two mutants facing north and
another facing south.  Wipe them out and head east along the south side of the
street.  The first generator is north of you with two melee mutant guards. 
Kill them both and shoot the generator.  Backtrack along the north side of the
street to the alley for a few more kills. 
 The street to the southeast runs into a barricade with three mutants defending
it and another mutant with a rocket launcher behind cover to the south. 
Approach with caution and take out the rocket launcher first, then move up the
side of the map and kill another mutant next to a brick wall.  Use this
location to hit the barricades from the side and wipe out the guards.  Don't
miss the one who likes to crouch and hide in the center kiosk.  Up the
street at the corner is another mutant standing sentry, so flank him from the
side to clear the way.  Loot the building behind him plus the two to the
northwest before proceeding. 
 Head northwest along the road, killing a mutant behind some cover on the
median as you go.  There are a few mines in the middle of the street between
the wood Xs, plus a minefield to the south marked on your map and another next
to a hole in the wall blocked with sandbags.  Salvage all the mines and stow
them. 
 The second generator is guarded by sentry turrets as well as mutants, and the
turrets are rather difficult to take down.  Luckily, they are powered by the
#2 generator.  Lay two gunners on the ground and work them through the rubble
on the south side of the generator to hide them from the turret until they
reach the back door.  With them next to each other, open the door and
slaughter the two mutants waiting inside.  Break the generator and backtrack
to kill the now-inert turret.  Another mutant may charge your group in the
street, but they should be able to handle him.  Blow the turret on the other
side of the road and salvage the minefield behind the generator.
 Now head north carefully across the open ground.  The covered bridge is
protected by a mine that must be defused and a mutant on the roof, but he
won't notice you if you don't fire on him.  Set to defensive and cross the
bridge, then use the stairs to the north to get to the roof and behind the
mutant.  Switch to aggressive to kill him, then post snipers on the roof and
sweep the gunners through below to kill two mutants in the corral.  There's
another mutant to the north behind a low wall that the gunners can take out
and yet another to the east who will poke his head up for a burst now and
then. 
 When they're both dead, crawl under the north fence with a small depression.
Stand up on the far side with gunners ranked to kill two mutants patrolling
this corridor.  Unlock the door and go down the stairs to find a bookshelf
with loot, then give one person two Rad-X so they can go through the
underground passage to the south and loot another shelf.  Regroup up top next
to the inert mutant and head south. 
 Kill a mutant behind a sandbag wall to the northeast, then another next to
the third generator to the east.  Pincer with the hole in the wall and the
main approach to kill two more mutants to the south before you blow the
generator.
 Now it's time to do some cleanup for bonus experience and loot.  Head for the
entrance to the underground passage marked on your map in the east corner. 
Kill the mutant guard just to the north from behind and swing south.  Clear
the first building of a possible mutant patrol with bursting SAWs and check
the bookshelf for your first set of Environmental Armor. 
 Continue along the map border and watch out for the narrow mined passage. 
The grenadier on the far side can be surprised by a hail of 7.62mm.  Check his
house for loot, including the second floor, then kill the two mutants in the
next house to the northwest for yet more loot.  You should have your greedy
mitts on another set of Environmental Armor.  There's yet another minefield
through the gate to the south to salvage before you head back to the facility.
 There, talk to the mutant scientist to learn that the facility is researching
mutant sterility, not building weapons.  Ignore the research, destroy the
generator in the back, and leave the scientist alone.  Hit the exit grid and
remember to bring the Scouter with you.

10: Kansas City
Objectives: Stop the mutant assault, protect the ghoul Bishop, kill the three
 mutant commanders
Promotions: Let less than 5 ghouls die
Enemies: Super Mutants w/ iron pipes, rocket launchers, SAWs, miniguns,
 Brownings, and grenades
Contacts: Bishop (next to nuke)
Squad: 3 big guns, 2 snipers
Special Equipment: Sniper Rifles for Small Guns, SAWs for Big Guns
Time: Night
Strategy: Split your party to deal with the initial assault, then reform for
 counterassault
Plan:
 The briefing says that radiation is a major problem and that your squad has
been supplied with anti-radiation drugs to help deal with this.  Because I was
already hauling lots of Rad-X and some RadAway, I never noticed any
significant increase in my supplies.  There also doesn't appear to be any
actual radiation in the area, but you may want to use Rad-X anyway just in
case.
 The first part of this mission is the only part of the game that I play on
ITB instead of CTB, entirely because it is too difficult for me to divide my
attention between the three battles without losing a lot of ghouls and/or some
party members.  As soon as you land, set your troops to defensive and run them
into position.  You can try to use the defensive towers as sniper nests, but
it wastes much time in TB and gives you no flexibility for seeking targets.
Don't hit <enter> to start the battle yourself because this
causes the mutants to attack early. 
 If you do choose to fight in CTB, expect the initial assault to last only a
few minutes.  Bullets will be flying fast and furious, especially at the south
gate.  Use your few seconds at the start to dose up with Psycho and Mentats
for Perception and lower your aggressive threshold to 1%.  Be ready with
stimpaks.  Good luck.
 There are three barriers that must be defended: north, west, and south.  The
north entrance is the easiest to defend, with an existing minefield and a
total of four mutants, only one of whom has a gun.  Send your worst squad
member here, like a melee specialist or a weak sniper.  The gun mutant
sometimes likes to hide behind the trailer - if this happens, approach from
across the street and use the barrels as cover.
 The west entrance is slightly harder, but nothing a gunner and a sniper can't
handle.  Just keep the bullets flying.  This entrance also has a tendency to
develop two or three waves of mutants.  Just because they stop coming for a
minute or two doesn't mean you can walk away; wait until you are absolutely
certain there are no more mutants coming, then start looting and be ready to
defend yourselves from the mutants on the towers in an emergency.
 The south entrance is where most of the trouble is, including the first
miniguns you've ever seen.  You'll need two gunners here with a sniper as
backup.  This is also the barricade that tends to lose the most ghouls. 
You'll receive experience in large chunks when each barricade is cleared by
the game's definition, even if there are still a few mutants running around. 
To clear the south gate you'll probably have to advance past the sandbags,
using the other cover.  There are two or three mutants at the extreme south
end of the street that may or may not become involved in the fighting.  If not
you can take them out later.
 Though there are five ghouls each at the west and north gates and six at the
south gate, plus a few on the towers, they really won't be much help for the
actual fighting.  Most of them are armed with rifles and every once in a while
they'll take shots at mutants that are extremely close to death.  If you're
using the patch they're much more active in their own defense, but don't count
on them to take out mutants on their own.  However, if too many ghouls die
during the assault the ghoul Bishop won't be too kind to the Brotherhood. 
There's no way to protect the ghouls themselves except to kill mutants as fast
as you can.
 After all the mutant assaults are cleared, you have to achieve the last
objective by taking out the mutant commanders.  First, loot all the corpses
and dump the gear in one spot so you can come back for it.  Disarm the
minefield and collect that, too, plus the crates near your starting location
and the west barricade.  Talk to the Bishop a few times and he'll hand over
some Rad-X for free.  Use the north exit to reach the airfield and collect a
tommy gun. 
 Once all the looting is done, go out the west entrance to kill the two mutant
snipers sitting on platforms.  If you've still got a sneaker he should take
them out very easily from behind, otherwise use the car to the north as cover.
The one to the north has a Browning, the southern one a rocket launcher. 
Head south to a small building next to the edge of the map.  Loot the ghoul
inside and snipe the two mutants next to the next building.  Work around with
gunners to clear the front of the building, then jump inside and waste one
more.  Watch for yet more mutants on the far side near the two sandbagged
corners.
 The next building to the northeast contains the first commander.  There are
three holes in the back of his building that you can use for snipers (from a
distance) or gunners (from close range) to kill the commander and one of the
grenadiers inside, then go around and enter to kill the last mutant. 
 Head for the second commander on your map and shoot through the door to get
him to drop, then send in gunners to finish him off.  Don't miss the shotguns,
rockets, and shells on the ground behind the pots and next to the ice chest. 
 Look at your map carefully before you proceed.  Unless you really pressed the
assault when you turned back the southern mutant horde, there will be two
mutants remaining in the house with the broken windows, a third patrolling
from the corner of the house to the south, and a mutant sleeping next to the
south corner of the house.  You can engage the patroller north of the tire
barricade alone, then the sleeper as best you can.  The third commander's
building has a mutant with a big gun at each of the entrances, so take care
while approaching and kill them from range or with pincers.
 There's a hole bug in the back of the building that can be risky if the
mutants inside notice you running past to get into position.  Inside, the
commander is flanked by two other mutants.  Use snipers for cover to get your
big guns in, then work around the cover to wipe out the mutants.  Loot the
chests to get a Pancor Jackhammer, the best shotgun in the game. 
 Now work north and kill off the mutants in the glass house if you didn't
already.  There are two sentries standing between two buildings to the north
and another one in the building on the right.  Check all the buildings for
loot and talk to the Bishop to clear the mission.

11: Osceolla
Objectives: Kill the Super Mutant leader Gammorin
Promotions: Recover Gammorin's holodisk, recover briefcase
Enemies: Super Mutants w/ SAWs, M60s, grenades, iron pipes, Brownings
Contacts: Roshambo (next to zeppelin), Toccomatta (east room underground)
Squad: Trapper
Special Equipment: none
Time: Night
Strategy: Gut base with underground passage and sniper nest before entering
Note: After this mission, if you didn't destroy the research facility in
 Jefferson, mutants will join the recruit pool.
Plan:
 The last time you attacked a mapwide enemy fort was Rock Falls.  This time it
will be much harder.  Look at your map carefully after you land.  There are
five entrances into the mutant base: two gates to the south guarded by
Brownings, another opening in the southwest wall with sandbags, an
underground passage starting in the southeast and coming up inside the base,
and a small opening in the north wall.  None of these are really good choices,
but you'll have to make do. 
 First, approach the house in front of your insertion point and kill a mutant
patrolling outside it.  Another mutant inside will probably rush out into
range.  This may draw the attention of one of the mutant patrols to the west
and east, but there's virtually no cover here so you should pull back and head
west to the remnants of a wall punctuated by holes and windows.  Use this to
take out the west patrol when they come into sniper rifle range and sweep the
gunners in from the side to flank the patrol.  Watch any squad members at the
rear of the formation during the sniping, as the east patrol can spot them and
tear them up with a Browning.  The building has a mutant at the corner and two
more sleeping inside, but the corner sentry will hit an alarm that wakes them
up after shots start flying.  Clear them out without drawing the sentries at
the wall. 
 Follow the edge of the map north and then east to find Roshambo next to the
ruined blimp.  East of here is a minefield for your trapper to defuse marked
on the west edge by a dead mutant and on the east by a brahmin.  After they're
disarmed, go north to the junkyard.  Kill a mutant in a house with broken
windows from behind and catch another mutant patrolling the yard itself while
his back is turned. 
 Now head for the sniper tower.  If possible, sneak two people up with SAWs or
combat shotguns; if you don't have any Sneak skill after armor deductions,
just climb up and hope for the best.  Use the sniper tower to kill the
sleeping mutant by the back door and take a few shots at the mutant on the
walkway below. 
 Climb back down and clear a second minefield marked by a dead civilian on the
north and a dog on the south.  Continue south past the corner and use the
opening in the pipe to attack the east mutant patrol.  Work your way south to
kill three mutants guarding the passage entrance with a pincer attack. 
 Use Rad-X on your gunners and send them down near the end of the passage. 
Walk them forward into the light one step at a time to engage a mutant patrol
inside the base.  Kill each mutant in turn and don't move forward until your
squadmember stops firing.  There should be about four mutants above you.  When
they're all dead, backtrack out. 
 Circle back to the north and enter the complex through the back door.  This
is the hardest part of the mission: there are three mutants on a platform to
the west, two in the small building, one behind each of the sandbag walls on
the fuel platform in the east, one on the walkway on the fuel platform (if you
didn't kill him earlier from the sniper nest), two patrolling the west part of
the base and two guards at each of southern gates.  You don't have to kill all
of them because you can just clear the east half of the base to get down into
the underground.  The west half is much more challenging because the mutants
are using Brownings (again) and can shred you even if you're using Sniper
Rifles. 
 Advance carefully and use the cover from the east side to kill the guards and
patrol, then surround the platform with gunners and let loose (this may be
quite painful because the mutants are wearing thick armor).  Once they're all
dead, shoot through the doorway to kill the building mutants one at a time. 
 Now go down the east staircase.  In the first room you'll see a wounded
mutant who will inform you that General Barnaky was taken from the mutants by
a robot, killing the mutant division in the process.  Then he dies.  Take
Barnaky's Letter from his body. 
 Open the door to the north by walking up to it and shoot any of the gas tanks
inside, setting off an explosion that will take two mutants inside down
without a fight.  Surround the door to the southwest and kill a total of three
mutants before you enter.  There's another one with a Flamer just inside the
door that can get rather nasty, so keep moving to the corner away from him and
blast him with your SAWs. 
 The next room has Gammorin in the north corner, another mutant at the center
of the northwest wall, and a third mutant just inside to the left.  You can
bait this last one out by showing yourself from the other side of the door,
making him switch to his melee weapon and charge.  The center mutant can be
attacked through the wall sometimes by standing in the Flamer mutant's post. 
In any case, for the attack post snipers at the back wall opposite the door
and gunners in front of them.  Move one person forward next to the wall to
cause the door to open so your troops fire.  Don't enter the room if you can
help it because these enemies are using burst modes that are quite deadly at
close range so you need the cover.  Gammorin will have a few words to say when
he dies. 
 Afterward, take the briefcase from the chest and find the Holodisk hidden
under the southwest wall (due west from the chair closest to the wall).  As
you head back, swing through the gas tank room to a bookshelf with some loot.
 When you reach the surface, you may notice that the corpses of the gate guard
mutants have all disappeared; I hope you already looted them.  Send someone
back to the zeppelin to kill the now-hostile Roshambo for some experience and
a laugh.  Leave.  At the bunker, if you haven't already, save two of the
Brownings you liberate here for later use - it's much cheaper than selling
them to the Quartermaster and buying them back.

12: Junction City
Objectives: Collect parts from robot
Promotions: Recruit Casey for the Brotherhood
Enemies: Reavers w/ Laser Rifles, Plasma Rifles, SMGs, melee weapons, and
 miniguns, ROUSs
Contacts: Casey Barrett (southwest house), Mayor John Levis (Town Hall near
 northwest gate), Mayoral Assistant aka Anna (next room from Levis), Angry
 Rick (The Pit at center of town), Juan (Juan's Emporium at northeast wall),
 Chuck (street near southeast entrance), Martha Dilbert (south house outside
 city)
Squad: Barterer, Trapper, Doctor, 1-2 Energy Weapons specialists
Special Equipment: none
Time: Day
Strategy: Adapt your squad to use new Energy Weapons
Note: Unlike almost all other missions, this mission has a very large civilian
 population and is an excellent opportunity to practice your thieving if
 you've been building up the skill.
Plan:
 Upon arrival, immediately head for the Town Hall to talk to the Mayor and his
assistant.  The Mayor says he will give you his piece (the robot head) if you
kill the Reavers in the ranch in the north corner of the map.  His assistant
will inform you that three other people have robot parts: Angry Rick, Juan,
and Hank. Go to The Pit and talk to Angry Rick three times to threaten him
into giving you the piece (robot actuator) for free. 
 While you're here find Casey in the south house and talk to her about the
Brotherhood.  She says her father is too sick for her to leave, so use Doctor
on him and talk to her again to recruit her. 
 Now leave Junction City by the gate you came in and go southwest toward
Hank's house.  You'll encounter a few Reavers, who will give you an idea of
how to handle them.  When you get to the house Martha will tell you that the
Reavers already killed Hank and took his robot piece.  That's okay, you were
going to kill them anyway. 
 The Reaver stronghold is the ranch to the far north.  There are legions of
them, including four snipers on the ranch balcony and two miniguns behind
cover in front of the door, plus mines strewn in several areas: the big rock
near the north road off the map, the similar big rock to the northeast past
the skeletonized vehicle, in front of the sandbag barricade closest to the
town wall, and in the wide open area directly between the town wall and the
nearest broken stone wall.  These are T86 Acid Sprayer mines, which are the
hardest to disarm.  Worse, the minefields are almost all under surveillance
by the Reavers, so if your trapper can't Sneak extremely well you have to find
and avoid the mines in the heat of the firefight.  Stray burst fire can also
set off the mines in very painful ways. 
 For the first part of the fight you can use snipers on the town wall to draw
a few of the Reavers closer, but they will quickly entrench themselves behind
the profuse cover and just take potshots at you.  You'll have to work your way
forward carefully because very little cover is angled your way.  I recommend
attacking from the south rather than the west because there are several
Reavers hiding right behind the wooden fence that can really deal some damage
before they go down, plus the south approach allows your snipers to cover your
gunners better.  Once your snipers on the wall run out of targets, move them
off the wall and into the thick of it.  Avoid mines as much as possible and
use burst fire to take them out if necessary.  Expect this fight to take a
long while because the Reavers just don't stop coming. 
 Even after the smoke clears, there are usually a few Reavers left near the
wooden wall to the west, one to the far east with a minigun, two on the ground
floor of the ranch, one in the woodshed behind the logs, and three on the
upper floor of the house, one of whom is sleeping.  The key to the door on the
ground floor can be found on a dead civilian near the porch, but the door is
trapped with a Claymore that can be salvaged. 
 When all the Reavers are dead you'll receive a message in the upper corner -
this means that Levis is satisfied and will give you the part.  Salvage the
robot torso from the workbench on the first floor and all of the Reavers'
expensive equipment.  Talk to Levis to receive the robot head.  Defuse
whatever mines are left and save 5 of them for a later mission.
 Now find the pit to the far west and climb down to an underground passage. 
Down here are Giant Rats that don't offer much of a challenge, but there are
also several containers worth looting.  The north chest in the second chamber
is trapped.  Work all the way through the passage and climb up the end into
the second story of a house inside the city.  The chest in this room can be
unlocked for more loot.  Check this building, the next one to the southeast,
Town Hall, and The Pit for more containers and loot. 
 Now take the cheapest, most worthless goods you have and go see Juan at
Juan's Emporium.  You have to buy the robot arm straight up, so sell him as
much useless weight as possible, like knives and food.  After you've acquired
all 4 robot parts (head, torso, actuator, and arm) you'll complete the
mission. 
 There is another man, Chuck, who claims to sell the robot part that came out
of its chest, but he is lying and if you return it to the Brotherhood they
tell you it's actually an old appliance part.

13: Coldwater
Objectives: Recover three suits of Power Armor
Promotions: rescue Adele, don't kill Ma Baker
Enemies: Raiders w/ SMGs, shotguns, rocket launchers, and big guns
Contacts: Auditor General (insertion point), Don Vicenzo (cockroach races on
 the first level), Simon Dudley (second floor bar)
Squad: Trapper, Big Guns specialist w/ Browning and ammo
Special Equipment: none
Time: Night
Strategy: Continue perfecting Energy Weapons, learn to use Brownings
Note: Just like Junction City, this mission has a lot of civilians ripe for
 the robbing.  If you're interested.
Plan:
 I recommend taking this mission before Great Bend so you can finish off the
last human enemies you ever fight before taking on robots for the rest of the
game.  I also recommend finally busting out one of the stowed Brownings
because it will be extremely useful in punching through the thugs wearing
Power Armor.  These enemies are essentially armed with the exact same stuff
you were two missions ago, plus Power Armor that you're going to want. 
 The Auditor General is standing next to the insertion point.  Talk to him for
a laugh and buy the Micro Fusion Cells he has, either now or at the end of the
mission.  Throughout the level are civilians with things to sell you, so you
can trade in some of your loot before you even leave the area for better
prices than you'll get from the Quartermaster.
 Head through the second door in the cliff and two rooms to the northwest. 
There are two enemies here behind sandbags right next to the staircase.  Kill
them both and continue north.  If you talk to Don Vicenzo, he'll ask you to
assassinate Ma Baker for a price.  Well, that's nice.  Backtrack and head up
the stairs. 
 In the room to the southeast talk to Simon Dudley, who tells you that his
sister has been abducted.  Follow him and open the door to the second room. 
Use accurate weapons, not burst fire or you could kill the girl.  After the
false Brother is dead, Adele will join Simon and you'll get some karma.  Go
into the next room and use the hole in the wall blocked with sandbags to knock
off another thug.  Circle out to the cliff and kill two grenadiers at the
front of the same room, then loot all three corpses plus a crate before you
head back toward the room with the stairs. 
 Continue into a large chamber to the northwest and kill a few thugs here,
then pass through the casino.  There are two more thugs in the corner of the
wide room to the south and another thug with his back turned in a small room
with a crate.  Dust them and double back to the stairs to the third level,
conveniently located next to the stairs from the first level. 
 If you felt like being a pawn of a two-bit mafioso, Ma Baker is in the room
to the southeast with two friends and won't put up much of a fight.  Hold
<ctrl> and right-click to force-fire on her.  Avoid hitting the people in the
bar below. 
 Continue southeast to kill three thugs holed up together in a barricaded
room, then reverse course and head into a long bent hallway.  There are three
thugs here that should go down quickly.  More importantly, if you killed Ma
Baker civilians will stream out of the rooms for target practice.  The stairs
are guarded by three thugs with sandbags and a rocket launcher, so use the
Browning to take them out from a distance. 
 Climb the stairs and investigate the halls to the south.  One thug is
watching through a window, so kill him with rifles and turn north.  Bust in
with the Browning and energy weapons to kill the first thug wearing Power
Armor.  Unfortunately, you can't salvage it yourself because it's broken
beyond repair, no matter how you kill the guilty thug.  Continue down the
hall, around the corner, and out to the cliff. 
 As soon as you take a few steps forward a thug on the roof will start
shooting, so turn and fire with pistols or a shotgun.  The deceased warrior on
the ground was an unlucky trapper by his inventory, and T45LEs run all the way
from his body past the double doors to the sandbag barricade.  This minefield
is watched by a sniper on the roof of the next building, but he won't fire
until you reach the third rank of mines.  Defuse what you can, especially if
your trapper can sneak, then kill the sniper with your own sniper and laser
rifles.  Continue defusing mines until you come into range of the Browning and
SAW thugs at the sandbages - kill them with long-range weapons and try not to
get caught in the explosions if their burst fire sets off mines. 
 You can't pass through the double doors, so continue south and enter the far
building with the Browning in the lead.  Another Power Armor thug is at the
end of the room.  There's also a switch here that will kill the lights for the
upper level if you think that will help.  Advance and kill a thug covering the
short hallway, then keep moving forward and watch out for two thugs on the
left behind sandbags. 
 The last few thugs are waiting for you in the final room with the Power
Armored man at the north end.  Be careful as you enter this room, because
there are thugs watching both entrances.  Use sniper fire to draw as many out
as possible, then bring in the Browning to kill Guldo and complete the
objectives. 
 Talk to the Auditor General with the Power Armor in your inventory to open
the exit grid, then sell off as much loot as you can to the various civilians
on the first and second levels.  When you leave, if you killed Ma Baker you
learn that she was actually a Brotherhood Paladin.  Bad, bad you.

14: Great Bend
Objectives: Kill all the robots
Promotions: none
Enemies: Humanoid Robots w/ rifles, SMGs, and big guns, Load Lifters
Contacts: Jake (near starting point), Noelene (house southeast of start), Mike
 (house between two factories middle of the northwest side), Gloria (mattress
 south of junkyard exit)
Squad: 2 Big Guns specialists that can manage Brownings
Special Equipment: 2 Brownings with as much .50 cal as the gunners can carry,
 SuperSoaker (if you have it from Canadian Invasion encounter)
Time: Night
Strategy: Fight robots with heavy-punch weapons; no more sniping
Note: If you saved Ripley the Prisoner from the raiders back in Freeport, her
 corpse will be here with some useful manuals. 
Plan:
 You start sheltering behind a large tanker truck.  This is good, because the
street in front of you has two humanoids with big guns that will spot you as
you come around, plus two melee humanoids that will come from the sides - one
from the power lines, one next to the building with the porch.  Talk to Jake
behind the other car to learn the situation: robots invaded the town and
killed most of the people.  The survivors live underground.  More importantly,
the robots have lately seemed less organized. 
 Now move out, leading with your Brownings, to the barrels provided as cover.
The Brownings should shred the two visible robots, but be careful that they
don't hit each other when the melee robots appear from the sides.  Throughout
this level, Brownings can fix just about every one of your problems, but ammo
for them is difficult to come by and you won't salvage as much from this
mission.  Try to lean more on energy weapons whenever possible. 
 When all four are down, send someone to salvage After Burner Gum off a
civilian corpse near the large staircase on the left, then around the power
lines to the south.  Don't touch the lines, it's painful.  Unlock the door in
front of the house and talk to Noelene inside to find out why the robots are
so disorganized: their leader was crushed in an accident.  Send one person
down the ladder into the trench and run all the way to the north end to loot a
raider corpse.  Ignore the low passage, you'll get there eventually and it's
not really special. 
 Now hit the switch in the house with the porch to open the blockade, just
like Macomb.  There are two humanoids patrolling the street in front of you -
use either the Brownings or energy weapons to pull them down.  Continue on the
street around the corner and kill two humanoids with energy weapons to
conserve Browning ammo.
 Swing north and go through a small door.  In this factory are two load
lifters and two security robots, but you should be able to take them out with
energy weapons.  If you want to play it safe, run across the entrance and use
the ladder to get on the roof to shoot the security robots without fear of the
load lifters overwhelming you.  Loot everything and continue east.  Unlock
Mike in his shack to learn about the dark side of the Brotherhood. 
 The next factory has a few more security robots, so line the entrance with
your best snipers and switch to plasma weapons if they get close.  Unlock the
office upstairs for loot and head for the junkyard. 
 Blow the barricades before you enter. Lead with the Brownings and post them
back-to-back at the first intersection to kill two robots to the north and
three more to the east.  If necessary, wait a few minutes for them to patrol
into range.  There are still four more robots in this area: one at the north
corner, one south of him protected by junk, and two near the exit.  Take them
out carefully, conserving your .50 cal.  Outside the junkyard, talk to Gloria
and barter away some cheap loot for drugs that don't weigh anything. 
 Cross the bridge and open the door.  There's three humanoids in this yard:
one against the east wall, one in the east corner by the explosive fuel tank
(hint hint), and one in the south corner.  Advance with rifles to clear them
out and use the debris as cover. 
 Go around the corner to find a humanoid standing between two warehouses
alone.  When you attack him, a load lifter will appear from the south
warehouse,  but you can stall it with the large support nearest the wall
because it can't fit through the gap.  Kill them both and pick a fight with
three load lifters in the north warehouse.  Again, draw them to the support
next to the wall to jam them and keep firing until they're scrap.  Loot the
north warehouse and proceed south. 
 The blockade forces you to the switch to the northwest, but go inside the
building before you hit it.  This is the leader robot that Noelene told you
about, in dire straits because of an accident.  Finish it off and know that
the next time you meet a Pacification Robot it won't be nearly so easy. 
 Hit the switch and use Brownings to kill three robots in the street: one
across from the gate and two to the northwest.  One has a minigun, so be
careful.  The last two robots in the area are a sleeping humanoid (or prone,
whatever) and a load lifter.  You have the option of fighting them normally or
drawing them into a charge and leading them south to a switch.  Hit the switch
to activate a hydraulic press that should kill them both before they reach
you.  This conserves ammo and is fun;)  Killing these two achieves your
objective and opens the grid.  Turn off the press so you can move the rest of
your squad out.

15: Newton
Objectives: rescue four Reaver leaders, secure Pulse weapon prototype
Promotions: none
Enemies: Humanoids w/ miniguns and laser rifles, Hover Bots, Scurry Bots, Tank
 Bot, turrets
Contacts: Glenda Close (second story of building at map center), Rodger Adair
 (building center of southeast side), Tobias Peste (basement of building in
 south corner), Reaver ambassador (second story of building center of
 southwest side)
Squad: Driver, mechanic
Special Equipment: repair kits for the mechanic
Time: Day
Strategy: Play with your new tank, generally take it easy.
Plan:
 This mission is very easy compared to what you just came through.  The
difficult bit will be learning to deal with Scurry Bots: spider robots that
hide in the ground until you get close, then burst up in a plume of dirt and
use melee attacks.  Their small size and pack mentality make them more
dangerous than they should be, but nothing a Pancor can't cure.
 From the start, head around the corner between the fence and the building. 
Inside are a Vindicator humanoid at the north corner and a Laser Rifle
humanoid in the east corner.  Kill them both using the available cover and
send someone up the stairs with a burst weapon.  Eventually a security bot
and perhaps a few hover bots will wander in from the south, but your
emplacement should have no trouble holding them off. 
 Upstairs, exit the door and kill the humanoid lying on the ground to the
north with the Browning or Pancor, whatever you have.  Now move slowly south.
Your first scurry bot will pop up in a dust cloud and you have to kill it
quickly before it starts knocking you down.  Walk slowly or your first scurry
bot will become your first two scurry bots as you trigger its friend. 
 When they're dead, cross the long bridge, watching out for energy weapons
fire from a humanoid near the junk field.  Pop the door and kill a scurry at
the south end of the hall, then enter the room and talk to Glenda, the first
Reaver leader.  She'll comment on how hot you are and join your party.  When
the Reavers join your party in this mission, be careful that you don't forget
where you left them because they don't have a tab and you can only take one
Reaver with you at a time. 
 The path should be clear for Glenda to run all the way back to the extraction
point, the small fenced-in area behind the insertion point.  Remember to take
all her gear off before she passes the fence; she won't be needing it and you
can sell it.  Send her all the way to the back of the enclosure so that you
won't run over her later when you have to put the tank in here.  She'll give a
speech and then leave your party. 
 Pull your entire squad back to the southern street, where you should see a
large tank with 60 HP.  In this damaged condition it can't move, so repair it
several times to get it back on its treads.  Choose two party members, one of
whom has a burst weapon, and head around the south fence to the east.  You'll
come up behind a couple of hover bots and can kill them easily.  Enter the
Reaver barracks marked on your map and kill off two security bots. 
 Now look for a small building to the north with a ladder inside it.  Climb
the ladder and head east on the walkway to another small room.  Look through
the left window and you should see a hole in the middle of this room.  Click
on the hole to send the character down a hidden ladder to a room with a
fridge.  The fridge contains your first set of Power Armor Mk II, the best
armor in the game that offers a +4 bonus to Strength, up to a maximum of 12. 
 Backtrack to the entrance to the barracks and head southwest toward the Nuka-
Cola factory.  A large number of scurries will burst up and attack, so clear
them out and don't be afraid to run away to gain some distance.  When they're
all dead, approach the Reaver general Rodger Adair on the first floor of the
building next to the fence to convince him to join your party.  Escort him
back to the extraction point and strip him just like Glenda.
 Take some time for a little excursion to the north.  The junk field is
guarded by a humanoid with a plasma rifle who should be easy to take down from
inside the tank, but you should also clear out a number of scurry bots inside
the field and collect loot from a chest.
 Now for the ambassador.  Find a gap in the fence surrounding Glenda's
building at the north corner and use it to get into the factory floor with the
tank.  There are four hover bots and a tank bot in this room, but the
Brownings in the tank should be more than enough to tear them all apart.  Move
to the end of the hangar and kill off a couple of security bots.  Leave the
tank behind and move through the twisting fence on foot.  It is possible to
drive the tank through the small passage, but difficult and you're quite
likely to damage the tank a bit and aggravate yourself in the process.
 The target building is protected by two .50 cal turrets on the ground floor.
Don't get close to the large hole because they will waste ammo hurting you.
Instead, keep your distance and run up the crates into the other hole on the
left.  Go up two flights of stairs and hit the switch in the middle of the
roof to turn off the ground turrets as well as the one on the roof beyond the
door.  Kill them all with the cheapest ammo possible and store the loot in the
tank.  In the middle of the second floor are a few T45LEs that you should
disarm, then talk to the ambassador on the east side of that floor.  Strip him
and send him home.
 After the ambassador gives his speech, it's time to head south to the science
building.  The alley approach is guarded by a Vindicator humanoid and several
scurries, so proceed with caution and stay covered.  Kill another humanoid in
the next avenue - when he stands up he may take fire from the Reavers on top
of the General's hideout.  There's another humanoid at the end of the avenue
to take down, then proceed into the science building. 
 Climb down the ladder to the basement and raid the workbench.  Find Tobias
Peste in the east room and talk to him to get a key to the locker in the same
room.  Pop it open and take the pulse rifle prototype.  Strip Tobias and walk
him back to the extraction point.  With objectives complete, grab the tank and
jam it onto the exit grid.  You'll be moving to a new bunker again.

16: Canyon City
Objectives: Destroy all 6 Power Nodes simultaneously, obtain information on
 the Calculator
Promotions: none
Enemies: Humanoids w/ Vindicators, plasma rifles, and laser rifles, scurry
 bots, load lifter, tank bot, security bots, turrets
Contacts: Terminals (second floor of power station)
Squad: Trapper
Special Equipment: none
Time: Day
Strategy: Use remote traps to detonate all power nodes at once
Plan:
 Load up your Brownings and head up.  The first avenue has several humanoids,
one of whom carries the Gauss Pistol.  Break them down quickly and search the
bodies to find several remote traps and a detonator.  If these weren't handily
placed here by the programmers, this mission could be a lot more difficult.
 Open the door at the end of the street and proceed carefully.  Several
scurries will present themselves on this side, and another near the pit with
the ladder to the northwest.  When they're all dead, go into the shack to find
the first Power Node.
 If you want, you can test this mission by blowing up the Power Node with
conventional weapons.  Sit back for a while and it will eventually start
repairing itself.  As long as the other nodes are still functioning, any one
node can still repair itself within minutes and prevent you from finishing the
mission.  Instead, place two armed remote mines right next to the node.  Set
them to the same frequency for simplicity.
 Send someone down the ladder pit next to the far door, then up the ladder on
the other side  There are two mines directly to the south, so don't go that
way unless you can disarm them.  Hit the switch to deactivate the turrets in
front of the power station building and double back to the yard.
 Open the door carefully with Brownings flanking it.  Use the angles so each
of them faces only one humanoid on the far side at a time.  Once they have
killed the two humanoids they can see, move out and finish off the third one
to the far east.  Kill the defenseless turrets and loot all five corpses. 
Drop the massive quantities of ammo at the end of the street to the north.
 When you're finished, go through the south door to the large east avenue. 
Knock down a couple of hover bots and follow the street northwest to a ruined
warehouse.  Climb the stairs to the second node and arm two more mines on the
same frequency.  Two down.
 Head southeast to find a decimated building.  To the south are a depression
with two humanoids, plus one on the west and another on the east behind cover.
I recommend coming through the left side, allowing you to take two of the
humanoids down while avoiding fire from the Vindicator to the east until you
can engage him alone.  Now find the junkyard to the southeast and kill off a
few scurries.
 Head for the west avenue and dodge around the fence toward an L-shaped
building.  You'll probably have to take out a couple of humanoids in a trench
unless you've still got excellent Sneak skill (doubtful).  When they're dead,
hit the switch on the south side of the building to turn off the turrets in
the antechamber, then enter and kill a couple of scurries.  Drop two more
mines next to the node.
 Backtrack to the east avenue and find the large warehouse to the north.  Find
two security bots in the low area of the building before you find the node
inside.  Mine it.
 Now it's time to head for the main power station.  Go back to the place where
you killed the disabled turrets and Vindicator humanoids, where all your loot
is waiting.  Drop any more loot that's slowing you down and head for the small
side door to the left.  Go down the stairs to kill yet another deactivated
turret and gather your squad.  Run through the north door and immediately hide
at the south end of the long hall.  A tank bot will bear down on you from the
north end.  If everyone is firing full bore you should be able to bring it
down before it has a chance to hit you.  Remember to keep the Brownings in the
first rank.  When the tank bot is dead go down the hall to the node room. 
There are security bots in the niches on the north wall for target practice. 
Mine the node and circle to the north corner, where you can go upstairs.
 In the room to the west are more security bots in niches for experience.  The
shelter in the room to the south protects two humanoids with Vindicators. 
When they're dead open the southeast room on the right and knock down some
scurries.  "Talk" to all three terminals on this level to learn about the
Calculator.  Mine the last node, move to a safe distance, and set off all the
mines to satisfy your primary objectives.  The other way to destroy all the
nodes at once is to deploy one squad member to each one, but splitting your
squad up like that can be extremely dangerous.
 When you're done, it's time to face a real challenge.  Back on the first
floor of the power station, use the side door from the tank bot's hall to kill
a humanoid behind another desk-looking thing.  He'll give up the Gatling
Laser, which you should immediately hand over to a muscular or Power Armored
Energy Weapons specialist - it's not quite as good as a Browning, but the ammo
is much more plentiful and it's half the weight.  There are also several
scurries in this room.  In the lobby to the south is the first Pacification
Bot, the toughest robot you've faced so far and the second-toughest non-unique
enemy in the game.

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