Fallout tactics how many missions




















Quincy BL. Springfield R. Jefferson SM. Bunker Gamma. Louis SM. Osceolla SM. Kansas City SM. Great Bend RB. Bunker Delta. Junction City RV. Newton RB. Cold Water R. Canyon City RB. Bunker Epsilon. Scott City RB. Cheyenne Mountain RB.

Buena Vista RB. Vault 0 RB. The front gate is unlock so you can skip the two side enterances. Choose witch path suite you best. You can find the raiders leader through out the strong hold. The main raider leader is where 1 is marked on the map. There is a minefeild out side the gate to the where the main raider leader is. When unleashing the prisoner in this area make sure that area around the front gate is cleared or if that area is not cleared properly the prisoners can be killed by the raiders that are left in the area.

Now by this point if you have not done it by now you have kill all the raider leaders up this point except killing the head raider learder and free the prisonersners.

When you do kill the last raider leader there are mines outside the gate to his locations. Find and destroy the mines to make your way to the gate. There are raiders to kill by the gate. You will notice the gate is locked so use the lockpicking skill to unlock the door to use the power switch to open the gate. In this area you will find more raiders in the building and on the wall.

The final raider leader is in the building with his other raiders troop. If you have the double barrel shot gun and ak then use them to focus there fire on to the raiders to give them a quick punch to finish them off. With the raiders dead and having the mechanical arm in your inventory go to the evacuation to finish the mission off. When you get back to base and get rid of your loot go to Barnaky and he will tell you that will be going to another BOS base to continue on with your squad duties.

When you get to the new base and when ready you will do the 4th mission. All of the easy missions are done with. Your missions from mission will get harder over time. This bunker is used from mission while in the area.

There is a hidden bonus mission witch you can go to Springfeild. Bonus Mission - Springfield an ode to the "Simpsons" By Barnaky You must do all the required stuff to activate the mission before you do the last mission witch would be mission 7.

If you do not then you can not do this bonus mission. This mission is going to be a easy one for you. Your main objective to complete is to get the humvee to the evac point of the map. The evac point is at the end of the map at the bottom east-south edge.

You can keep the humvee or jeep if you have someone in it when mission over and bring it back to base. You can use this humvee. It holds 6 people and a unlimited amount of item. To complete this mission you will have to clear each area of enemies to get the humvee to the evac point. You will be facing weak enemies still: raiders,dogs,citazens. If you want to store any extra loot in this mission just give it to the driver of the humvee.

There is a optional side quest to complete it have no real importence through. You can skip this quest and it will have no effect to the storyline at all. To begin this quest go to the Municapal libiary in the middle of the map. In this building there is person you can talk to. He will ask you to get another pair of glasses for him. Some how he lost his glasses and because you are a nice person you are going to get them for him.

The glasses are in a build past the gate in the middle of the map. You can find them in a chest in a building in this area. The reward for giving him the glasses are a sklll book. He will say thank you for returning them to him in a mean and sarcastic way. If you think sarcasim died off when the post-acopolyse happpend then you are wrong. Once the humvee get to the evac point General Barnaky say thank you to you for protecting the humvee with the supplies geting to there places safely.

You can keep the humvee if you take back to base with you. This mission is a simple one you will have to go in to the vault and get some fusion batteries. Talk to the village elder and he will tell you that they have them. He will prounce it wrong and say"fyushun bats". The vault witch he does not know it is vault say it is guarded by bad spirits. You have to go through the vault and kill the enemies bad spirits in the vault. These batteries are inside the vault some where. Do be kind to these tribals they do not have the same chance to be as enlighted as the Brotherhood of Steel is.

Inside in this vault you can find better weapons M16a1,m,browning HP pistol,etc in it you just need to find them. Out side the vaullt stairs there are deactivated turrets that can be turned on.

Look in guide on how to keep these turrents off when you get out of this vault. Inside you will find insects that can poison at you and vault turrets. Have a antidote to get rid of the poison status and have a medic near your squad member to heal them or apply the antidote to get rid of the poison status. These turrets can be turned off if you find the switch that are found in the vault.. There is yellow pass key that you will need.

It can be found in the area before you reach the terminal to a long cordoor. This key is to unlock the yellow door in a office in this area. In this are pass the door you will find ammo,medical item and a fusion battery in the safe and lockers. With the first fusion battery in you party inventory get your party in to the terminal room by the long coridoor. Once you activate the terminal and step through the door the vault security will be activated.

One thing i found usefull when in the vault is when by a turret in a open area i use my cover to protect my squad members while the insect come to kill me. With the bug in the open the turret will kill or weaken insct. Once the security is activated read the following paragh below on how to get the squad past these turrets. I get my squad to behind the cover in this hallway in a crawl position. There are some corrpses that have some loot on them.

These corpses are dead citazen of vault 0 that you are in and you will find dead tribals in the vault as well. Learn the pattern and timing for the turrets action.

When the turret begins to go drops down in to it sheild cover get your squad member to run past them and find a safe spot in the area past turrets. In this area you will find insects that can poison you. Watch out for them and have your 1st squad member run past the turret with enough fire power to kill the bugs in the safe area to the rest of the party and have antidotes on them to get rid of the poison status. With the entire squad in a safe area use your medic to treat any servere injuries that any party member have gotten from running past the turrets.

The 2nd fusion battery can be found in engine room in a locker in the area where you can a square table witch is made up of 2 tables with 2 charis on 3 sides of table with anothwr smaller one next to it.

There is a power room by this open area. In this room It have 3 engines in it and a turret. Just like the long cordoor room study the turret pattern in this room to get by it.

There is a switch that you activate witch will onlock the door to go deeper in to the vault to find the last fusion battery. This switch in the newly open area will activate the turrets on the surface on and turn the turrets in the vault off. With this switch activated you can check the vault safely with out geting hurt by these turrets. NOTE: Rember to activate the switch again to turn the surface turret off when you are going to the surface.

When you have the last fusion batter have the entire squad close to the surface have one person in group group at this switch to turn the surface turret off and turn the vault security back on. By doing this you can leave the vault safely. This 1 person after the switch is activated have this person run past the main coridoor where the 2 turrets are to meet up with the squad.

Do not worry will you not lose any karma points when you turn the surface turrets on. You would have lose karma points if you went and killed these tribals your self. This third area with the turrets turned off clearing the area of bug is going to be easy for you. The 3rd fusion batter can be found in a big open room that a lot of bog roaches can be found in. THis fusion battery can be found in a locker in this room. When you finaly find the 3rd fusion batter remember to to read the parts after NOTE because this will be importent when you want to leave the vault safely.

After you get the 3rd fusion batter check the vault for valuable loot or usefull items if you not done it already. When you are done that part read the part after NOTE. Now that you are at the staircase to the surface and you turn back on the internal vault security you can now go to the surface now.

When you get to the surface you will see dead tribal killed from the turrets when you turned them on earlyer. Loot them for usefull items if you want to. Talk to the tribal elder and he will confess to you what he did wrong. He wanted you dead by using the evil spirits. He think the evil spirits killed his people but the turrets killed them. It is unfortunate that this tribe built there little village close to a dagergous spot. With the mission completed go to the evac point to complete the mission.

General Baranky will congratulate you on your good work. He will give a nice short speach on puting missionobjective firtst and inform you on the BOS regulation on what it is ok and not ok to kill. Return mack to base now and get ready for the next mission. Note: i am on this mission now. The main objective to this mission : - make sure the mayor of Quincy stay alive - liberate the town from beast lord controll -help the ghouls out optional Town: The first thing you must do is that you must make sure the mayor of the town is safe.

After that is taken care of take care of the beast lord and their animals. Beware there are baby deathclaws. Use focysed fire to kill them quickly and keep them at a distance.

If they get up close they can serverly give your squad a bad day. You realy just had to just have to clear the townhall in the center of town and save the mayor to complete the mission. I will go to through the rest of the map now and kill all the beast lord and enemies.

I will find more loot while i am exploring the area. Saving the ghouls: To get to the ghoul town area go where the prison is and tank the route from there to where the ghoul town there.

With your squad you should have the surprise on them. If you have any ak's in your group this is a good time to use them to kill the beast lord and their animals. To the north a ghoul name Gorgi. Inside there are 2 beast lords that is holding Gorgi as a hostage. Kill these 2 to free him make sure you kill all of the beastlord and animals in the area before doing this. With Gorgi free go to the ghoul town area and talk to a ghoul name Elliot. He will thank you personnaly that you saved Gorgi.

The ghouls from now on can join your party as a party member. If Gorgi died then the ghoul community will greive for his lost and they will join the BOS still. If you did not save them then you can not get them as a future recruit. You will not get the good karma points if you did not save them.

Prison detention center : This place is north-east of the town hall. In here there are beast lords in here. Kill them in the prison. Brothel north of the townhall : When you get to this place there is hostage event going on. Take care of these beast lords in this place. If you failded to save the civilians in here from the beastlords General Barnaky will be disapointed with you but he accepted what your current squad skill is currently.

At the evac point: For me I save the ghouls,Gorgi and saved the mayor. I cleared the town of the beast lord. I failed to save the people at the brothel.

At the end General Barnaky congratulated me for completing the mission. With saving the ghouls he did not like that idea and he will have to accept the ghouls being BOS members. Main objective: -kill the Beastlord leaders - find and deal with the deathclaw infestation Geting to the base: there are 3 way in to the base. Witch ever way you get in to the base you have to kill the beastlord and their minion to get in to the 3 ways in to the base. I took the main one where the cemetery sign that say Mardin on it.

From in side the base you have to find your way to the Deathclaw infestation and to kill beast lord leader. KIlling the Beastlord leader: For me i went the long way around in the base to find and rescue the death named Mother. The leader uses a spear be carefull of his. DO not use shotguns or blast range weapons if you have freed Mother and her deathclaws infants. Finding the Deathclaw infestation: In the underground base close to where the beastlord leader is there is a caged area where you will find a deathclaw that goes by the name of "Mother".

You can kill her if you want to. If you do not kill her you can recruit the deathclaws as squad recruits. If you do not want to kill the beastlord leader yet you can find the key on the beast lord body to free her. With her free you can use her help to kill the beast lord leader and his minions.

After the leader is killed and Mother is alive still talk to her again. She will congratulate you and will begin to send some deathclaws to be trained as BOS recuits. If you ralk to her again after killing the beast lord she will comment on how well you fought against them as if you were part of her family unit. Prison cell: In the area to where Mother is there are civilain traped in there cell.

You can free them by lockpicking the celldoor if you can not find the key to them. Conclusion: when you get the evac point he will congratulte you on completing the mission. If you saved the deathclaw and her children the General Barnaky will have to tolerate the new BOS members.

If you did not save them then your mission debreifing will be differant. This bunker is used from mission while in area. Object: -rescue the BOS squad in the area and bring all of them back to the evac -DO NOT go to where there super mutant base is in the most west side of the map. Items you need : enough first aid items to restore the BOS company in the north of the map and enough tool kits to repair your APC vehicle The way i complete this mission is i use the vehicle APC armor personal carrier in mission to carry all item i get in the mission.

You can keep this vehicle after the mission if you bring it from evac point to the BOS base. I use the vehicle and have them in it while i advance forward to save the squads that i can could save. There are parts that you will need to leave it to get to certain area's in the mission.

You will need to bring medic items to save some of the squad members in this mission. There is one squad that you will save they are in the north of the map. Make sure you have a medic or some one that is the squad with medic skill to heal the BOS squad in the north. It is to drive over the mine's.

Remember to use tool kit's to repair the APC when it take any damage. With General Baranaky disaperance there will be a new general to give you mission debreifing and breifing. This general will congratulate you on the good work trying to save all of the squads in the area.

Now go back to base and get ready for the next mission. General Dekker will be giving you your misson's now. Objectives: - Disable the generators This mission is a easy one when it come to objective goal only. There is another vehicle that you can collect as well. It is a scouter car.

This scout car can be found in the begining area of the map. You will be facing super mutants in Jefferson. They will use big weapons,melee weapons and explosize weapons still.

If you use the scout car you can put all the loot you get that you do not need and take back to base. The tactinc i use when it come to killing the mutants here i use 2 people with LMG with a sniper for support from a distance.

The 2 LMG people go forward use cover and fire back while the sniper do what they do best sniping people from a distance. I have a combat medic as well to protect and heal my squad as they go through this mission. I find that big weapons when use properly in a group is quite effective agaist the supermutants. I found if there is side path or another way to around them try to take that path if you want to. You need a person that can detect traps as well to dearmed them to spot them so that the party can go around theem.

Remember there is usefull loot that can be found in the mission. Good thing that your LMG that you use that use the 7. In all or most of the rooms in the mission you will find mutants so pick a plan to get the upper hand when facing the mutants such as flaking them and etc. Check what is up ahead first because if your party run past a wall,sandbag wall and etc. A super mutant if you run past him they can shoot andptentialy kill a party member if they are lucky enugh.

Once they are dead have some one shoot and destroy this generator. The secnd generator will be a tricky one to get to. Once the super mutants are killed you can use your sniper in the group to shoot at the generator if they have a clear line of sight and have a high chance to shoot at it.

Just remember that the turrets are hard to kill so it is ok to not to kill them. They can cause a problem if you want to send some one in to the generator room to destroy the generator. The way i destro the gnerator i stay on the left side of the road and having 3 people run in to the generator room to get to cover and support each other. Once the mutants are dead i use some one to shoot at the generator.

With the 2nd genator dead i regroup in a safe spot. The way to the 3 generator there are 2 path the strait forward path to it r a side road just underneath the bridge. Both f them lead to the third generator.

If you have the scout car still i would clear the building around the blockades on the way to the third generator. There are 2 ways in to the factory to get to the generator with the factory area. The is path the lead under it and the other one is a strait forward path in to the base. Choose with path works for you. The door to the room the generator is unlocked and destroyed it. Talk to him. Destroy the lab or go to the evac point. I did not destroy the stuff this reseacher was working on and i went to the evac point.

Destroy the 4th gnerator and go to the evac point. If you have and want the scout car still you can drive to a edge of the map and keep it still. Conclusion: You willl be receiving the same good job feeling when the general talk to debreif you on completing the mission and he informed you there 2 other mutants groups that you have to deal with.

Go back to base and do what ever preperation for the next mission. Objective: -defend ghoul compound - kill supermutant leader in area -protect ghoul leader -obtain infomation on the warhead if possible optional This group is one of the two supermutants groups you have to take off. The way how you can complete the mission you must defend the compound on 3 sides from the supermutants attaks. The ghouls will help you defend the compound as well.

Once the compound is safe go and finish the super mutant leader off when the compound is safe from remaining supermutants that could come from the south or west in to the compond. Remember that the supermutant have valuable loot. There is usefull loot in the in the building in this area. Once supermutant leader and the super mutants in area is dead you can safely look for usefull loot. You can get miniguns from the super mutants corpses in this mission.

The advantage here is that you get to shoot the raiders in the back; the disadvantage is there are anti-personnel mines. At the base of the southern steam chimney is a chest which yields XP. The campanologist in the church's bell-tower has a great view, but only an AK You can hug the wall as you sneak toward the door, taking out the two guards at the railings when they become visible. In the church dungeon is a dead ghoul, trapped with an active Claymore. There is also a stimpak lying on the ground.

To the South-West is a square breezeblock building sporting a large tank. It contains a white fridge and a crate behind a red fridge; both replenish your ammunition. Now for the head assassin. His team is initially non-hostile until you trigger his dialogue therefore take advantage of this and position your team. The church has two tiers where you can place snipers with a good clear view.

When ready, send well-armored close-range types up beside the fence-gate. This will trigger the dialogue and subsequent carnage. You get XP for killing the head assassin.

Inside the building is the mayor and even more non-kosher flags. As soon as you talk to him, the fence-gate leading toward the podium opens though it remains locked and you get XP. The mayor delivers a heart-rending speech to the applause and disapproval of his subjects. You can return to Carino but he stubbornly assumes a doubting Thomas attitude, insisting that he see the mayor with the Warrior before he believes.

Even planting the mayor's clipboard onto Carino won't budge his denial. As you cannot convince the mayor to move, the only way to prove you have accomplished your mission is to put all your team on the exit grid. At this point he believes as demonstrated by his speech bubbles, but you're already on the way to the fast travel map. Note that although the Hummer you are used to can take 6 passengers, the buggy can only take 2.

This mission is only available if you have the 4th bonus CD or installed a patch designed for this purpose. It also can be made available manually by using notepad to edit the "bos. Fallout Wiki Explore. Fallout games. Classic games Fallout Fallout 2 Fallout Tactics. Fallout Atomic Shop Apparel Bundles C. Emotes Icons Photomode S. Skins Styles Utility. Allies Creatures and robots Factions Vendors. Ammunition Apparel and armor C. Administrators Account management Discord Vault Academy.

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