Mar 12, 2001 - Fallout 1 Tactics Walkthrough For PC 1.3

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Fallout Tactics on Kevin Johnston's Blog. 300Bucks.ca, Mississauga logo design company. website design, kevin johnston, 300 bucks. *Missions*
Format
Mission Number: Mission Name
Objectives: What you must do to make the exit grid appear
Promotions: Tasks that are not necessary, yet give you greater standing in the
 Brotherhood or positive karma.  Not all tasks immediately lead to promotion.
Enemies: The types of enemies you will face and what they are armed with
Contacts: NPCs that you can talk to in the mission, usually for information.
 Some enemies also talk to you during fights.
Squad: Any special character skills you should bring with you
Special Equipment: Any special gear you should bring with you
Time: The time of day you should enter the location (run around on the world
 map within the mission location to advance the clock).  Day missions mean
 using lots of long-range weapons, night missions means sneaking or reducing
 your enemies' ranges.
Strategy: Basic theme of the mission
Note: Any special information about the mission and/or its consequences
Plan: Step-by-step instructions in one of the ways it is possible to finish
 the mission.  There are usually many others, but this one is tested and will
 get you through if properly executed.

1: Brahmin Wood
Objectives: Kill the raider leader Horus
Promotions: Don't let any hostages get killed
Enemies: Raiders w/ pistols and rifles, dogs
Contacts: Charon (straight ahead of you at the start), Hawkeye (small building
 on the west side of the map)
Squad: Forced (Farsight and Stitch)
Special Equipment: H&K MP5, 9mm x48, Nuka-Cola, Happy Pie, Stimpak, plus
 whatever gear is granted by your Tag skills.
Time: Forced (Day)
Strategy: Engage enemy in small groups.  Use Farsight to draw fire while
 others get into killing range with either small guns or melee weapons.
Note: For your first mission, you are instantly deployed to a village in need
 of assistance from the Brotherhood.  You will be forced to take with you
 Farsight (sneaky sniper with high Perception and a hunting rifle) and Stitch
 (field medic with shotgun).  You'll also have the starting gear that comes
 with your Tag skills, which is why it is extremely important to tag a useful
 weapons skill.
Plan:  
 Move forward and talk to the chief.  Set your squad to at least defensive
sentry if you're not comfortable with aggressive, though aggressive is better
in most situations unless you're sneaking.  Run across the bridge toward the
ruin on the northeast side to avoid attracting the attention and fire from the
sniper to the northwest.  From here you can take out the dog and guard
patrolling in front of the locked door.  Send Stitch with the shotgun up
behind the guard if he crouches down and refuses to advance. 
 The fire will have alerted the northern sniper and she'll probably be hiding,
so use Farsight's rifle for cover and advance cautiously.  Yet another guard
is walking in the sandbags and lies down either as soon as he sees you attack
the sniper or as soon as you start firing on him.  If you time it right, you
can fire on him just as he crosses the opening in the sandbags, allowing you
to keep shooting while he wastes AP changing stance twice.  If not, just stay
a few squares back from the wall (so you don't engage over it where he has
lots of cover) and wait for him to stand up.  Send Farsight to the outside
corners of the sandbags to the west and she'll open fire on a man in the tent.
He'll take a few shots, after which point you can run in your main character
with the burst MP5 and Stitch with the shotgun to kill him quickly.  Loot the
chest for a key.
 Use the key to open the door to the building.  There's only one guard in the
room, with a second outside who will lie down and hide as soon as he hears
gunshots.  There's also a dog outside that will charge as soon as it sees you.
Kill them all, then loot the room and a shelf in the tent to the north and
switch your characters to defensive posture before you proceed.  There are two
dogs and a person sleeping in an enclosure.  Set Stitch to kill the dogs with
one shot from the shotgun and the other two on the sleeper.  Move back to
aggressive and open the gate to the brahmin pen.
 Proceed south to the next tent which contains two men as well as several
hostages.  When you bust in, the man on the left will hide among the hostages
and may kill some, while the man on the right will run out the door.  Kill him
quickly to prevent this.  Don't hit the hostages too much, because they will
turn hostile and you'll have to kill them, which is bad.
 Out the back door is another guard slowly patrolling the entire area.  Ambush
her as she crosses the door, then send Stitch into the small tent with the
shotgun.  There is a sneaking raider in the south corner who will only appear
after he fires on you.  Head north to the guardhouse and keep the guard busy
with a target at long range while the two others crawl up against the fence,
then stand and take him out with burst mode and the trusty shotgun. 
 Use the same old key to open the guardhouse doors and step into the
basketball court on the far side.  Send the shotgun down the narrow alley
between the court and the east wall for an easy kill.  Use this alley for your
approach and arm your best shooters with the two hunting rifles you've
captured.  There's a pillbox with two raiders and a third patrolling in front
of it.  No matter how you approach, the pillbox will fire on you, but if you
zigzag through the wire against the east wall you'll have some cover and the
advantage of distance.  Take out the patrolling raider while sheltering behind
one of the drums - it's better than nothing, but worse than something. 
 There are four ways to attack the pillbox.  The first is firing from the
field in front of it, usually from the cover of the car.  This is often
painful.  There's an opening on the northeast side that you can use to take
out one of the raiders, but again they're firing from the advantage of cover.
The best way is to get your people to the east fence, approach the pillbox
from this shallow firing angle, then crouch and move around to the stairs on
the south sides.  Take both stairs at once for best effects and don't be
afraid to use burst mode.
 At the sniper nest just south of the pillbox, send Farsight up sneaking with
a knife and Berretta shotgun.  The raider here is often able to detect you on
the way up.  If he does, use a double blast from the shotgun to soften him up
before closing.  If he doesn't detect you, walk up to him and stab him
repeatedly with the knife - he should get off only a shot or two.  Switch her
to the hunting rifle to draw some attention from below.  Use your other troops
to defend the base of the ladder from any raiders that charge, then move
forward cautiously.  There's one raider just around the corner, another
patrolling into the open room from the south, a third in the northeast corner
of the far building next to the south wall, plus a raider and a dog in the
corridor along the east wall or possibly around the corner.  Wipe them all out
and proceed west. 
 There's another sneaking raider next to the rubble, so cover your man as he
approaches.  When he's down, set Farsight up next to the rubble to the north
in the open so she can fire on the approaching raider pair, then pincer them
from the south with your squad.  The last lonely raider is outside the west
corner of the leader's building, so fire a shot from the building's south
corner to make him advance a step, then run someone north of the building with
a shotgun to catch him from behind.  If you don't lure him forward first, he
will spot you against the back wall and start firing. 
 Now to finish the job by killing Horus, the raider leader.  There are five
total raiders in the building, including him.  The first one is just around
the right-hand corner of the inner wall and can be taken out with one shotgun
blast.  The second is in the middle of the room and will charge when the first
one goes down.  The third raider is along the left wall and must be taken out
with both a sniper and a closer weapon.  The fourth is a sniper at the
northwest end that hides behind boxes when threatened.  Finally, Horus is
behind the boxes at the north corner.  Use Farsight to give cover fire and
keep Stitch and your character moving forward to take them all out, but don't
attack Horus until the others are down.  If you really want to play it safe,
use the ladder outside to head to the roof and knock off a couple of the
raiders through the skylight before you enter through the door (this can
change how the raiders are positioned). 
 Loot Horus to collect a key, which can be used on the door outside to the
south as a shortcut to the entrance.  Take everything else as well.  Talk to
Charon for a remote detonator that's totally useless for now and to Hawkeye
for healing powder.  If you're feeling particularly sadistic or experience-
hungry, you can go back and kill off all the brahmin for practice, though it
lowers your karma.  Make sure you use cheap 9mm ammo for this.  When you're
ready, leave for Bunker Alpha.  Talk to General Barnaky there to get your next
mission.

2: Freeport
Objectives: Meet with the informant, free Charon
Promotion: Don't kill the informant, release Ripley the Prisoner
Enemies: Raiders w/ pistols and AK-47s
Contacts: Informant (southeast edge of map), Charon (tent at center of map),
 Ripley (prison cell center-east of map)
Squad: 2-3 Sneakers, the rest small arms
Special Equipment: A melee or unarmed weapon for every person depending on
 skills
Time: Night
Strategy: Silently kill as many raiders as possible while they sleep
Plan:
 You'll start on one side of a short cliff separating you from the raider
camp.  Immediately switch your squad to defensive fire and keep them there for
most of the mission.  Take out the dog and guard patrolling your side without
alerting the forces on the other side.  There are two guards at the bridge,
two more patrolling the north area with a dog, and three patrolling the south.
Staying out of sight, move down the southwest edge of the map until you reach
a tent with a raider sleeping outside.  Send your sneakers in with melee
weapons and switch them to aggressive when they're all in position to kill him
quickly and silently. 
 Now go up the stairs with your full force and take out the southern patrol
without letting any of them escape to the northeast.  Work your way up
northwest to clean out the other guards here, gunfire is okay for now. 
Once all the guards are dead, switch back to defensive fire and rendezvous
with the informant in the building on the southeast edge of the map.  He
explains that most of the raiders are sleeping now (no matter what time it
is). 
 If at any point in the rest of the mission your squad is discovered and an
alarm is set off, all of the sleeping raiders will wake up.  This is not a
terrible development since they won't hurt Charon and they can't hit a barn,
but if it happens you need different tactics.  Work your way to the northeast
edge of the map via the south corridor, then down the street from there. 
Force-fire on raiders to get them to attack so you can defend covered
positions instead of standing in the open.  However, it is more desirable to
kill off the raiders in their sleep to prevent you from facing this battle
severely outnumbered.
 Send your sneakers northeast into the building to kill another sleeping
raider next to a bookcase.  There are two raiders in the open area to the
north, so kill them both as quickly as possible.  Once you've cleared the way,
raid the locker on the northeast border to get your first AK-47.  Set everyone
to sneaking and equip them all with melee/unarmed weapons, then put them in
position around the two sleeping raiders in the building southwest of the
locker.  Switch to aggressive and kill them quickly, then pull your troops
back. 
 There are three raiders patrolling the center of the camp with an alarm that
you don't want triggered, so send your best sneaker to break the alarm after
they pass it in their rounds.  There's another guard patrolling through the
building to the southwest with the prison cell.  Send a sneaker here to break
the alarm and set a melee ambush with your other sneakers at the southeast
exit of the building to take this guard out.  A guard patrols around the tent
to the northwest that contains the chief.  Be careful because gunfire can wake
some of the sleeping raiders in the surrounding tents.  Sneak as close as you
can and kill him with melee weapons without letting him fire very much. 
 This point is a good time to kill off the patrol in the center of the
camp by drawing them one at a time into ambushes - let them charge you and
kill them with melee weapons. 
 Send your sneakers to the chief's tent and kill the sleeper, then to the next
tent to the southwest and kill the two sleepers here.  Just around the corner
are two more raiders.  Send your sneakers quietly from the north and pincer
with the rest of your squad with melee weapons from the south to kill them
both quickly.  Now your sneakers can take out the rest of the sleeping guards:
three in the last tent in the south row, one outside the tent to the
northwest, two in that tent, two in the tent to the northeast past the raider
leader O'Reilly, and two at the campfire.  Be careful with the last two
because if either of them fires a gun it will almost certainly attract
O'Reilly's attention.  Finally, sneak into O'Reilly's tent and kill him melee
style.  If you're fast enough he won't be able to get off a shot with his
shiny AK.  There's a building at the north corner of the map that contains yet
another sleeper, but you can take him out with two gunmen at the break in the
wall. 
 At this point you can end the mission by freeing the chief and telling him to
run; he should make it to the exit point unharmed and then you can leave.  You
can free Ripley in the cell with the prison key or a decent Lockpicking skill
as well.  However, you can kill the rest of the raiders to secure more AK-47s
and extra experience. 
 Double back to the entrance to O'Reilly's tent.  Note the sandbag wall on
both sides, blocking access to the rear of the tent and the still area.  Stand
back from the sandbags and kill a pair of raiders patrolling the far north
side, a raider who charges from the west, and anyone who happens to emerge
from the still.  You can use the wall for cover as you soften up the area.
Once that's done, circle around up to the exit grid and down the corridor. 
Use 9mm weapons to preserve precious 7.62mm.  Watch for a melee fighter in the
first building to the north, two guards at the still, a woman in the ruins
south of the still, and a guard crouching on the west side of the still.  When
they're all dead, blow the the still itself for more experience.  Loot
absolutely everything, including the solo raider's house that has a Rad-X on
the floor partially hidden by a wall, and head back.

3: Rock Falls
Objectives: Kill raider leaders Luke, Daisy, Bo, and Jesse, secure artifact
Promotions: Rescue Diesoon and Nanuk
Enemies: Raiders w/ AK-47s, pistols, and rifles
Contacts: Diesoon (prison cell near the fuel depot)
Squad: 2-3 snipers, lockpicker, and optional trapper
Special Equipment: Hunting Rifles for everyone with decent Perception and
 Small Guns skill
Time: Day   
Strategy: Use superior range of hunting rifles
Plan:
 Head southeast from your starting point and kill off a few raiders in the
ruined building.  If you don't, later in the mission they take up position
outside the main gate and can make things a bit sticky.  Don't follow this
angle up to the hole in the barricade noted in the briefing because there's a
group of raiders waiting to ambush you. 
 Backtrack and head northwest along the map border to find and kill four
raiders around a campfire.  Use the cover to get any melee fighters close
enough to do damage and hold your snipers back for support fire. By this
point, your squad's Small Guns skill should be quite superior to your enemies'
and the hunting rifles have range greater than the raiders' pistols or even
AKs, so you should be able to take out just about every enemy outside the
compound without closing enough for them to deal significant damage. 
 Follow the cover to the corner of the wall next to the main gate and work
southeast to take out the guards on this side, then use their defenses to take
out the others.  Hunting Rifles make this fairly easy.  Double back and kill
off two raiders hiding in the trench, using snipers to provide cover for
closer weapons.  Move northeast to take out three guards in the fuel depot -
blow the tanks if they take shelter there and use close weapons if they hide
behind the entrance corner. 
 Place your two best snipers next to the door in the wall and let them take
out one or both of the guards patrolling the high walk to the northeast.  Now
you can pick the lock and enter the compound through the back door.  Pincer
around the prison cell here to take out the guards: there are two in front of
the cell, three in the building across from it who will fire through the
window, and several more to the southwest.  Fan out into the southwest
enclosure and shoot quickly to kill off the raiders here, including Luke, who
is hiding in the building with a shotgun. 
 If you can't manage to pick the lock, go back to the front gate and assemble
your entire squad in a single rank (horizontal line).  Open the gate and kill
any raiders in the middle of the street, then work north into Luke's building
and wipe out his lackeys.  Send two or three people with bursting AKs to clean
out the house across from the cell and use the rest of your squad to attack
the cell guards through the wall gap. 
 After the dust settles, loot everyone and use the key from one of the three
bandits in the house across from the cell to open it.  Talk to Diesoon inside
and get the artifact.  DON'T talk to him twice, it sends him running for the
exit.
 Head for the main avenue.  There are a total of five raiders that patrol this
street, but sometimes three of them hide to the north.  Head into the building
to the southeast and kill the raider between bunks, then sneak two snipers to
the opening at the south corner.  Daisy and her two bodyguards will open fire
and can deal a lot of damage if you take them all on at once, so use the walls
as cover to kill one of the guards without spotting the other two.  Finish
them off with AKs and sniper support fire.  Take the Gate Switch Room key off
Daisy's corpse.
 The next raider leader, Bo, is a grenadier in the building just past the
pinch in the main street.  There are several windows, so if you crawl into
position you should be able to rise and hit him from all directions at once
before he can throw.  If you didn't kill them before, the three patrolling
guards will be hiding either around the northwest corner or behind the brahmin
pen to the north.
 Approach the minefield not through the barn with the brahmin but the open
area next to it and spot your first mine.  There's one raider in the field
next to the barn who you should take out without moving much, then proceed
slowly through the field to discover all the mines.  If you have a trapper,
try to disarm and salvage them.  Entering through the barn will cause the
brahmin to stampede and trip a mine, preventing you from profiting.  You can
destroy the mines by tripping them with burst fire, but then you don't get to
sell them back at the Brotherhood for a chunk of cash.  Sometimes the brahmin
stampede before you get here, but you can't help that. 
 Use a key or lockpick the small guardhouse and hit the switch to open the
gate.  The building in front of you seems quite buggy, in that it is possible
to hit the three raiders on the bottom floor from both a spot just to the
right of the closed front door and in the center of the second floor, so if
you find one of these keep shooting until they crouch or die.  If you're using
the patch, both of these will be fixed, but another one appears to the left of
the junk on the southwest side of the ground floor.
 Otherwise, head up the stairs on the west side.  There's a raider taking
cover behind the barrels at the top, so keep your cover fire up, and another
raider at the corner that will start firing as soon as you hit the landing. 
When you take her out, there's one more at the east corner behind cover.  If
you didn't kill both of the raiders on the high walk earlier when you entered
through the side gate, send someone up the ladder behind this building and do
so.  Proceed into the second floor chamber and kill off a few more raiders,
then put your sneakers on defensive and move them down below. 
 Use the screen for cover and position soldiers at the foot of the stairs, at
the southern corner, and in the middle of the southwest wall so they all have
clear shots on the enemy.  If you really want to be careful, use your
lockpicker to open the front door on the first floor as well.  Switch to
aggressive and let loose to kill the last raider leader, Jesse, and fulfill
your objectives. 
 Loot everything, then work your way out through the minefield to the wall. 
The break here indicated on the map is blocked with rubble, so move your
troops as close as possible and direct them to the other side to make them run
around the edge of the fence inside the cliff.  Head southwest.  The ambush
mentioned earlier will have given up out of boredom and headed over to the
main gate looking for action.  Give it to them.
 The way should now be clear for Nanuk and Diesoon, so go back and talk to
them to send them toward the exit grid.  Wait until Diesoon disappears, then
exit. 
 You now go to a new bunker, equipped with all of the services that Alpha had
but any equipment you leave behind in Alpha lockers does not get transferred
unless you move it yourself.  Also, you'll get access to a drug merchant named
Kerr in the room behind the Quartermaster.  Barter AK-47s to him in exchange
for drugs that you can then sell to the Quartermaster for more cash.  Unless
you like drugs.

4: Preoria
Objectives: Secure 3 Fusion Batteries
Promotions: Get a fourth Fusion Battery
Enemies: radscorpions, cockroaches, turrets
Contacts: Chevron (entrance of village), Dhal (next to well)
Squad: Lockpicker, optional trapper
Special Equipment: 2 Rad-X for each person, rifles for best shooters, 9mm
 guns for everyone, 1-2 pump shotguns
Time: any
Strategy: Small gun caterpillar crawl
Plan:
 Immediately have everyone in your party take 2 Rad-X to raise their radiation
resistance above 100% so you don't forget.  Talk to Chevron as soon as you
enter the village, who will direct you to the entrance to the Vault below. 
Talk to Dhal the shaman next to the well to receive some more Rad-X (you
should have brought enough for all your troops), then again to learn about
some Rad-Away he has stored in a chest in his tent.  Snag it.
 Head up the ladder to the plateau and start taking down radscorpions.  There
are a few different enemy groups in this area, guarding corpses at the east
and north corners of the map ripe for looting.  After you've cleared this
area, go back down the ladders and head for the stairs at the northwest end of
the village.  Note the three retracted turrets here in the village. 
 At the bottom of the stairs, you enter the Vault proper, which is much larger
than the mission map would lead you to believe.  Watch for a radscorpion
behind the stairs and some other bugs in the hallway.  This fight sets the
tone for most of the level: tight quarters, lots of gunfire, and weak enemies.
You'll find that a shotgun is excellent for blasting groups of small roaches,
but less so for radscorpions.
 Set up your three best snipers next to the gaping hole in the floor kneeling
so they can cover the entire corridor, then send a single person with an MP5,
AK, or shotgun through the door to the southern rooms.  When he meets bugs,
run him into the corridor so that the snipers can provide cover for him. 
After you clear the large room, use two men to pincer the small room in the
corner and take out the small cockroaches here.  Take the keycard from the
bookshelf if you don't have a decent lockpicker.
 Work your way through the rooms to the north (there are containers in most of
them) and around the corner up to the automatic doors, then double back to the
west and kill off the roaches.  Go through the executive room with the
electronic keycard and open the blue locker to get your first Fusion Battery.
Pick the safe while you're here. 
 Head back through the automatic doors and flip the switch to reactivate some
of the base's power systems.  The turret systems will now come online, but the
computer reports that they are glitching and that internal repairs are
underway.  Passing through the second set of automatic doors identifies your
squad as invaders that the turrets will now attack.  Watch the turrets extend
and retract; this is the glitch mentioned by the computer before and will last
only as long as this mission.  Killing the turrets is extremely difficult with
your current weapons, so try to dodge fire rather than engaging them.  They
have relatively low accuracy, but they will tear you to pieces if you stand
still long enough.  It's almost impossible to run across this first room
without getting shot at a few times, but time it as best you can.
 On the far side, there are two sneaking radscorpions just outside the room
you land in.  Advance too far and you'll bring them down on your head while
your squad is still clustered, resulting in friendly fire.  Try to fan out
before you cross the threshold.  After that, cross the hallway and head
southwest to kill a few radscorpions.  Take the time now to post someone at
the south end of the hallway you just crossed, out of range of the turret to
the north.  This person will be able to sight the turret, so you can watch it
to see when the turrets are retracted and it is safe to move.  Learn to
distinguish the sounds of the turrets extending and retracting for when you
can't see the turret you want to dodge.
 The room to the southeast glows with radiation, so check your rad resistance
and use Rad-X if you haven't already.  There is a sneaking radscorpion in the
middle of this room, so proceed with caution and cover your man.  Open the
locker for a second Fusion Battery.  Continue southeast and clear out the room
to the north, then send one person into the room with the generators.  Time
your entry to dodge the turret's fire and hit the switch, then back out.  Use
the small door to enter the large room to the northwest and clear out the
roaches here. 
 Head northeast for looting, moving while the turrets are down.  Use the
terminal in the medical room to access the operating tables.  One person can
reach the locker at the end of the long hall with the turret by using the wall
supports as cover and moving as the turret retracts.  Finally, the container
in the corner room is trapped, so defuse it and collect new armor.  Retreat
back to the small room just past the first two turrets and go southwest to a
new area. 
 There is a switch here that will deactivate all the turrets within the vault,
but will activate the turrets you saw earlier in the village and slaughter the
villagers.  This is bad.  The good news is that if you flip the switch off and
back on within ten seconds, the surface turrets won't activate.  Therefore,
choose someone to leave behind so they can work the switch.  Flip it, then run
your squad (minus one) through the open doors into the "restricted area" and
then into the hallway beyond.  Hit the switch again before the villagers start
dying.  If you move the switch back before your entire squad has passed
through the third set of doors, they will be trapped as the turrets extend. 
Flipping the switch off again restarts the 10-second clock, but the turrets
stay extended until their full time is up.
 There are a few bugs in the hallway you just entered, so take them out
quickly.  Follow the north chambers all the way to the end, clearing bugs
along the way, for some loot, then backtrack and go south from the first
hallway.  Clear the two side rooms and dash in front of the turret.  Circle
through the large room to the door and loot the lockers by staying below the
window so the turret won't see you.  Dash between the bugs guarding the door
to the classroom and blast them from beyond. 
 Set up a firing squad in front of the automatic doors to clear out these bugs
- there is a roach here that may be stuck under one of the desks and can
safely be ignored.  The shelf in this room is trapped and ironically contains
a traps manual. 
 The last room is heavily irradiated and contains many large cockroaches as
well as Roachor, the roach of your nightmares.  If you don't have a current
patch, he'll be stuck to the floor and can be taken out safely from a
distance; if you do have a patch he'll be a serious threat.  Set up your squad
in a column and pull back the people he attacks as they become injured.  Take
the Fusion Battery from the locker and backtrack to the turret chambers you
dashed through on the 10-second clock. 
 If you're feeling lucky, send someone to the lockers in the corner and hide
behind the chairs as he empties them.  The turret will still be able to hit
him, but you'll have some cover and the accuracy is very low. 
 Once you're ready, use the one squad member left behind to turn off the
turrets and run your troops back.  This time there won't be a warning from the
computer, but leaving the switch off will still definitely kill the villagers.
Run past the first two turrets, looting the liquified corpses for drugs on the
way, and exit the Vault. 
 Back up in the village, talk to Chevron again.  If the villagers were not
harmed, he will give you an extra Fusion Battery; otherwise, he'll just send
you away.  Talk to Dhal for an odd prophecy and head for the exit.

5: Macomb
Objectives: Rendezvous with survivor, move Humvee to the exit
Promotions: none
Enemies: Dogs, raiders w/ AKs, pistols, rifles, grenades, and rocket
 launchers, civilians with rocks
Contacts: Survivor (starting location), Librarian (library at center of map)
Squad: Pilot, optional mechanic, trapper, and as many female characters as
 reasonably possible
Special Equipment: Longest rifles available, repair kits
Time: Day
Strategy: Take the enemy emplacements from behind
Plan:
 If you haven't been allocating points to Pilot and Repair skills, they're not
absolutely critical for this mission but you will have to be more careful and
leave the Humvee at a safe location as you proceed on foot.  Talk to the
survivor automatically to learn the basic situation: the entire town wants you
dead and raiders have created blockades to prevent the Humvee from just
driving through. 
 Give hunting rifles to your best snipers because they'll need to pick off a
few roof snipers on the first couple of streets.  Use the ladder to the
northwest to get on a roof and kill a raider on another roof to the southwest.
Back on the ground, let the snipers lead and kill another raider to the south.
Check the bookshelf in the large warehouse for a repair kit, in case you
brought a mechanic without supplies.  The first raider has a few friends on
the ground floor that will need to be cleared so you can hit the switch to
open the barricade.  Three more raiders may run out of the alley just past the
barricade if they heard the gunfire in the street.
 There's a pack of dogs near the far border of the map eating a civilian who
has some useful drugs.  Watch the corner of the building to the southeast -
there are a total of four raiders on this roof that reveal themselves slowly.
Send a sneaker if you brought one up the ladder in the alley on the south side
of the street and take out three raiders, each one on his own building roof. 
Be prepared to switch to a rifle if raiders appear on the roof of the Bowl-a-
Rama across the street.  When all three raiders are down, snag a key from a
chest on the north end and return to the ground. 
 Cover your troops as you pass the Bowl-a-Rama entrance because there are a
few raiders on the ground floor, unless they charged you through the back exit
when you opened the first barricade.  When it is clear, send troops up the
ladder to the east to loot the roof snipers you've already killed and possibly
finish off a straggler or two.
 After everything is clear, mass your troops at the second gate in a line with
hunting rifles.  Use the key to open the switch house and then the gate.  The
barricade in the road protects a raider with a rocket launcher that you want
dead before he can fire, plus a friend of his on the right.  There's a
grenadier in the corner of the building to the south that also needs a good
killing.  Work your squad forward one person at a time to make the raiders
reveal themselves so you can gun them down.  When all three are dead, double
back to bring up the Humvee and park it here.  Send someone down to the
library and talk to the Librarian to learn about his missing glasses. 
 Now take all the female members of your squad and go south through the door
blocked by a crashed car.  Only females wearing leather armor can fit through
this hole, so take off metal armor as you pass through.  You are now behind
the enemy fortifications.  Go south along the border of the map and sneak if
possible to get someone behind the raider on the balcony with the rocket
launcher.  Use other non-sneaky troops by standing them in the exit grid with
a good view of the enemy at the barricades. 
 Switch everyone to aggressive at once to kill the launcher and the two
raiders at the barricade, then move the person on the balcony forward to take
out two more raiders at the corner of the fence.  A group of civilians will
charge the balcony - mow them down. 
 Now move two troops through the ruined building to the south to catch a
raider between this building and the next from behind.  Clear a few of the
barricades with gunfire, then move into the building at the edge of the map
with the ruined second floor.  There's a raider in the north corner of the
ground floor and another on the north side of the second floor.  Use the
second floor as a sniper nest and start a fight with a few civilians hiding to
the northeast in the ruins, mowing them down as they approach. 
 There should be a raider on the left side of the blockade as well as two in
the building behind him.  Open the gate and approach carefully and slowly to
kill them all.  Bait the dog pack at the northeast end of the street into
charging to take them out, then go into the building next to the opened
blockade and climb the stairs. 
 Kill the three raiders on the next roof from behind and use their sniper
position to harass raiders on the northeast side of the street and civilians
to the northwest.  All the civilians charge together, but try to kill them in
slightly different spots to make looting easier - run along the edge of the
roof to make them follow you.  After they're dead, backtrack to the surface
and cover this territory again from the ground to loot corpses.  Don't miss
the civilian bodies on the other roof; you can get there with a ladder on the
south end of the building.  Also kill two raiders in different rooms of the
ground floor of the building you were just firing from.  A chest in this
building contains the librarian's glasses.  Use this opportunity to defuse the
minefield along the street between the overturned car and the sign that says
"Mines" if your trapper is female.  Save every time, because these traps are
quite mercurial.
 When all this is done, backtrack all the way to the exit grid and back
through the car hole to the Humvee.  Dump any encumbering loot inside the
vehicle and send someone to return the glasses to the librarian.  Give them to
him by bartering the glasses to him for free and he'll give you a traps book.
 Open the gate and proceed carefully; the house on the left has three raiders
with burst weapons.  The white building to the north contains a civilian and
some loot. 
 Proceed northeast and stop outside the building with two doors.  A civilian
attacks you with throwing darts and should pose no threat.  There's a bug in
this building's wall to the right of the right-hand door that allows you to
shoot one of the guards inside through the wall if you're standing due south
at the edge of the pavement.  Inside, there's a raider right between the two
doors and another on the left side.  Enter carefully and post two snipers
behind the door to the court floor.  Send anyone with Fast Shot through the
judge's chambers on the left and ready to charge that way.  Sneaking people up
the stairs and firing from the second level is optional.  Move all groups in
simultaneously to kill the three raiders here.  The sneakers also have a bead
through the window on some raiders across the street that may or may not
charge, so keep shooting until you run out of targets.  Flip the switch on the
second story balcony and move through the gate. 
 Work your way up the street, clearing a handful of raiders in the ruined
building and garage as well as one on the roof of the garage (there's no way
to loot him, but it's good for experience).  Salvage any remaining mines to
the south, pack up your troops into the Humvee and drive for the exit.

6: Quincy
Objectives: Rescue the mayor and her daughter
Promotions: Rescue the ghouls, rescue the ghoul **ores, rescue Felix, rescue
 hostages at power plant
Enemies: Beastlords w/ melee weapons and small guns, dogs, Deathclaws
Contacts: Arlene (start), Mayor Hilary Eastwood (2nd floor of south building),
 Evita (small room in town hall), Felix (roof of prison)
Squad: 2-3 sneakers, trapper
Special Equipment: Melee weapons for the sneakers, shotgun and flechette ammo
Time: Night
Strategy: Engage enemies with stealth by region
Note: If you successfully defend the ghoul quarter some ghouls will become BoS
 recruits for your squad.
Plan:
 Talk to Arlene in front of you to get a vague idea of the situation.  The
mayor is in the three-story building to the north marked on the map.  Head
through the low schoolhouse and check the corpse for a revolver with JHP ammo.
This weapon is quite useful since none of your enemies in this level wear
armor.  Move on to the basketball court.  Activate your sneakers and send them
alone from this point. 
 Climb the ladders to the roof of the mayor's building, then climb down to the
balcony.  Sneak into the room and break the alarm, then get behind the
Beastlord at the door and kill him silently.  Use his key to open the mayor's
room.  Talk to her and pick up the key off the floor.  Double back with all
the sneakers to the roof and use the mayor's key to hit the switch in the
locked stall and disarm the town's alarm.  There are still many small alarms
throughout the town, but with this one down the Beastlords won't execute all
the hostages as soon as any of them sounds. 
 From this point on, sneaking is entirely optional.  I still recommend it for
this mission because it lets you set up attacks a little better, but it's
certainly valid to handle the rest of the mission by storming the hostage
situations.
 Go back down the ladders to the ground.  There is a window in the back of the
first floor that you can use to see three sleeping baby Deathclaws inside the
building.  Lead with the shotgun and fire through the window so they can't hit
you.  This will alert the Beastlords at the front door and one sleeping behind
the bar, so circle south to the front and take them all out.
 Head north to the town hall, where the mayor told you her daughter was being
held.  There are three Beastlords here that you can gun down quite easily. 
They have access to two alarms, but now that the large one is down these two
small ones won't do anything.  Another Beastlord is at the front of the town
hall, plus there's a Beastlord each on the lower and upper roofs that you can
kill.  Avoid entering the building until you've attracted the attention of a
wolf patrol led by a Beastlord to the northwest and ambushed it.
 You can choose to pick the lock on the side door to attack the two Beastlords
and Deathclaw inside with a pincer, but it's better to lead with a shotgun and
keep everyone at the main entrance.  Sneakers can get behind the low barrier,
but will be very vulnerable to melee attacks from the Deathclaw when they
fire.  The Deathclaw is the biggest threat here because there is very little
cover, so try to take it out first.  Flechette shells are very helpful.
 After the Beastlords and Deathclaw are down, you can find Evita in the side
room on the right, but she won't talk to you until the three sleeping
Beastlords in the back room are dead.  Either pincer them with firearms or
sneak up for melee wake-up calls.  Talk to Evita to confirm her rescue -
you've now effectively finished the mission and the exit grid will appear. 
However, there are many more opportunities here in Quincy for promotions,
equipment, and even new recruits, so stick around. 
 Go down the ladder in the back room of the town hall through the pit.  In
this underground passage you will spot a civilian corpse at a choke point. 
There are two Beastlords here waiting in ambush for you.  Send your sneakers
through to kill them with melee or small guns attacks from the other side and
continue to the far ladder.  Alternately, you can force-throw a couple of
grenades from the desk in the room above at the civilian corpse to soften the
Beastlords up.
 This secret passage is one of two ways into the barracks.  The other way is
through the front door, which involves charging across open ground patrolled
by two baby Deathclaws and a Beastlord.  If anyone fires while you're
approaching, the alarms go off and Duff the Beast Master will kill Felix. 
Entering from the secret passage instead brings you up in the office of the
barracks.  Sneak to break the alarm by the door and ambush the patrolling
Beastlord when he walks in.  Keep sneaking up the north passage and break the
second alarm right behind the Beastlord, then take him out.  Hit the switch to
open the cell doors and loot a combat shotgun from a chest in the southern one
before you head back. 
 Climb the stairs with your sneakers leading and set them up to take down the
Beastlords here.  There are enemies at each of the watch towers on the north
and west corners with alarms, two more behind a sandbag wall on the southeast
side with another alarm, one sleeping on the lower roof right next to an
alarm, and Duff the Beast Master at the northeast end of the roof with an
attitude problem.  Essentially, as soon as you kill anyone an alarm will
sound, preventing you from being really cool and sneaky.  Again, when the
alarms go off Duff starts attacking Felix and you have to kill Duff quickly.
 With everyone on defensive, send one sneaker up the west tower with a melee
weapon and a rifle in the off hand and the others with small guns to the south
corner behind the barricade guards with the remainder of your troops at the
top of the stairs and out of sight.  When you're ready, switch everyone back
to aggressive and pull your stairway troops into the light.  When the fight
starts, the idea is for the tower sneaker to kill that guard and switch to the
rifle to kill the other, the two south sneakers to kill the barricade guards
and then the sleeper, and the rest of the troops to keep Duff busy so he
doesn't kill Felix.  Felix himself will bust out an AK, but he's still
vulnerable so keep the pressure on.  Even after all the Beastlords on the roof
go down, there are still two on the ground with two baby Deathclaws that you
can take out from your perch.  Once everything is clear, talk to Felix and
take everyone downstairs and out the front door. 
 Marked on your map is a farm to the west.  Equip the shotgun and head that
direction.  There is a large number of wolves and Deathclaws as well as three
Beastlords here, so use the fence to your advantage by staying behind it so
the beasts can't hit you (they can strike over the fence if you get too close,
so stay back a ways) and letting the combat shotgun lead.  If you position
your troops correctly, the beasts will charge the fence and get stuck rather
than running around.  When the animals are dead, switch to rifles to kill the
Beastlords outside.  Enter the building to kill two more Beastlords, one of
whom is hiding behind the bar. 
 When they're all dead, talk to the ghoul Gorgi to send him back to the Ghoul
Quarter.  The ghouls will express their gratitude as you pass through their
home.  Continue southeast toward the starting location and set up an ambush
across from the train station, again leading with the Neostead.  There's a
Deathclaw posting watch with a Beastlord that will charge and two other
Beastlords that you may have to root out. 
 Now it's time to resolve the power plant situation.  The plant is marked on
your map as the large concrete building to the northeast.  Climb the stairs to
enter and go down a level inside to reach a small antechamber.  You can see
two generators from this room.  Both of them are rigged with remote explosives
and have hostages surrounding them (2 on the right, 4 on the left).  Two
Beastlords are behind each of the barricades at the north and south ends of
the room, and a commander walks around.  The switch next to you can turn off
the lights if you think that will help, but this alerts the guards and will
cause them to set off the bombs in a few seconds.  The commander is carrying
the remote detonator that will set off the explosives, so wait to storm the
room until she is close to the door.  If a timer appears at the top of the
screen counting down from 30 seconds, you have that much time to disarm the
bombs on the generators. 
 You can prevent this by moving quickly: send two squad members to the north
end of the room to kill the commander as she walks by, two to clear the
north barricade, and two to clear the south barricade.  Move your troops south
to keep the Beastlords occupied and prevent them from killing hostages as the
north targets go down.  Salvage the explosives if you can and move out. 
 The ghoul brothel is just to the north, but entering from this direction can
be risky because the Beastlords will sight you sooner.  Instead, move west and
north all the way back to the barracks and post five troops on one of the
eastern guard towers armed with rifles.  Take the sixth person, preferably the
one with the most HP remaining, near the large rock on the northeast border of
the map.  Sneaking here are a Beastlord and two adult Deathclaws.  Start a
fight and run as soon as the Deathclaws reveal themselves back toward the
guard tower.  Keep running around so the Deathclaws can't hit you (much) while
the tower squad fires on the Deathclaws until they're dead.  Sometimes the
Deathclaws will take an interest in the tower and charge the wall, leaving
your bait man free to take a few shots himself. 
 Once they're dead, send the bait to the church on the north side and start a
fight with two Deathclaws here.  It's quite possible to post shooters all
around the protrusion on the roof allowing you to fire down on the Deathclaws,
but it's easy for them to get out of sight.  You can also fire through the
south windows, but they'll lie down and you have to get close enough for them
to hit you through the window.  The last option is to flee back to the tower,
which is much riskier but usually faster.  Grab Metal Armor Mk II from the
church chest and move everyone southeast along the map border. 
 Attack the brothel from the north, allocating three squad members to the
north part and three to the south near the door; this should prevent the
Beastlords from being able to kill any ghouls.  Two Beastlords are standing
outside to the south and may make a late appearance.  Grab your loot, send
someone to talk to the mayor, Arlene, Evita, and Elliot the Ghoul for some
nice catharsis, and exit.

7: Mardin
Objectives: Kill Emperor Darr, discover the cause of Beastlord control over
 the Deathclaws
Promotions: rescue the Deathclaw Matriarch instead of killing her
Enemies: Beastlords w/ rifles, spears, and small arms, wasps, baby Deathclaws,
 roaches, radscorpions
Contacts: Deathclaw Matriarch (cage underground past prisons)
Special Equipment: hunting rifles for everyone
Squad: optional trapper
Time: Day
Strategy: Engage enemy from maximum range
Note: If you rescue the Matriarch, Deathclaws join the recruit pool
Plan:
 This mission is relatively simple.  The first half is an above-ground
environment with minimally useful cover and you'll basically have to rifle
crawl over the whole thing, taking out the Beastlords with your hunting rifles
at maximum range to stop them from hitting you and switching to AKs when they
close in.  The reason you should take this mission in daylight is standing
next to the pit just north of you when you arrive: a Beastlord with an H&K
CAWS, the second-best shotgun in the game.  If you try to take him at night,
he can slaughter your squad with burst mode because you'll have to get closer
to him.  Stay far away and keep your troops widely separated to kill him and
collect the shotgun.  There's a patrol of animals and Beastlord grenadiers
that will rush to back him up.
 Head northeast, loot the dead warrior at the southeast edge of the map, then
continue to the Beastlords at the corner.  Use the truck as cover to take them
out and loot the second dead warrior here.  The ruined building you passed is
trapped with Beastlord puffers, so take care when approaching it.  Swing north
along the edge of the map and kill a few Beastlords in a small hut.  The ghoul
in the enclosure marks a small minefield that's worth salvaging if you can. 
Head north and kill off the Beastlords in the junkyard, then head west to the
graveyard and clean it out, too.  Send two people to the northern staircase in
the graveyard and kill some cockroaches to loot a zombie. 
 Swing to the map border to kill off the last surface patrol of Beastlords.
Don't miss the two corpses near the lonely gate west of the graveyard.  When
you're ready and have cleared the whole surface of the level, go down the
black staircase here.  Lead with the shiny CAWS to shred the cockroaches here
and work your way down through a minor labyrinth ridden with insects until you
reach a pit with two ladders. 
 There are two baby Deathclaws sneaking here, so use the same strategy from
Quincy: line the balcony with snipers and send one person down as bait to run
around.  Don't use the CAWS unless you can keep it from hitting the rest of
your squad or the bait. 
 When both Deathclaws are dead, climb up the other ladder.  Kill two
Beastlords in the next hallway, then waste three imprisoned baby Deathclaws
without getting close enough to the cage for them to hit you.
 Save, then climb the stairs at the end with rifles ready to kill some
Beastlords with superior range.  Be careful not to hit the Matriarch in the
cage, because then she will turn hostile and you'll miss out on promotions and
recruits.  There are several Beastlords in this room and approaching from the
north, so make sure they're all dead without crossing in front of the
stairs to the southwest.  Send your shotgun around to the northeast to kill
two Beastlords from behind and check the other side of the cage. 
 Save again and unlock the Matriarch (there's a key on one of the dead guards
if you can't pick it), then talk to her to sic her on Darr.  Follow her into
Darr's chambers with rifles and single-fire weapons to kill off all the bugs
and Beastlords here.  Actually, Matriarch and her babies should handle most of
the dirty work, but you want to prevent her from being killed and you don't
want to hit any of the Deathclaws or they all turn hostile and you have to
kill them.  Again, this is bad.  Another good reason to come down the back way
through the Deathclaw pit is that this leaves a few baby Deathclaws around the
labyrinth that will start attacking the Beastlords when the Matriarch gives
the word, making your job easier even though they all get killed.  Talk to the
Matriarch when the immediate battle cools.
 If you're playing Tough Guy, you may want to go down and kill Darr and his
guards on your own.  It's a very difficult fight unless you can draw them all
back to an ambush at the Matriarch's cage, because the melee fighters will
overwhelm you.  The advantage of this is that there is no chance you'll
accidentally shoot the Matriarch and have to kill the Deathclaws and little
chance the Matriarch will be killed by the Beastlords.
 At the very top of the stairs on the northwest end of Darr's chamber is a
single puffer mine which must be defused without attracting the attention of
several Beastlords in the next room before you move in.  Alternately,
backtrack to the Matriarch's cage and swing northwest through the maze,
killing Beastlords as you go.  There's lots of them and they know how to use
the cover, so be careful, move slowly, and keep your men covered.  Don't set
the prisoners free until you have cleared the path all the way to the surface
(I don't know that freeing the prisoners gives you anything, but it's a nice
gesture).  When everything is dead, snag the loot and head out.

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