             ---------------
             FALLOUT TACTICS
             ---------------

- FAQ V1.6 - 
by Guiler (J Novakouski - guilersk@earthlink.net)

This guide may be reproduced only with my permission, for non-profit 
purposes only. You may download, save, modify, or use this for
personal reasons only, but I would appreciate that you send any
suggestions and updates to me, <guilersk@earthlink.net> to help make
this the best FAQ it can be. If you would like to post a copy of this 
on your fansite, email me at <guilersk@earthlink.net>. In addition, 
if you do so, I will automatically send you any updates I have made.

FALLOUT TACTICS is (c) 2001 Interplay Entertainment Corp

This is by no means complete, but it ought to help you
play the game. If you know of something that I don't,
drop me a line at <guilersk@earthlink.net> and I'll
credit it you for it. I haven't finished the game yet,
so if you ask me a question about something way late in
the game, I will respond with 'huh?'.

Special thanx to the following contributors:
Benjamin Winston <lemurking@hotmail.com>
chad athey <ice_b_chilly88@hotmail.com>
Chris369@aol.com
Clown <zion99@pacific.net.sg>
Gabriel <arkangyl@bellsouth.net>
george indigo <yodawon@yahoo.com>
Gilkey, Gregory <gsg@lucent.com>
Houston Bruck <hbruck321@hotmail.com>
Justin Cramer <thinredpaste@yahoo.com>
Kenny Wong <kenjai@netvigator.com>
KittyH
Kulsz <Kulsz@aol.com>
Matt <mrbilljoe@yahoo.com>
Philip L. McMahon <doorguy@doorbot.com>
Shane Feather <xcaliber1999@aol.com>

TABLE OF CONTENTS:
-Version History
-Character Creation
-Walkthrough
1.0 BRAHMIN WOOD
1.1 BUNKER 1
2.0 FREEPORT
2.1 BUNKER 2
3.0 ROCK FALLS
3.1 BUNKER 3
4.0 MACOMB
4.1 BUNKER 4
5.0 PREORIA
5.1 BUNKER 5
6.0 QUINCY
6.1 BUNKER 6
7.0 MARDIN
7.1 BUNKER 7
8.0 ST. LOUIS
8.1 BUNKER 8
9.0 JEFFERSON
9.1 BUNKER 9
10.0 KANSAS CITY
10.1 BUNKER 10
11.0 OSCEOLLA
11.1 BUNKER 11
12.0 JUNCTION CITY
12.1 BUNKER 12
13.0 GREAT BEND

-Other Stuff

VERSION HISTORY:
1.0- created, missions 1-4 3/25/2001
1.1- added Preoria (mission 5), Macomb mine trick 3/26/2001
1.2- added Quincy (6) and several player suggestions 3/28/2001
1.3- added Mardin (7) 3/30/2001
1.4- added St. Louis 3/31/2001
1.5- added Jefferson 4/1/2001
1.6- added Osceolla and Junction City 4/4/2001

CHARACTER CREATION:

For all you Fallout people:
Much as Icewind Dale was the combat version of Baldur's Gate, so this 
is the combat version of Fallout. Your silly skills like science, 
repair, and whatnot have little place here. You're much better off 
picking skills that allow you to be killin' stuff, so to speak.

For all you Laser Squad/XCOM/Jagged Alliance people:
This is a lot more RPG than you've ever had before. Imagine; you can
actually see the amount of experience you've got, and pick the skills 
you want to increase when you level! Because of this customization,
You shouldn't 'throw away' soldiers on suicide missions, as some of
the games listed above need you to do. It's much better to go 
cautiously and retreat crippled soldiers from the field of battle.

As this game is made for killing, I naturally have some suggestions on
how to make a killer character. We want you to excel at the death-
dealing on high levels, so I suggest working towards the 'sniper' 
and/or 'slayer' perks. On the way you should take Bonus Rate of Fire 
(or Bonus HtH if Slayer), Bonus Ranged/HtH Damage (again, depending on 
Sniper or Slayer), More Criticals, Better Criticals, and Sharpshooter 
(if Sniper). If you can't get these, take Action Boy (essential if 
you don't have max agil), Educated, Flexible, Gain (statistic), Swift 
Learner, Packrat, Strong Back, Ranger, Flexible, or Explorer.

However, some of these perks have nasty attribute Requirements, which
is a good reason why you should take Gifted. I also suggest Fast Shot,
as Fast Shot and Bonus Rate of Fire means that it costs 2 points to
fire a weapon; with 10 action points, that's 5 shots a round, and at
high levels that means 5 criticals a round, for when it really counts
against those robots and mutants.

I suggest the following attributes (with Gifted on):

ST 6 (8 if a Slayer)
PE 8 (absolute minimum 8 if a sniper)
EN 6
CH 5 (more is helpful)
IN 6 (absolute minimum 6 if a sniper)
AG 10(absolute minimum 8 if a sniper or slayer)
LK 6 (for all those critical-based skills)

For Tag skills, small guns is essential, and then later Energy Weapons
and Big Guns if you intend to use stuff like rockets and chainguns.
Also useful is Lockpick, Unarmed or Melee if you plan to go the Slayer
route, Bartering, and Outdoorsman. Also take Stealth if you're the 
Slayer; you need to get close to kill them, so getting close without
being seen is the best way, especially if you have Silent Death.

Kenny Wong <kenjai@netvigator.com> writes:

The mutate! perk will change traits. However, if you don't have a trait
to start with, then you just get a free trait. Not so useful for your main
char, but could be usefull for your squadies. Imagine a whole team
of gifted squadies....
-------------

WALKTHROUGH:

Please note that I play Turn-based. Squad Turn-based is good for the XCOM/
Jagged Alliance crowd, and regular Turn-based is good for Fallout fans.
CTB is good for suicidal RTS gamers, who will probably have a lot of
trouble and frustration playing this game that way. There are benefits of
CTB games, but I prefer not to play that way. I do occasionally set it to
CTB when fighting off hoards of melee'ers, though. I just line everyone up
like a firing squad aimed at the charging melee guys and mow them down.
With that in mind, let's begin.

BRAHMIN WOOD (MISSION 1): 1.0

You're going to start with Stitch the medic and Farsight the sniper.
In combat, Stitch is pretty useless due to his low perception; he will
only do any damage when close, and then he will do a lot of damage 
because of his shotgun. Farsight is good enough at range, although
she will miss often. Your character should start with an MP5, a 
submachine gun which is middling with range, and can do lots up
close with a burst. Burst isn't all that accurate at range, however,
and burns ammo fast. You'd best get yourself a rifle ASAP if you have
good perception (which you ought to if you're a sniper) and work in
concert with Farsight to pick off people from afar or middling
distances, and have Stitch patch you up when you're hit. One of the
best tactics is to duck behind a wall, and on your turn stand up, fire
a round or two, and then duck down so you can't be seen. Keep this in
mind as I describe the areas below.

You start in a ruin. Go NE and talk to the village elder. Then crouch
everyone and move to the bridge, N of you. There are a couple guards NW of
you past the rocks, and one NE of you, patrolling, with a dog. Try to engage
them one at a time; get into the rocks if you can, and remain crouched 
because you are harder to hit that way. Also, if you hide behind the rock
structure with the firepit in front of it, you can take potshots at the NW
guy without being hit (only Farsight has this capability with her rifle).

When done, DON'T FORGET TO RELOAD YOUR WEAPONS. This is done easily by 
selecting everyone and hitting the 'R' key.

The guy to the NE has a Mauser (a 9mm pistol) and a baseball bat. You want
your main character to loot him because the ammo he has is useful for the
MP5. The NW one has a zip gun (1-shot, sucks), ammo, and a stimpak, great
for healing.

Advance NW to the bunker. There is a guy patrolling the area. Advance on him
and cut him down. Then position 2 people (including Farsight) to the SW, 
against the wall, and put them on agressive attack. Use the 3rd to bait the
guy out of the bunker, and your other 2 will ambush him. In a close-quarters
fight, you should be ok, especially with stitch's shotgun. Loot the 2 bodies
to get a 44 (a good pistol) and an uzi. .44 should go to Farsight, who needs
a close weapon, as the rifle can be innaccurate up close. Put it in her
2nd weapon slot and RELOAD.

Head into the bunker to get the chest, wherein you may find a key and rifle
ammo, as well as a stimpak (rifle ammo goes to Farsight). Then head SW to
the ruin and talk to the shaman. Now go back NE and into the door by the
bunker. Make sure you're on agressive (or not, if you intend to sneak) and
open the door. There is a guard inside, and hopefully you'll hit him once
or twice. Also note the guard outside by the garden, and the dog running
around out there.

Crouch inside and use the walls for cover once the initial guy is down and
try to hide behind the walls. Stand up, take a shot, and then duck. Don't
get too close, though, as he has a shotgun, which sucks for range but does a
prodigious amount of damage should it hit. Loot the raider inside and the
shelf next to the blue shelf. Also take the booze on the ground. Also loot
the shotgun guy for more shells for stitch.

Advance NW to the tent. Loot the shelf inside, then go N to the area with
the sleeping people. Put yourself on passive sentry mode and get as close
as you dare so as to kill them before they can do anything at all. Getting
Stitch near the dogs is a good idea as he can kill them both with one good
shot from the shotgun, if you're lucky.

Go through the gate here into the Brahmin pen. Do not injure them. This next
part is a bit tricky. You want to make sure not to hit any of the civilians
in the tent, and yet there are 2 guards in there who need to be killed. Put
stitch at the N entrance and the other 2 at the south entrance. Advance the
south team in on agressive to shoot the one guy, and move Stitch around to
shoot at the guy who runs in among the kids. Alternately, put your MP5 guy
there to try to hit him hard before he runs in among the kids. If you're
lucky, nobody will be hurt, but this part is hard. Definitely save 
beforehand.

Go out the NE door when you're sure the sentry isn't around, and into the
tent N of you. Kill the guy inside and take his speargun. Also loot the 
shelf for shotgun shells and drugs (worth money).

Sentry time. Put the MP5 guy in the tent with the kids, then set all
to agressive. You want to ambush the sentry because she has a rifle, which
has some serious accuracy bonuses, so you want to hit her fast and hard, at
short range, so she won't be able to get away and have the advantage. Put
Farsight and Stitch in the N tent, near the door, on agressive, and the MP5
guy in the tent with the hostages (alternately put Stitch there for shotgun
power) and wait for her to come around. When dead, give the rifle 
immediately to the main character and put the MP5 in the 2nd slot.

Now move NW to the next bunker, on crouch. The guy will notice you, but you
should be able to kill him quickly with 2 rifles. Unlock the door and go in.
Inexplicably, he has both shotgun shells and rifle bullets, which you can
split between the two riflemen. Also loot the crate in here.

Head out the next door, across the street, and into the little parking lot
that might once have been a basketball field. Beware the guards here and 
do not make a frontal assault on the bunker. Instead, move down behind the
tin wall, killing resistance on the way. You will kill one guy there who 
wants to ambush you, and also the sentry who moves back and forth. From 
there, move to the trees in the middle and advance cautiously. Shoot the 
guards when they activate; hopefully you are close enough to do damage. If
not, you'll have to go around the back of the bunker.

Give the 3rd rifle off of the guard here to stitch, for his 2nd slot, and 
make sure to loot the crate for grenades and first aid. Then carefully move
through the hole in the SW wall and to the sniper post (with the ladder).
Go up the ladder with your main char on aggressive, ideally with the MP5
selected, on burst. You ought to blow him to smithereens. Once up here you
might be able to see other guys and shoot them, so look around with the 
rifle on, set to aggressive. Before you leave, get the stimpak and rifle 
bullets in the crate.

Move SE through the next wall, into the next ruined area, this one with wood
floors. If you didn't snipe him, there's a guy here with a pistol who you
can deal with. Then move SE to the buliding with the burning barrel. There
are 2 guys here, waiting in ambush, along with a dog, so be careful.

Move SW into the room with the wood floors and tin walls. There is an uzi-
packing thug here that shouldn't cause too much trouble if you're careful.
Next move W into the courtyard and take out the 2 sentries there, from cover
if you can. Move around the building N (on the east side) and come around to
surprise the sentry on the west side.

Once he's gone, you can either get onto the roof to shoot people from there,
or go in the front door. The best way to finish this mission is to walk out
a single step, fire a shot or two, and then move back behind cover. They 
won't be able to take a single shot at you. It's pretty easy if you ask me.
The only risk is when you take the first step out, as there is a guy on the
right side with a machine gun. Either set your MP5 to burst and go on the
right side, or do the left side to activate TB combat and then machinegun
him on your next turn. Whatever you do, do it crouched.

Killing Horus ought to send you up a level. Put all your points in small 
guns; I'm not kidding. It will be very hard on you if you don't.

Loot the bodies for stuff. There is also a crate and a box and a locked box.
The locked box is tricky to open without extra lockpick points, but contains
2 stimpaks (not earthshattering if you miss them).

Go all the way back and talk to the shaman, who will give you heal powder.
Then go back to the Elder and talk to him; he will give you a detonator.
Then, step on to the green patch nearby to leave.

Head back to the bunker for healing, equipment, and new recruits.

BUNKER 1:

Hit 'M' to see the map, and head directly to the Recruits pool. Pick up 3
people (you might see more than 3 with high charisma), and then outfit them
with all the loot you have, ideally with a rifle and an uzi apiece. All of
them suck at riflery, with low perceptions and middling 'small guns' skills,
so they will be backup and mules for now. Head to the Equipment store to
sell off your stuff and buy anything neat they might have. I suggest selling
all your drugs as they are addictive and expensive; I don't ever use them
and I find that if I do, i suffer because I get addicted. Buy yourself some
lockpicks and some rifle ammo if you need it. And, if you're a melee person,
get a mace glove or sappers. Make sure to do all buying and selling with the
person with the highest barter skill.

Kenny Wong <kenjai@netvigator.com> writes:

(Unconfirmed) Items seem to sell for more if the quartermaster doesn't
have a lot of it in stock. The 1st AK-47 I sold was way more than the 
57th one. This means it's much better if you sell all 57 of 'em in one
go rather than selling 2 or 3 at a time. Just have the whole party loaded
up, have your barterer within talking distance of the quartermaster, then
shift everything over. (Gotta confirm this myself, but I'm definately sure
my 57th AK went for a measily 67 scripts, while my 1st one went for a  
few hundred.)
-------------

I have seen this myself; heavy machineguns that once would sell for over 1K
have been reduced in price to less than 100. If possible, try to sell all of
a type of item at once, if you can.

Once done with this, head to the briefing room to get your next mission. You
are to go to Freeport. Head out via the green exit area.

FREEPORT (MISSION 2): 2.0

If on aggressive, you'll likely snipe a guy and a dog off to the E as soon 
as you enter. Then advance up to the line of cars and duck behind them,
standing to fire at the combatants on the ridge. Don't fire unless you have
at least a 30% chance to hit; you will just waste ammo.

There are 3 ways in to the complex, as advised by the map. I suggest taking
the south route as you can get to your contact there. It is highly advisable
to keep the alarm from sounding if you can help it, so engage the gaurds
quickly and quietly so as not to send them running to the sirens.

Move SE towards the SE stairs. You can kill the bridge guards if you want
since they don't have guns (pretty dumb if ya ask me), but there are 
sentries that walk around with guns. The N section with the still is 
especially highly guarded, with a guy with an AK47; a great weapon, but you 
have to take it from him.

The south side is pretty lightly guarded, and in a tent (on the W side of 
the gorge) is a shelf with stuff and a sleeping guy, easily ambushed. Move 
to the agreed meeting point and find the guy with red armor. He is in the 
building, crouched. From there, go NE to the room with the bookshelf. Kill 
the guy with the spear and his buddy nearby. Get the scouting manual on the 
shelf and read it for outdoorsman skill.

Go NE again and kill the spear guy there by the fire. Head E into the wood-
floored room and loot the cabinet. Once there, move the squad N to NE of
the porthole building with the sleeping guards. Sneak in and then kill them
quickly. Then move SW to the room with the locked door and 'Ripley the
prisoner'. You may have to sneak, and/or shoot the guards in the main
street before they set off the alarm. This will be tricky, and if you find
it difficult, you'll likely have to go all the way around through the still
area, killing those foes, and come from both sides, the north and the south
side of the street, to get enough shots off to kill them before the siren
goes off.

You can try to pick the lock, but it'll be difficult. If you do, she'll open
the door and run off. Go into the tent nearby and rescue the elder. Ware the
guys in the bunker in the street. Shooting nearby will probably set off the
guards to attack you, and they'll start coming out of the tents. If you're
good enough, you can pick them off 1 at a time as they come at you, but 
crouch and take cover just in case. When done, loot the bodies and tents for
some good stuff. If you're lucky, you won't have awoken most of the guards,
and they will be sleeping in the tents. Just walk your guys up to the door
on passive sentry, and then activate agressive; 6 free shots at 95%.
Execution style, as it were.

Head N from here to the little compound with the guy locked inside. Getting
through the door is difficult. I have yet to actually get in there, 
and would be most interested to find out what was inside...

chad athey <ice_b_chilly88@hotmail.com> writes:

Concerning the locked house that you were interested in getting into on the 
Freeport mission, one of the guards that generally hangs around the tent the 
elder's in has the key. In fact, If I remember correctly, in addition to the 
key he has better loot than any other guard in the Freeport mission. Hope 
that helps.
-----------

Gabriel <arkangyl@bellsouth.net> writes:

In Freeport just North of the (northeast) building with the
two sleeping guards which is northwest of the guard by the fire,
there is a locker with an AK-47 (your first one to get - and not
on a person) and some ammo or other stuff.  You can return their
to confirm the contents.  I only bring this up since this weapon
can help out immensely on this mission and gives you at least two
by the end of this mission.
-----------

Next, head E toward the still. Stop in the room full of boxes to kill a guy
and loot a crate. Then continue toward the still. There will be guys 
sleeping here, and a guy with an AK right near the still, so be careful
and crouch on the approach. If you have to, hide behind the crates and move
out, shoot at him, and then move back out of sight.

Once they're all dead, go talk to the Tribal Elder and tell him to go to
the exit area, then proceed there yourself.

BUNKER 2:

Return to the bunker and talk to the new tribals there; the girl has a gun
magazine you can buy. Check out the new recruits to see if you like anyone
there.

ROCK FALLS (MISSION 3): 3.0

Head E and then NE towards the 2nd entrance, noted on the map. The first
obstacle is the camp to the east. Sneak up and engage them from a distance.
By now you ought to have 2 good snipers (you and Farsight, if you're a
sniper) and a 3rd, Rebecca, might be available at the base. The others ought
to be at least passable at the rifle, as well. If you're not too close, they
likely won't hit you.

Follow the same idea for the next group to the NE. They'll probably run out
into the field, and you can hit them from there. When they're down, you can
head NE, to the E of the garbage wall. Watch for the sniper post across the
street to the NE. There's a guy with an AK up there and he has buddies in 
the building below him. Take him out and then approach the building slowly 
to get his friends (2). You should get 2 AK's from this; if you're into 
automatics, they'll be your friends for a while. I prefer the hunting rifle 
with a secondary automatic weapon myself, or a shotgun.

Go N to the car wall, and then around it to get the crate in the SW corner,
made by the L of cars. Be aware that there is a raider there with an auto-
matic weapon, which you might not have seen if she was crouching.

Head N to the gap in the wall crouched. Set to aggressive, and then stand.
You might to see some guards and shoot them. Once done, head around the 
perimeter wall around back, and beware of the mines there. The slower you
go, the more mines you'll discover with your eyes, rather than your feet.
You probably don't have anyone who can disarm them, so just leave them be.

Now you can head NW towards the gate control if you like. Pick the door if
you can to get at the gate control. From there, you can get into the area
with the boss raider. Once through with him, we can proceed to clean up the
rest of them.

You can either go in the ground floor or the top floor. The ground floor is
locked, and might pose a problem, so you may have to go upstairs; ware the
sniper there. Downstairs, 'Jesse' might be able to shoot at you through
obscure mapping errors. Specifically, there is a spot to the right of the 
door that allows you to shoot at the second floor. If you feel lucky, put
your best shot there and take care of the 2 guys upstairs.

Eventually you should get into the door, and make sure everyone is lined up
outside to see in and set to aggressive. If you can't you'll have to to
upstairs and then down the indoor stairs, a dicey proposition at best.
Of course, if you go in the ground floor and then upstairs, you'll have 2
or 3 enemies to contend with, which is also a pain. It might be best to go 
up the outside stairs and take care of them through the door. Of course,
then you have to contend with the enemies on the balcony. You can also hit
guys on the walls from the balcony, a good idea in my opinion, allowing you
to get up on the walls and fire at them.

Inside the small room is a safe which eluded me for some time. I tried
clicking on it and it said 'out of reach', but it can be accessed. You must
move the character to the left of the safe; in fact, put them right on the
left side of the safe. Then use picklocks to try to open it. I picked it on
my first try, but this might be an anomaly. Rebecca is good for that, with
high picklocks and possibly a kit you should have bought at the base.
Inside are ring pulls, RadAway, and a Traps book. As with most books, either
give it to the expert or your main character. As you likely don't have a
trap character yet, it should go to the main character or be saved.

Next you ought to get up on the wall to fire at your the nearby field. Make
a complete circuit of the 'C' and then go down off the wall and back out
to the mine-laced area. Go into the field next to the brahmin building and
shoot at the guy in the building to the W ('Bo the Raider'). Make sure to
loot him because he has several grenades on him. There is also a locked 
chest with a science book in it.

Head out into the parking lot area to the SW. Go to the yellow-lit building
to the S and assault the guy there. Open his chest and take the fruit (?)
and equipment. Also loot the bookcase for healing supplies. Then go around
the corner to deal with 'Daisy the Raider'. It's a real pain in the neck
because she has so many guys to help her that you can't go around the corner
without getting shot to hell.

Your best shot is to move in a crawl or prone, and move slowly so as to only
activate the two guards nearest to you, and hope you don't get hit too bad;
it helps to be against the wall farthest from them (the S wall). When done,
loot the bodies BUT DON'T FREE THE GUY YET; he'll head for the gate and get
shot to heck by the guards there. Free him later. From Daisy you get the 
gate key, so if you couldn't pick the door up north near the beginning of 
this mission, you can use this key to open it.

Cross the road to the NW and head to the building there, flanked by skull
torches. It is literally full of guards, so be careful. In here is Luke,
the last of the raider bosses. Kill him and you get a pile of XP, enough
to go up a level, usually. There's also a shelf and a bookshelf here.

From here head east to the next yellow-lit building. Loot the table and head
north to the room with the cell door. Don't miss the chest out front. Use
the key from the raider in the last building to unlock the door, and talk to
the guy there. Now you should head out the front gate to make sure the coast
is clear. The best way to do this is actually to go up on the wall again and
clear everyone away.

Once you've done this, head out the gate and shoot the guys in the green 
escape area; there are several, unfortunately. Don't miss the chest by the
gate; it's on the right side. When the gate is clear, go get the scientist 
and Nanuk. Before you leave, make sure the clear out the NW section (a small
parking lot-type area) for XP and loot.

BUNKER 3:

After talking with the general, he will tell you that you need to move to a
new bunker in the south. Do so. There will likely be several encounters on
the way, so save it often in case you find something you can't handle.

When you arrive, you will be given 2 missions: go to Macomb to help a guy
with supplies, and go to Preoria to get some batteries. For the sake of
order, I will describe the Macomb mission first.

MACOMB (MISSION 4): 4.0

It might be easiest to leave the Hummer here for now. Head SW down the road
a little and then into the large warehouse full of cardboard boxes. Retrieve
the toolkit, which will be necessary to fix the hummer if it gets messed up.

Move down the street some more and fight off the rooftop guards. Then go 
into the building at the end of the street, to the NW, with gray hexagonal
windows (the one next to the gate). Inside is the control for the gate and 2
guards. Try to pick them off separately, not that they're that difficult.
Once done, open the gate with the control and don't forget the chest in the
back room.

Now head W towards the car junkyard. You will see a bunch of dogs eating a
civilian. Advance towards them, and kill them and the snipers on the roofs.
The civilian corpse has a whole pile of medical supplies and (expensive)
drugs, so make sure to get it.

When done, head S to the building with the chest on its roof, and watch for
the raider up there, as well as the one on the adjacent roof. Go up here
and head SE down the line of bridged roofs, so as to take out all resistance
down the street from the elevated position. Don't forget to get that chest,
though, as it has an important key.

Next, head into the Bowlarama. Kill the 3 guys by slowly advancing on th
entrance and moving out of cover, and then go in and take the dynamite out
of the ice chest (a big white freezer against the NE wall).

Head out the S door and go NE to the ladder and up so you can get at the 
next set of guards on the roofs. By now you might have killed them all, so
just get their loot. Head to the SE end of the road, to find the control
for the next gate. Nearby is a raider who wants food in exchange for the
knowledge of where the gate key is. He'll attack you anyway, though. He
says it's in that chest on the roof that you already got! What a 
coincidence...

Use the key on the door and open the gate with the controls. Be careful
because there is a guy behind the door, down the street, with a rocket
launcher. He also has a pal with a machinegun and a grenadier to boot. The
grenadier is particularly pesky because he is stealthed. I had a stealth
character sneak around behind his position (the building) and attack him,
and when he stood up to get at her, my other guys took him out.

When he is dealt with, you can open up the next door; the controls are
behind the bunker with the rocket guy. Head down the street past the control
SE (NOT through the gate) and towards the library. Talk to the librarian in
there twice. He wants you to find his glasses.

Now head back to the gate you opened and go through it, down the street. The
building to the north is full of raiders; best clean them out one at a time,
using cover if you can, crouched. Don't miss the desk when you're done. The
building just to the NE of that one has an ice chest and a raider in it.
For some reason, the civilian seems to have incredible marksmanship; I'm not
sure why. This requires either a sacrifice of damage, or really annoying and
tedious sneaking and firing techniques. This appears to be because he has
armor-piercing bullets. Inside the ice chest are some molotov cocktails and 
a repair kit.

Next job is the next building up the street, to the NE. The doors in front
are closed and sort of hard to see. Ware the civilians on the roof and in
the street. Open the doors and prepare for an ambush. There are 3 or 4
guys there which you can hide from using the doorway. The hardest one might
be the one right at the door, but a shotgun blast or a full-auto burst 
should do the trick on him.

This is the courthouse, and there are raiders in the courtroom too, so 
beware. You can go up the stairs if you want to try to get an advantage on
them, which might be wise. You can also see foes in other buildings from up
here, so give it a shot. You must at least go upstairs to use the controls
on the balcony.

Head out the gate you just opened and watch for mines. Head N to clear out 
the building there and watch for sentries to the NW. There is a guy on the
roof, up in the alley here, too, on the NE side. Getting the hummer past
the mines is a difficult task. If you can't disarm them (they are very hard
to disarm), you have to do the following (this is by no means easy, and took
me abotu 12 tries). Go south of the first one, onto the sidewalk. Continue
past the next 2, and then turn north a bit and drive in between the last 2.
This is tricky, and you may end up getting mad and hitting one or two and
then repairing later. It CAN be done, but it is not easy, not by a long
shot.

Shane Feather <xcaliber1999@aol.com> writes:

When referring to the mines in Macomb( or elsewhere), if you are not able to 
disarm them just have your best sniper stand several feet away and force 
fire at them.  One good hit will clear away that pesky mine.  Be sure and 
be several feet away though as the translational damage is widespread.

Even with a very high attack percentage it takes several shots...just keep 
trying.  I think the game assigns a high damage stopping ability to the 
ground on top of the mine...and it almost takes a critical hit to score 
enough damage to set them off.  Also the two Brahmin in the pen next to 
this area will wander out and take two of them out for you if you open 
both gates on their pen, also an exploding cow is a great stress reliever.
---------------------

Houston Bruck <hbruck321@hotmail.com> writes:

If anyone is having a little trouble in the Macomb mission disarming those 
mines, I've got a little tip.  I was having some trouble force firing on 
the mines, and I could not for the life of me drive though the mines.  So 
I got some dynamite and activated it near the mines.  To get close enough 
it seems that you have to put the trap skill on, and click on top of the 
mines.  Once there activate some dynamite and run, that should take care 
of the problem.  -HB
----------------------

Chris369@aol.com suggests:

Another way to disable mines is to lob fragmentation grenades at them. 
In the Macomb mission where the road is mined, there is a grenadier who 
I got somewhere around 14 frag grendades off him. I have the grenades to 
Rebecca, who with a Throwing skill of only 32 was able to lob a grenade 
far enough to blow up the mine and avoid damage. One grenade per mine is 
all that is needed.

You also only have to clear one side of the road. Just have to be careful 
when driving the Hummer.
-----------------------

Go back to the gate, and around the building with the civilians on it. Watch
for mines, and move slowly. You're moving into an ambush area here, with
people in the building to the south of the intersection and in the alley 
to the north. Use the building on the W for cover. Watch out for the
grenadier(s) on the NE side of the intersection.

The chest in the room with the snipers (and a large radiation bath in the
back room) has the librarian's glasses. Return them to him. He give you a
book for free; unless you traded him for it before, in which case you just
get your objective completed.

Head back to the intersection and go SW into the alley there and up the 
ladder onto the roof to loot the bodies of the civilians there. Once done,
go back to the intersection and SE this time, down the road. You will
find a guy in a building on the NE side of the street and a bunch of dogs
in the street; not too much challenge there.

Continue down the street until you find a civilian or two that need killin', 
at the end of the road. As you advance, more will come from the street to 
the SW and throw rocks at you. No, you shouldn't be worried.

Head SW and go into the N 2-story building next to the gate. You might be 
forced to fight on the way there, just a civilian and a raider or two.
Unfortunately, you might activate the raiders down by the exit grid, which
will be two more things to keep your hands full with.

Once done with them, head into the building and up the stairs, to the roof.
From here you can go across the bridges to get loot from some of the snipers
at the intersection before. You would think that you could get to the top
floor of the library from here, but in fact you can't, from anywhere.

Just head up to the gate and pick a point past it; there appears to be a map
hole that you can get through, but it will only let female figures through. 
If they ever fix it, you'll have to come through the ruined building to the 
southeast, though, or the road to the north.

And now we come to the end of it, which features several snipers and a man
with a bazooka. There are about a half a dozen all told; you're better off
inching down the street along the south, so as to pick off the snipers in
the south building 1 at a time. What I do is go into the south building and
put my best shots on the roof, picking off the enemies one at a time. Some-
times they will be stupid enough to charge you, 1 or 2 at a time, and you
can pick them off easily enough that way. Just be careful of the bazooka
guy. His aim is usually way off if he's firing from far away, but if you get
up close, kiss your butt goodbye. The barricades here can be easily 
destroyed with small arms fire.

Chris369@aol.com suggests:

Also in the Macomb mission, the rocket launcher guy at the end of the 
mission can easily be taken out from behind by sneaking a guy up to the 
building and climbing the ladder. 
--------------------

Once done, move the hummer up to the exit area. You should get confirmation
of mission end, and then you can return to base.

4.1 BUNKER 4:

Get out of the hummer (everyone will run if you drive around in it). You 
won't be given any more missions. Next is Preoria. Buy some rad-X while
you are at the base; you'll need it.

PREORIA (MISSION 5): 5.0

The people here are friendly. One of the tents has a chest with ammo and
rad-away in it, so go get that. Talk to some of them if you like, and then
head up one of the ladders onto the cliff. In the northern-most corner are
2 dead raiders with a bunch of stuff on them. There is also another dead
raider about halfway down the NE map edge. He's got some prodigious loot
too, but the dead tribal nearby only has some voodoo.

Before you head down the stairs, talk to the shaman, by the garden at the
N end of the village. He will give you Rad-X. Note that you can steal from
the turrets here; each has about 40 large energy cells.

Head down the stairs and look out for the radscorpion behind the stairs. 
Loot the dead tribals for items when the scorpion is dead. Head S to the
room with the shelves and through the door there. In the next room are
some roaches behindsome machines, and you'll fight a number of smaller
roaches on the way. They go down in 1 or 2 hits, so it ought not to be a
problem. In the ice chest is fruit and a super stimpak. Move out into the
hallway carefully to pick off the smaller roaches. Beware the larger one
further down (I swear, those things creep me out).

Move down the hall, to the room at the end. There are some small roaches
inside, with shelves and a fridge. On the shelves here is the Yellow Pass
Key, important for later. In the fridge is Rad-away, which you will need.

Return to the stairs area and head NE this time. Stop in the first room on
the right. Inside are roaches, worth XP, but nothing else. The first room
on the leftalso features some small roaches and little else. Head up to the
2nd room on the left and find the single crate in the middle of the room
for a little loot.

Go around the corner (SE) and take out the roaches in the room to the SW.
You can then get at the desk with the science book inside. Now you must get
into the room to the NE, which has 2 large roaches in it. Position most of
your guys right outside the door, in line of sight with them if you can
'perceive' where they are from outside, and when you open the door you ought
to be able to at least severely wound them on the first volley. Your reward
is the ice chest, crate, fridge, and shelf. While most of it is food, you
also get some small energy cells.

Your next task is to clear the exercise room, the next room to the NE. 
There are 2 doors, one at the NW end and one at the SE end. There are many
roaches in here, and 2 big ones. There is a locker against the NE wall with
rad-away in it. Now head into the room across the way, to the SE, which
will be a complex of rooms, including an office.

Try to head to the entrance and fire on the several large roaches from
afar, drawing them to you where you can hit them in the room with the
shelves. There are 4 or 5 of them, and be careful because they can spit.
Once they are subdies, check the desk in the bunk room for a gun magazine,
and the big white desk under the monitor, in the room with the hole in the
floor (the biggest one).

Then, head into the office. If you have the yellow pass key, you can open
the large yellow vault door here. You get Rad-X, flechette shells, and a
fusion battery from the lockers, and a science book and a 44 from the
locked safe (my lockpick was 100, plus the kit).

The 44 is a nice weapon because it takes 1 less AP to use; this means that
if you have 10 Agility and Fast shot, you can get off 5 shots a round. My
weapon of choice at close range, although it has to reload pretty often.

Head back into the hallway and, up to the double doors, which should open
automatically for you. It might be a good idea to power up the facility
using the control here, but it will put the turrets on line. As any Fallout
gamer knows, the defense systems (the turrets) are the first things to
break in the event of an attack (i'm gonna shoot the contractors that did
this job, you can be sure). But they don't really break. Nooooooo... they
go HOSTILE on anyone that moves <grumble mutter spit>. In any case, be
careful of them. They are guns, not roaches, and will do much more damage as
a result.

Once the backup power is on, you can go through the next set of doors. Doing
so will activate the alarm though (but it does say 'have a nice day'). Go
and loot the splattered Vault 0 citizen for some stimpaks. The turrts are
very hard to take out with small arms fire. Wait for the turrets to kill
off the cockroaches they can see. You won't be able to see anything, but
you should hear firing.

Each of the turrets has about 350 HP, and you'll be lucky to do more than 1
point of damage to them each time. The turrets go up and down, so if you
don't have explosives, the best trick might be to wait for them to go down
and then run past them. You don't have much time, though, so you'll have to
use cover to do it. Bonus move is a real boon here. The turrets have pretty
bad accuracy, but save it before you try this (best to do it 1 guy at a 
time) so you don't get chewed up too bad.

You could try putting your best grenadier at the pile of boxes in the middle
of the floor, there to chuck grenades at them, but it's hard to do and
doesn't do as much damage as you might expect. You could also try targeted
attacks on its various parts to try and cripple it. I couldn't find it in 
the manual, but a targeted attack is done by activating the small dot with
a circle around it in the lower right-hand corner of your weapon button.
Destroying the turrets will not get you any XP. They do, however, have a
large amount of power cells on them (for your weapons, not for the quest).
In fact, if you can steal all their power cells with a thief character and
then let them fire at you from long range, using up their ammo, they will
pose no more threat to you.

george indigo <yodawon@yahoo.com> suggests:

easy way to take out turrets is to out range them with
your snipers they will still shoot but only about 1 in
20 will actually hit you will on the other hand you
get about 85% on the targetted attack target their
sensor hitting this knocks them out then blast them
with any ap rounds you have with your attackers. This
also works great when shooting through windows. It
does require alot of ammo though.
------------

Justin Cramer <thinredpaste@yahoo.com> writes:

I found this interesting tidbit about the turrets in
preoria.  They can't stand up to melee attacks. 
Sounds wierd, but if you get right up next to them,
they can't hit you at all, and you can tear em apart
with a crowbar.  takes a long time, but its very
satisfying to know that you took out a heavily armed
and armored enemy with a piece of metal, swung like
mad.
Of course, it's a little tougher if there's a pair of
turrets, so you might want to snipe or grenade one and
then beat the crud out of the second.
-------------

Gilkey, Gregory <gsg@lucent.com> writes:

This might be a bug that the player can use to his/her advantage.  During
real time the turrets are going up and down with a certain rhythm.  However,
if you initiate combat while the turret his down, it will stay down while
the turn-based combat system is active.  
I stood my characters up and ran (actual walked) all the way past them with
ease.  I even tried to "steal" the Large cells.  I kept getting caught
however, the turret never came up to shoot at me.  Of course, this only
works if you use the turn-based combat system.  I only used it with the
squad-based combat system.
-------------

KittyH suggests:

Turn on CTB and passive and just run like heck past them.
-------------

Chris369@aol.com writes:

In the Preoria mission, I've found it easiest to just run 
past each of the turrets, moving guys one at a time. I take a 
guy, put him on ignore (so that he won't stop and shoot something), 
go into CTB mode, and dash past it . Haven't taken more than one 
hit from a turret per guy this way, and a lot of times don't take 
any hits. For short distances, such as across a hallway in the field 
of fire of a turret (the third turret comes to mind), I take each guy, 
and go into Individual mode once he has all his action points. Quite 
often the turret won't fire as it doesn't have/get a turn. The lack 
of opportunity fire seems like a bug to me, so this might get fixed 
in a patch.
--------------

(This can be difficult as you have to time it right like
an RTS and turn off the control fast enough if you still intend to
save the villagers.)

Once past this obstacle, head out into the hall. You will be ambushed by 2
radscorpions to the south and a turret to the north. This turret is best
(and more easily) avoided.

The door to the SW cannot be opened yet, so you have to go NE, towards the
turret. Try to get into the workshop across the hall to the SE. You will
discover a number of cockroaches and radscorpions in adjoining rooms. If
it is too much to handle, bait them out into the hall where the turret can
take care of them.

Head SE into the adjoining room with the workbench and shelves. The work-
bench has a microsledge, which is good for melee types. Go into the next
room, the one with the flashing light. You can see cockroaches and scorpions
coming towards you, but what you can't see is the scorpion hiding by the
locker. You have been warned. In the locker is one of the quest batteries
and poison antidote.

Move SE and get the fruit on the dumpster. There will be several bugs in the
next room that will come for you, so be warned. Move NE to the automatic
door and send your fastest person in to activate the controls. Try to avoid
the turret in there.

Once the power is switched on, head back around to the workroom with the
windows and out into the hallway with the turret. Hopefully you can shoot
all the bugs in the conference room through the windows here; you don't
want to have to fight them and dodge the turret at the same time.

Now for the dangerous part. You must run past the turret into the workshop
past it, and try to get at the crate right near it, and then run into the 
conference room behind. A good tactic is to use the power generator room
nearby to aid you in this. The crate only has a roast bug in it, so it's
safe to skip if you're not exhaustive. The workroom only has a repair kit
in it, so you can skip that, too, if you want. But you should try to get
into the conference room. Actually, it's not the conference room that is
important, but rather the hall to the NE of the conference room. The
conference room does have a table with some good stuff on it, though.

The hall beyond also has a turret, which ought to be avoided. Go to the
room at the north end of the hall, the medical-looking room. There are
several items on the table here next to a terminal that opens the door to
the second room. In the fridge is Rad-X and another yellow pass key.
There are also lockers in the corner with medical items and texts. Go into
the back room and get the medical items on the table there.

Go across the hall to the room with the shelves. Use the yellow pass key to
open the vault door and go in. Disarm the trap on the desk and open it to 
get Leather Armour Mark II (previously, there were 2 suits available for
sale at the store) and some ammo.

Now, do you feel lucky? In the locker at the end of the hall near the
turret is a bunch of cool stuff: an M16, a custom revolver, and a large
amount of ammo. The revolver is much like the magnum, 1 less point to
fire, and the m16 does little more damage than the hunting rifle (less
than the AK) with the same range, so it's up to you.

Head back to the set of doors that were closed before, right by the double
set of turrets at the beginning of this section. Go through those doors and
use the controls there. The unfortunate thing is that it will activate the
surface defenses in 10 seconds. This means you have 10 seconds to move
whoever you want through the door before the guns start killing tribals
topside. Run them through the doors and then have at least 1 person stay
behind to pull the control again, switching to internal systems again. This
will continue, if you intend to save the inhabitants of the town above.
You must open the doors for a short time and then close them after everyone
has run through.

The first room has a single turret to avoid. The second has 2, and even if
you switched off the security and slaughtered the villagers, they will still
attack you. This is hard because these turrets aren't flaky like the last
working pair you encountered. They attack you, and attack you, and attack
you. You can try to destroy them, but it's probably better to try to run
by them. This will take many tries. The next room has 2 more turrets in it,
one of which is dead. Make sure to loot it for about 40 power cells or so.
There are also 3 lockers in here, with another M16 and ammo, and antidote.
Once through there, you end up dashing right into a hall full of bugs. Fun,
eh?

The best tactic, I believe (assuming you can't easily destroy the turrets)
is to advance using the walls of boxes and then just make a straight dash
for the room beyond and the hall beyond that, and hug the NW wall by the
door in the hall as you pick off the bugs. Advance 1 or 2 at a time, if
you can.

Beyond the green bathtub room are some more bugs and a single shelf 
containing a cats paw magazine and some other forgettables. Still, if you
want to go...

Now we see where the Rad X can come in handy. Take 2 before heading into the
green bathtub room (we'll be back for the rest of the complex in a minute).
It's best to only send 1 or 2 people down here; any more and your radX runs
out fast. The shelf room is teeming with bugs, so be careful. I have found
that the magnum is great on bugs. Give it a shot.

Head to the hall across from the bunk room (to the SW). There you find a
radscorpion and some bugs in the bathroom. In the closed room across from
the bathroom are small roaches and ammo on the shelf. Move SW down the hall
and kill some bugs on the way. Watch for the SE turret, by the green wall.

Go get the lockers around the corner in the NW room. It contains 3 M-14s
and associated ammo. They are passable rifles, but not as good as the
hunting rifles or even the automatics.

Now head S to the room full of boxes. It has several smaller roaches in it
but nothing serious. The classroom, however, has a scorpion right around
the corner. Make sure to loot the crate for ammo in the middle of the box
room.

From the classroom you ought to be able to shoot more bugs in the shelf 
room to the SE and then advance into the room with the bookshelf and ice
chest. Loot them and then continue to the shelf room. Watch for the
scorpion behind the shelves to the N, and then go up to the door of the
next room. It should open automatically.

I found a large cockroach in this room that appeared to be stuck in the
scenery, a bug presumably (ironic). Disarm the trap on the shelf and take
its contents (ironically, a traps book). Loot the lockers for an electronic
lockpick (crucial later) and stimpaks.

If you want to get the locker in the next room, open the door to the green
room and use 2 rad-X's if you haven't already. Be aware that this room is
full of large roaches. Try to stay near the door and take them one at a
time, especially since you should only be using 1 person to go in there
to conserve rad-x's. There is also a big freaking roach in there called
'Roachor', pretty much the Godzilla of roaches. He is hiding and you won't
be able to see him until you get close to him (he's between the door and
the locker), but when you do, move back and shoot him from afar. It is 
possible to hit him from the other room, so do so.

In the locker is the last battery. Proceed to the exit, avoiding the
turrets in reverse order. Talk to the shaman on the way out, and then
the elder, too, who will give you another battery.

5.1 BUNKER 5

More Leather Armour Mark II is available, as is your first set of metal
armor. Pick that up and ammo for your .44 (I actually used all the .44 in
the mission). If you like the revolver, consider getting more .45 for the
Casull revolver as a backup. Your next mission is Quincy.

6.0 QUINCY (MISSION 6):

Your first task is to get into the building with the mayor. Talk to Arlene
to the E and she'll tell you what to do. With that in mind, head NE to
the square, 1-level building behind the fence. It's a schoolhouse full of
dead roaches. Move out the back, onto the porch, and towards the basketball
court.

Head NW up to the porch and shoot the 2 guys guarding it. Then, go up to 
the windows and begin having it out on the baby deathclaws, if you don't 
have a sneaker type to kill them silently (not that they're easy to kill
quickly; they have a lot of hp; about 120). All the more reason to stay by
the windows; if you do so, they shouldn't come get you, as they can't see
you. This might be an AI bug, but it works, and Deathclaws would shred you
otherwise.

Matt <mrbilljoe@yahoo.com> writes:

A Helpful hint on killing non-baby deathclaws in
real-time.  Have at least 3 people go, one guy should
aim at the right leg, and one aims at the left, and
one (the one who the deathclaw first attacks) runs
around like all hell broke loose. 
---------

(At this point you can either go up the stairs or use the ladder on the
junked truck outside to get onto the roof and then down onto the balcony
to ambush the commander from behind. I usually go up the stairs.)

Now you must go up the stairs. This is the really hard part, for you see,
as soon as you go up, the commander there runs over and sounds the alarm,
which you really can't allow, as it will get the main alarm set off and all
the hostages in town will die. You have to get everyone (or 1 really good
shot) up the stairs to take a shot, and hope that the person who takes the 
first shot can do enough damage to the guy to kill him so he won't set off 
the other alarm. TB is essential here. Shotguns can be good for this, as 
well as the magnum. Using the shotgun with flechette is a good plan. If 
you have it double-barrelled, so much the better.

Benjamin Winston <lemurking@hotmail.com> writes:

To not risk anything at all, I snuck three people behind the commander(one 
had a sneak of 15%, so its easy), two with shotguns, one with hunting 
rifle(eyes) and aggressived them all at once, killing him instantly.
---------

Clown <zion99@pacific.net.sg> suggests:

one thing i did right at the start was to have stumpy creep past everybody,
install a landmine(the big ones taken from macomb) in front of the alarm,
get out of the room, and fire a shot at the commander to alert him. he will
then run to the alarm and the first part of the mission is finished. 8-)

i love mines. they took out the deathclaws too.

oh yar, deathclaws CAN climb ladders after you.
----------

With the death of the commander, the objective is complete. Get his key and
open up the door locking the mayor in. Talk to the mayor several times and 
get the key on the ground as well as the ammo on the shelf. Go out onto the
balcony, up the ladder, and over to the siren and disable it.

Now head W and S a little, towards the longish building with the stairs
that go up to the roof. Pick off the sentry patrolling the S end of the
tracks and prepare an ambush for the deathclaw that is about to come. If
he sees or hears your shots, he's going to come off the porch-type area
in the front of the building and head right for you. If you're not ready,
the only think you can do is switch to automatics and pray. Otherwise, if
you're lucky, you might be able to set a dynamite trap up and lure him
over it, preferably with guys packing shotguns and magnums waiting a short
distance away to finish him off. Deathclaws move fast, have about 200hp,
and hit HARD. I had to fill it with lead for 2 solid rounds to put it down
when it snuck up on me, and I only escaped unscathed because Stitch (of all
people) knocked it unconcious with a lucky shot.

Finish off the 2nd and 3rd sentries to the NW and head into ghoul town. The
ghouls are holed up in a building to the W. Talk to Elliot once you're in
a secure position, and a number of beast lords and dogs will begin an
assault from the NW. You must fight them off, hopefully with few ghoul
casualties. There are several deathclaws, too, which is the hard part.
Hopefully you can hit them with grenades, though. Use the NW wall as cover
and the gap in the fence where they charge as a bottleneck for shotgun
blasts, grenades, and automatic fire.

Benjamin Winston <lemurking@hotmail.com> writes:

As for Deathclaws and the ghouls of Quincy, I managed to keep all the 
ghouls alive by not talking to them until afterwards.  To kill the 
deathclaws, I put 5 people in a balcony w/ hunting rifle(eyes or head) 
and had the sixth run around in circles untill the Deathclaw was dead.
----------

Once you've put the waves down, talk to Elliot again. He asks you to go
get his brother. The brother is in the building where the deathclaws were,
right to the NW. Be careful because there are still a couple beast lords
in there, but only with pistols. Go in, talk to Gorgi, and loot the 
civilians. When you go back to talk to Elliot again, he says that the
ghouls will join the brotherhood, so now you have ghouls in your recruits
pool back at the base.

Head back east to the large building adjacent to the train tracks. You want
to get into the town hall to save the mayor's daugher, and you're going to
have to take out the sentries out front to do it, without them setting off
the sirens. I did this by going up onto the 2nd floor and picking off 2
from there and waiting for the 3rd to come around from the door to the NE.
Also try to get at the wandering beast lord and his pack of dogs and the one
on the roof of the town hall.

Now you must assault the building itself. Inside are several beast lords and
a deathclaw, not easy pickins. One of the guards has a Garand automatic
rifle, which is superior to the hunding rifles you might have, both in range
and damage, so grab that before you go.

You have a couple of choices here. First, you can go in the front door.
Simple, direct, but has the risk of people setting off the alarm before you
can stop them. You can go in the side door, but it's locked and you have to
pick it, and the deathclaw is right nearby. Also, you can go up on the
second floor  using the ladder which is near the side door. There is a
single guard up there, on the rear (NE) balcony, but it will only net you
the ability to go down the stairs, which is quite near the front door 
anyway.

If you can do it, open up the side door when you can sense that the sentry
is near it. He'll be close and you can ambush him and then hopefully shut
the door before the deathclaw goes. End combat, and then do it again for
the rifle sentry in the middle of the room. Make sure that you can get out
the door before the deathclaw can get to you! Deathclaws can't open doors,
it seems, so you should be okay on that account.

Okay, now how do you kill him, now that he's behind the door? Hope you
didn't 'end combat' yet. Put your fastest person in front of the door
(this works best with a fast shot magnum), put everyone else nearby on 
overwatch and then open the door, fire a couple rounds, and then close the 
door. It takes 2 AP to do a door action. If this tedious turkey shoot isn't 
to your taste, go around front and have at it; you should be able to put 
him down before he gets to you, hopefully.

Go into the small room with the desk and the girl in it. Talk to her and
then get the key in the cabinet. You must go into the next room (the larger
one with the stairs) with everyone on passive, then hit agressive and 
watch them chew up the opposition. Take the loot, including a new submachine
gun, and get the incendiary grenades from the desk.

Go down the ladder to the underground passage. Open up the door and advance
to near the body. Behind each wall though, on either side, is a guy waiting
to shoot you. The solution to this is to chuck a grenade at the civilian
body to hit them both and put you in TB mode.

Advance up the hall and grab the crate full of ammo on the way. Head into
the room at the end of the hall and send 1 person up the ladder at a time,
so you can control where they go. Wait until you can sense the sentry in
the room, and then wait for him to turn around, and then send your best
short-range attacker around the corner to take care of him.

There is a good chance that the guys outside will have heard you. They
will be crowded against the NW wall. Leave 1 or 2 people by the wall to
keep the AI occupied and send at least 1 into the NE room to disable the
alarm and use the controls to open the cells. Be aware that one guy is
guarding the door. Go into the south cell and open up the chest in there
to get the Neostead shotgun. The Neostead can lay on the hurting fast
because it's automatic and will remain on your active list for a while.
Why the raiders locked it up and didn't use it themselves, I'll never know.

Go up onto the roof and begin shooting people, particularly the beastlord
commander to the E and all the guys near alarms. This might be a good time
to test out the Neostead. When done (hopefully Felix is still alive), talk
to him. Then go up on the towers and start picking off guys on the ground.
If you can't get them from there, try the SW balcony. Failing this, you can
either ignore them or go out the door and face them, but as there are 2 guys
and 2 baby deathclaws, that might not be such a good idea.

You can either head out back through the passage, or out through the gate
on the SE wall of the compound, into the gallows area. The door is locked
however, and requires a key that you probably don't have yet.

Your next mission is the power plant, a large gray building lit with yellow
light which is S of the brothel on your map. There is exactly 1 way into
the power plant, that being the large ramp on the SE side. Prepare for 
battle, as you're going to have to take out the commander before he primes
the charge to blow up the plant, or hope you can defuse it in time.

Head up the stairs and then down the set of stairs in the back. If you like,
you can use the power switch to turn off the lights and make it harder to
shoot. Wait until you perceive the commander (a female who wanders back and
forth) come near the stairs and go around the corner. Hopefully, if enough
of your guys open up on her, she'll go down hard and fast. Now you just 
have to deal with the 4 other guards. Throw yourself at them so they don't
kill the prisoners (if you are so inclined). There are 2 in the north
behind a bunker and 2 in the SW.

When done, you get some XP, and you get even more if you disarm the bombs.
Take the traps and keep them for if you should ever need a remote explosion.

Now that you're done with this, you should try freeing the prostitutes in
the brothel across the street. This one is particularly tricky because any
hostile action in the area will cause the beast lords inside to attack the
prostitutes. You must focus your attacks on anyone you see inside, at the
cost of your own hp, if you wish to save the prostitutes in time. The more
you save, the more XP you get.

Now, the real challenge. Head to the church. Inside are 2 deathclaws, eager
to eat you. The best way to get them is to stay outside, near the windows
(not next to them; the AI apparently can strike through windows) and pound
them with small arms fire until they wilt. Your reward is the chest inside,
which includes a field medic kit, metal armour mark II, and 9mm hollow pt.
This is probably the first metal armour mark II you've found, so make sure
to get it.

Philip L. McMahon <doorguy@doorbot.com> adds:

To the east of the church is a crashed helicopter with two large rocks
just to the south of it. Behind these rocks are two adult deathclaw
(hidden) and a Beastlord (hidden as well). I had some fun with them:
Farther south, there is an elevated platform in the northeastern corner of
the prison yard. I sent all of my characters but my fastest up there to
lie in wait. I then sent my fastest character near enough to the hidden
Deathclaw and Beastlord to throw a grenade. This got their attention, and
unhid them. They attacked me and I led them right back to the prison
corner. When they get close enough, they will attempt to attack the
players on the platform, but will not be able to reach. They will run back
and forth in front of those on the platform, allowing you to kill them at
your leisure. In the meantime I got my fastest character away from the
Deathclaw and let her snipe the lone Beastlord.
---------

At this point, return to the mayor because the mission (as far as i've 
found) is over. If you find anything else noteworthy on this level, mail
me about it.

6.1 BUNKER 6

If you saved the ghouls, you can now recruit them into your party. 2 more
sets of metal armour are available at the store. Also available are needler
cartridges, but you won't have any of those unless you've been pickpocketing
people at the base.

7.0 MARDIN (MISSION 7):

Since there don't seem to be any alarms, the foes aren't any big problem,
and there are no hostages to save, you can pretty much go nuts while
topside. The ones right near the gate stand a good chance of seeing you
from the outset anyway, and they will run towards you like idiots, being
melee-types. Slaughter them, and then advance slowly on each group,
killing them all in turn.

One of the guards near the gate has a CAWS, which is a good auto shotgun
and is in fact even better than the Neostead you got on the previous 
mission. If you value close-range high damage weapons, get it.

Watch for the baby deathclaw near the NE shack; don't let him surprise you.
Also, the area around the fridge, near the middle of the map, is trapped
with puffers, a type of mine. The fridge only has beer and stinky meat in
it, so you don't really have to get it if you don't want to.

See if you can find the splattered ghoul by the fridge area; he has a gun
magazine on him. Watch out for the small mines near him, though. They are
hard to see. Also don't miss the box and shelf by the fire, NW of the ghoul
bits; you get your first shotgun slugs there.

Where you actually go down into the lair is your choice; I preferred to go
in the collapsed section because it meant i didn't have to get radiated.
Note that the guys in the cemetary will fire on you before you get there,
and one of them is a particularly good shot.

There is a back stair in the cemetary which leads to a small tomb with a guy
who has a bunch of stimpaks, being eaten by a couple small roaches. It's
worth the trip if you're in the area.

If you go down the collapsed section, as I suggest, the first area is open
and full of bugs. Check for radscorpions around corners by standing still
for a moment. Head SE down the corridors. Eventually you will come to a set
of stairs leading down and a ladder leading into a pit. You may, by some
freak map error, be able to see and kill Emperor Daarr from here; I could
at least shoot at him from different spots on the stairs. Don't pass up
the opportunity if you can do it. He is a tremendous melee enemy.

Make sure also to shoot at any deathclaws you can in the pit below. The
problem is, you can never get them all. There is usually at least 1 waiting
under the platform where you are standing. If you cannot get it, you must
go into the pit to fight it, and if this isn't acceptable, you have to 
leave and go in another entrance.

Once you've disposed of the deathclaws, go up the other ladder on the SE
end of the pit. You should now be in the jail section, with 2 guards. The
jail section is where some of the deathclaws are held. You can let them
out using the controls, if you want. Or, you can just shoot them through
the windows.

Proceed past the cells to the next area up the stairs. There are a couple
guards here and the deathclaw mother, who asks you to free her. Do so using
the key on one of the guards surrounding her cage, and she will go and 
attack the leader for you, and all of the deathclaws in the level will
convert to your side. With the aid of the deathclaws, beating Daarr should
be a simple task. Be careful because he critically hits a lot (he may
have the 'slayer' perk).

Get the 10000 RP from the guy's chest and the neostead off of one of his
guards. Move back into the deathclaw cell area to the NW and up into
the jail area. There are civilians in these cells, and several guards about,
some with good weaponry, so be careful. Try to free the prisoners using
your lockpick ability, but don't open their doors until you've cleared a
path to the exit, or they will all die.

What happens after this is a large amount of room-to-room fighting. It's
kind of tedious and wears your fighters down after a while, which is why I
suggested going around the back way to kill the leader. You can in fact
leave now if you don't want the loot and XP that the rest of the base
provides; just go out the way you came in. It would be silly in the extreme
for me to describe how to fight room to room, so I'll just put in the
highlights.

By the stairs up to the graveyard there is a guy with a needler pistol, the
first one so far. It can poison with its damage, so definitely keep it on
hand. There is another Neostead on one of the guards in a large group that
is camped between the main entrance and the throne room.

Once you're done, head back to base. If you freed the matron, you can now
recruit deathclaws into your ranks at the base.

7.1 BUNKER 7

There should be several new recruits, including deathclaws, and more metal
armour for sale at the store. After you're done, you have to switch bunkers
again. The bunker is situated to the south. Once you get there, barter with
the mechanic for 2 books and an expanded lockpick set. Pick open the locker
next to him to get a strange story. I'm pretty sure it's about the 
programmers...

8.0 ST. LOUIS (MISSION 8):

Make sure you bring a medic and a grenadier.

Loot the workbench and get everyone into the APC. Start off NE and head
towards the bridge. When on the bridge, stop, and start firing at the
mutants entrenched there. You won't take any damage from their attacks,
but the APC might, which is why those repair books will help if you get
hit. Mutants have about 80 hp; more than regular guys, but less than
deathclaws, but they also have metal armor, so be careful. Best to pick
them off from a distance. Watch out for the one in the SE bunker, too.

The guns they have are great, but eat up ammo real fast, so be careful.
Don't feel bashful about picking up stuff; even if you can't care it, the
APC can, and you're going to drive it back to base. Especially if you are
short on money, pick up everything you can; the machineguns the mutants 
have can add up in cash value quickly.

Move NE/N along the track and up to the gap between ledges, where you will
encounter the 2nd group of supermutants. If you feel luck, try to run them
over with the APC, but watch out for the one in the east rocks with the
rocket launcher.

Kulsz <Kulsz@aol.com> writes:

I found that driving right up to the guys with the rocket launchers makes 
them a lot less willing to fire, as they have a tendency to critically miss. 
FOUR super mutants did themselves in that way-made it a lot easier. That 
level made me see the wisdom of having a heavy weapons guy in the group. I 
had to rely on sharpshooters through the whole thing!
------------

Once you're done, loot all the bodies for some decent stuff. Don't forget
the rocket guy. When done, head west past the rocks. Stop at the bunker
and go in, disarm the trap on the chest, and take the sniper rifle, your
new best friend.

Now you have to get to Barnaky, either by using a north bridge or a west
bridge. If you go through a west bridge, you face the super-mutant army
front line forces, which are rather formidable. It's up to you if you feel
up to the challenge. A good idea just might be to set up pretty far away
and pick them all off with the sniper rifle. Takes time but saves damage
and reloads. Watch out for the minefield though.

Kenny Wong <kenjai@netvigator.com> suggests:

In St. Louis, you can drive the APC over the trenches from the north
of the map. Just dont drive it into the trenches coz you won't be able
to drive it out.
----------------

Get as far into the wire maze as you can and then disembark. You have to
get to Barnaky's position on foot. Watch for mutants in trenches; there are
at least 2 who are hiding, waiting to ambush you. There is a person in the
trench who you must talk to, Burke. He's trapped (and he's a real 
<expletive>, but you have to do what he asks. Disarm him and you'll get 950
XP and he'll kill himself, so you can take the C4 on him.

Now for the really fun part. You can try to get into the mutant base to look
for the general. It is heavily guarded and you'll get chewed to pieces if
you take a frontal assault. However the front bridge is the only way in.
You really have to engage the enemy at extreme long range and pick them
off so that their guns can't hit you. If you're lucky, the enemies will
run down the corridor to melee with you and step on the mines there,
killing themselves.

As an aside, try to get the chest that's by the moat, behind sandbags at the
most E corner of the mutant base. Make sure to watch for mines. The real
catch is that it's locked, of course. It contains a new assault rifle that
you have not yet seen, but it's not all that great, honestly.

The super mutants at the gate, however, are armed with Browning M2s, which
are mighty fine weapons. They also have over 150 hp each, so keep that in
mind. If you kill them though, you get a whole lot of XP, because you're
not meant to at this point in the game. If you can't flush the ones out
of the bunker, chuck grenades. The great thing about grenades is 'close
enough' will buy you as much damage as 'direct hit'.

Other than the mutants, there is no loot in the base, and no general. It's
time to proceed to point 3. Instead of going across the mine field, it might
be a good idea to head back to point 1 and then head NW from point 1
towards point 3 by taking the N-most bridge (you avoid the mines that way).

You'll have to go past 2 bunkers inhabited by super-mutants. There are also
a few mines here, so be careful. Watch for a mutant on the left with a
rocket and one on the right with grenades. I like to move up to bait out
the grenadier and then back up while firing at him so he keeps running to 
get closer but never throws. Then, inch forward, and the rocket guy will
usually hit the rocks in front of him if you move up so you can only barely
see him. Then you can finish him off with small arms fire.

Blast the barricades with bullets and continue up the path (make sure to
check for the mines on the bridge). Up the path is a small bunker with 2
rocket guys. You can try to snipe him but the rockets have good range. 
Still, they aren't that accurate, so use your best judgement. I like to 
sneak up on them and use grenades when i can.

At this point, after the rocket guys, the path terminates in a rockslide,
so you will have to continue SW. Loot the bodies of the fallen on the way
but beware of mutants waiting in ambush. At the end of the SW passage are
the trenches, which you must go NW along. The mutants in the trenches may
or may not be up for a fight; I shot them once or twice and they kept their
heads down. At the end of the NW passage, however, is a bunker with another
rocket guy and a chest. Snipe him if you can, but if he goes for cover,
flush him out with grenades. The chest is full of doctor supplies and the
mutant has a key on him.

When you are ready to proceed, head NE from the bunker. Loot the fallen on
the way. You're going to need those medical suplies because Talon squad
needs to be healed. Talon squad is waiting in a pit just to the NE of that
bunker you were just at. Use your medic to heal them up. Use up your first
aid kits before you start using the good stuff. Once you heal them up,
they will be put in the APC and you have to drive them back to the beginning
of the level.

8.1 BUNKER 8

Metal Armour Mark II is in abundance here, as are shotgun slugs now. There
should also be 2 more sniper rifles; if you like them as much as I do, 
you'll snatch them up right quick. If you sacked the mutant base, you ought
to have a fortune in M2s and SAWS heavy machinguns.

9.0 JEFFERSON (MISSION 9):

The mission provides you with a scouter; it's small (2 people only) and
fast, but has few hit points. It's probably more trouble than it's worth,
but some people really like vehicles, so use it if you want.

Move E from the start, to the S side of the tanker truck, and try to pick
off the rocket mutants on the roof to the NE with snipers. If you go around
the N side, they will have the opportunity to fire on you, which will be
disasterous if you're bunched together. Try to spread out your forces so
the mutant rockets, grenades and machineguns will at most hit 2 people,
but keep them close enough so they can all fire on the same enemy.

Once you've suppressed or removed fire from the roof, move to the SE,
along the south side of the building, with your trapper in the lead. Head
towards the ruined wall in the SW wall of the building and disarm the mines
there. If you cannot disarm them (you should have a trapper with decent
skill by now) you can try shooting them, but it takes time and you have to
stand far away so as not to be hit by the explosion radius.

Go up the hallway N of you and into the room with the chest (the middle
one along the NW wall). Find and disarm the mine near the chest and then
disarm the trap itself. Inside is some 7.62, grenades, stimpaks, and some
.50 cal which is used for the Browning M2s if you got one from last mission
and have someone with 9 str to wield it...

Now you have 2 choices; go up the stairs in the NE corner, into a large
room with a mutant behind a bunker, or go up the S stairs into a room with
no mutant but a room nearby with a mutant behind a bunker (to the NW) and
access to the next (SE building). I choose the latter. Move W to the 
doorway and around the corner. The mutant is usually on 'sneak' so you
can't see him. Chuck a grenade or two, and if he activates, it's firing
squad time. If not, finish him with grenades.

Open the door behind the bunker and snipe the mutant behind the sandbags
there. Retrieve the ammo from the mutant and the bookcase behind him and
head up to the next level using the stairs in the W corner of the
building. Clean off the roof and go to the N corner to get your first
energy weapon, the laser pistol. Yay. While here, pick off as many mutants
as you can from the rooftop; you have a definite advantage while up here
with a sniper rifle or 3. Go around the entire perimeter of the roof; you
never know where they will be hiding.

When done, head back down to the street and NE towards the bunker. The
mutant should be either dead or prone by now from your firing from the
roof, so flush him out with grenades and finish him off. Move up to the
next building, right to the NE, flush out the mutant, and then loot his
body and the bookshelf and the room he's in for more ammo and stimpaks.

Go a little SE and into the second part of the same building. This is
actually the railroad station, here. Head up onto the second floor and try
to take out the mutants up there. Be careful because one of them on the
2nd floor has a flamer, a deadly weapon up close. Kill him and take the 
flamer, as well as the sniper rifle in the fridge (?).

Now head SE down the street again. Move S into the alley with the phone
booth near the mouth, and watch for mines. Head SE to the W-most corner of
the darker gray building (the one next to the chopper) and sneak in and out
in TB to kill the mutants inside. Note that there is also one in the next
room over, with the freezers. Once you've done that, you can pick off the
mutants wandering around outside through the windows in this little cafe.

Now go out of the building and E towards the first power station. Watch out
for the 2 melee'ers which will charge you out of the bunker. If you are
far enough away, they won't make the slightest impression as you gun them
down with your rifles. Get both the crate in the bunker AND the one in the
NW corner of the generator field (it's hidden behind a wall). Then use 
small arms fire to destroy the generator. 2000 XP for this one.

Move out of the generator field, and W around the field through the gap
in the N fence. This is better than having to fight the mutants and their
barricades from the front; now you can do it from behind, if you wish. The
barricade is on the road E of field, and features several mutants hiding in
bunkers and guard posts. If you can, get into the ruined building behind
the barricade and get up onto the second level to get a bookcase with
shotgun ammo and stimpaks. You can also shoot up a grenadier from here, but
be careful because he's close and can throw at you.

Once you've gotten the shelf, head a little NE (to where that grenadier was)
and go into the building behind him to get a chest. There is more .50 cal
in there for you. Next, go into the building W of here; there is a mutant
inside, usually crouched, and a workbench that you can loot for grenades
and liquor.

Head back out onto the street and up to the ruined warehouse with the
giant hole blown in one corner. Get the bookshelf loot inside and then go
up the street, toward the 2nd goal on your map. Rather unfortunately, this
area is guarded by turrets as well as mutants. You can try to avoid the
turrets, or hit them with explosives, or make targetted attacks on their
sensors to blind/knock them out. In general, it's easier than Preoria 
because you have more cover and more options. Just stay out of range and
if you have a lot of 7.62 for the sniper rifles, you should be ok. Just
keep firing. This is a good time to use CTB once you're sure you're out of
range. You'll use up ammo pretty fast, but you ought to have plenty from
all the mutant SAW machineguns. I have a theory that if you destroy the
generator, it will put the turrets offline, but haven't tested it yet...

Benjamin Winston <lemurking@hotmail.com> writes:

I dunno if you've tested it or not but it does work.  The (possible 
Downside) is that i only got 35 xp for each, but they do shut down.
---------

Just advance slowly and take out the mutants from a distance and you should
be okay. Several are grenadiers and will charge you like morons and you will
cut them down quickly. Get the chest in front of the generator and destroy
it with small arms fire, like the rest.

Head down under the underpass. You will find an open area with a couple
mutants and several crates scattered around. Fight off the mutants and head
up to the enclosed bunker area to the NW with 2 crates in it. The mutant
there has a Browning M2, so watch out. Try to take it with you to sell it.
Beware the bunker along the fence to the N with a crate in it; there is a
machinegunner in there. Flush him out with grenades and then hit him hard.

Now head to the next building to the NE, the large one on 'stilts' so to
speak. Go up the stairs. I have found that for some reason my females 
could not get up the stairs, but the males did just fine. Strange...
Up on the 2nd floor is a mutant with a rocket.

Other than that, there is little else to do in this area. Head back up to
the street and towards the next barricade, up the road. You can either 
assault it directly and have to deal with the guys in the building with
brownings, or go around the back, to the E, and get through the mine
field at the edge of the map along the SE border.

Make sure to loot the bookcase in the building with these 2 guys because
there is an environmental armor there; it's hell on the stats, but it has
good protection.

Go back onto the street and up to the field with the large white tanks in
it, behind the wooden fence. Kill off the mutant in the bunker there and
take his browning for cash later. If you don't have enough room to carry
it on your characters, put it on someone and get into the vehicle. Then
hit 'I' to activate the vehicle's inventory, and you can drag items from
your characters into the vehicle.

Move NW along the road and towards the final power generator. You're going
to have to assault the defenses head-on this time unless you want to send
the whole team underground through the radiation, so advance cautiously
and kill them at long distance. Weave your way through the defenses; this
isn't anything you haven't seen before. Use grenades to get them out of
hiding, and then put them down with heavy fire.

In a crate by the generator is a 2nd suit of environmental armor. Take it
and use it (unless you sneak). Destroy the generator and head for the
now open main gate. Position everyone in front of the gate and have your
best-armored person move forward a little to activate the conversation. The
commander there will then go hostile and your troops will tear her apart,
firing-squad style. Get the science book out of the fridge there and then
go in the main doors. Talk to the mutant scientist and then go in the back
(the NW corner and loot the desk for a key.

Get everyone up the stairs and go into the generator room to destroy it.
This is the end of the mission. You can go out the back now if you want,
and leave the area, but know that the scouter won't come with you if you do.

Of course, you can now go downstairs if you want. Just go around the the
W wall of the factory, outside, and go in the door there to the room that
is locked from the other side. There is one mutant in there, but he didn't
attack me. It seems that once the generators are destroyed, none of the
mutants are hostile.

Go down the stairs there (you can barely see them behind the wall). Loot
the bookshelf down here for some meds.

And now where only the brave need apply. Send someone with the enviro armor
and a Rad-X into the bathroom and down the radioactive sludge tunnel. When
it gets to narrow down, crouch and go on. You will come to a camp of a 
sort, with a chest containing some food and a book. Grab the stuff and
head back to your friends.

Now you're done. Go get the scouter, loot the bodies of any of the fallen
that you missed and dump the equipment in the scouter, and then leave.

9.1 BUNKER 9:

There are 2 enviro armors and an enviro armor MK II available for purchase.
Your SAW guns probably aren't bringing in much cash anymore, so next mission
don't even bother to pick them up.

10.0 KANSAS CITY (MISSION 10):

You want heavy weapons and snipers. LOTS OF HEAVY WEAPONS AND SNIPERS.

You will have very little time to get your squad into position before you
must start repelling mutants. I highly suggest TB mode here, as every
second and every shot counts at times. There will be no time to set up
the mines from the crate here; that will have to wait until later.

The mutants will attack from all 3 directions at once; logic dictates that
you send 2 people to each gate. This is a silly Idea. The main attack will
come from the south. You need to send 4 people there, preferably with heavy
weapons. Leave 2 at the west gate. The north gate is better defended, and
has mines to boot, so you need not send anyone there.

Getting on the roof can pay off quick, as you have to move less to get 
within shot of the enemy, and your range is extended. Unfortunately for me,
I did this at night, so my range was terrible. This made it a bit more
difficult, although the mutant rockets were made less accurate as well.

There are a lot of mutants. The south and west are the heaviest, with light
resistance to the north. By 'light' I mean, only a half-dozen, as opposed
to easily twice that many on BOTH the south and west. Focus your heavy
weapons attacks primarily in the south, where they have miniguns. Machine-
gunners can get away with the west, because it's mostly a melee charge,
and the north is weak enough almost to be held by the ghouls themselves.
They also set up mines in the north, which is a nice touch.

Have the snipers pick off the enemy rocket and minigun wielders. This is by
no means easy, but using cover behind the bunkers you shouldn't be hit
often. Do targetted shots if you can to knock out or blind. You can't
kill them fast enough, so you need to cripple enough of them so that a
significant portion of their forces are rendered (relatively) ineffective.
A good idea is to do an arm aim, so they can't use the large weapons they
use with a cripple strike.

Burst weapons are very good here; anything that can hit several people at
once. Assault shotguns are key once they get close.

If you don't have anyone at a gate, the ghouls will yell out when a gate
is under attack or taking casualties. This is useful, to know when to take
1 or 2 people off one gate and move them to another. Bonus move is extremely
helpful here as it will let you get to the other gates faster. Usually the
north gate will get in trouble before you're finished with the other gates,
so plan accordingly.

Once you're done, move everyone out the west gate and kill the mutants on
top of the 2 watchtowers, if you haven't already. Make sure to loot all
the bodies for ammuntion. Head around to the north and do the same there.
Go through the gap in the fence to the N and over to the airfield building
to get a tommy gun and medical supplies on the shelves in there.

Once you're done here, you're ready to head south. Loot the bodies to get
the avenger miniguns, among other things, and start to force your way
down the street, picking off mutants in buildings. A good trick to use
is to run to the wall of the building and then fire someplace at the
ground to start TB. Then, move in front of a window (or door), fire, and
then move out of sight. More often than not, the AI has no idea what to
do and just stands in the building like an idiot. This works equally well
in all the levels, so give it a shot if you haven't already.

Ironically, two of the ghouls at the south gate are armed with sniper
rifles; how they got equipment that even the brotherhood runs out of, i'll
never know, but these are good for stealing or looting off of dead ghouls.

From the south gate, head NE go get to the buildings near the airfield.
Resistance is relatively light here, and you can get a science book in the
N-most building.

Now start making your way S and SW, cleaning out the buildings. It's pretty
routine. Just switch to TB, move into view, fire, and move out of view. The
first commander (at 2) can be killed by moving to the west of that building
and firing through the holes in the wall at range. This way you do not have
to confront him by going in the front door.

At point #2 you can get an FN-FAL from the icebox in the commander's hut. It
has respectable damage, but the range isn't great. Keep it if you preferred
the AK to the hunting rifle. There are also 2 Neosteads hiding behind a pot
in the corner, as well as shotgun ammo and explosive rockets.

I had a persistent problem with the guy on the roof of the 4th point, so I
went around west and came in through the SW enntrance. Unfortunately, I 
found a guard there, too, so be careful. Inside is the commander, 2 guards,
and 3 chests, one of which has a pancor jackhammer, the best shotgun yet.

This should be the last of the commanders. Return to the Bishop. If many of
the ghouls have died (which happened to me), you get the bomb but no other
reward.

Kenny Wong <kenjai@netvigator.com> adds:

If you complete the mission with minimal deaths (I only had 1 ghoul die
on me the 2nd time through,) then the bishop will assist in the research 
efforts, and your general will give out some "Setting an example of 
excellence" speech. Other than that, nothing special seems to happen. I 
was still promoted even when the ghouls got slaughtered the 1st time. I 
think it's impossible to not lose a ghoul in this level. The one I lost 
was standing in the middle of the street by the south gate, and was 
promptly surrounded and 'gutted alive' Oh well.... There's also another 
science book on this level in one of the buildings on the south side in 
some bookshelf or something like that. Finally, my grenadier came out 
tops in this lvl in the mop-up action, because his grenades were able 
to go through building walls!!! He'd 'percieve' a mutie behind a wall,
and just start throwing grenades in. Only works with frag grenades 
though. Molotovs and other types of grenades don't work.... Definitely 
a bug.
------

10.1 BUNKER 10:

Another avenger minigun is available at the store, as are some rockets for 
the first time.

11.0 OSCEOLLA (MISSION 11):

Look in the crates right S of you to see if you need any of it. There are
some medical supplies, mines, and remote explosives. Head N towards the
guard post, advancing slowly. Once you start shooting them down, they
ought to start charging you, one or two at a time, which should be easy
pickings. Take targetted shots at their eyes and arms so they can't see
you and can't use their weapons.

The building to the W of the guardhouse has a crate in it with ammo for
your sniper rifles, miniguns, and Brownings, and also first aid kits. The
guardhouse itself only offers a little ammo and some liquor and drugs on a
bookshelf.

A direct assault on the gates will usually get you killed really fast. If
you must go in the front door, you have to pick off the enemy from range,
where his Brownings can't tear you to pieces in less than a round. Once you
have engaged them, they will usually come out to meet you, where you have
the advantage.

Move around to the NW where the wreck of the airship is. There is an old
madman living there, and three are 3 crates, all with stimpaks.

If you make it all the way to the junkyard, there is a crate there with
shotgun shells and medical supplies. Avoid the sniper tower as they get
quite a range and accuracy bonus for being so many stories up.

Another way to get into the base is the underground entrance found to the
east of the base proper. The only problem with this is that there are 3
well-entrenched guards protecting it, and dislodging them is difficult,
especially considering the lack of cover on the approach. The only real
cover is provided by the ruined building nearby, but you have to return
to the insertion point and head directly towards it from there to avoid
getting cut down on the way to it.

The problem is that the tunnel is filled with radioactive goo, and it will
only get you into the base; once you go up the ladder next to the fuel tank,
the mutants will tear you apart. Regrettably, the best way is probably to 
go in one of the main gates after you've sniped off the guards.

The trick is that when you go in one gate, there will inevitably be guards
nearby to get you immediately. What I find useful is to go in one gate a
little bit and shoot everything I can see, and then go in the other gate
and do the same, and slowly work my way in, switching gates to get the best
firing position on those mutants who are guarding the opposite gate. You
can also use the back gate (more of a hole in the wall than anything) for
this purpose, but the back gate is effectively covered by the snipers so
be careful if you do.

Feel free to shoot up all the explodables on the base; there are fuel tanks,
petrol tanks, oil barrels, etc, and will do effective damage if someone is
next to them.

If you're really having trouble, try this:

First, pick off all the gate guards and anyone that will come out after you.
Come in through the West gate, and head E to the ruined gray truck with the
barrel next to it and use it as cover to shoot the guys by the large tank
to the NE. Then, move N an use it and the raised platform as cover to fire
on the guys on the raised platform by the NW stairs. Then, use the raised
platform to fire on all the guys N of that area, around the 4 white tanks.
Hide behind the bunker to the S of the small rusted building and throw
grenades at the doorway. This ought to hit and kill the mutants inside 
after about 6 or 7 of them.

Inside that small rusted building is som .30 cal and some medical supplies
on a bookshelf.

Now we get to go underground. Either one seems to do; they both lead to 
rooms that are closed with no opposition to ambush you once you get down
there. Be aware that the doors open automatically, though. I arbitrarily
chose the NW one.

The first bookshelf you come to contains a medkit and ammo. You next go
through the NE room and then into a room full of gas tanks. Do not go in 
that room; rather, fire at the gas tank you can see from afar, so you 
roast the mutants in the room. If you all go in there, they will blow up
the tanks and your whole squad will die.

In the next room you find Toccomatta, a mutant that will speak to you. He
will die, and then you can loot his body for a letter and impact gloves.
There is another shelf with more medical supplies.

Now for the cafeteria. This room is a bit harder. Move your guys in view of
the open doorway, so they can see in, but don't get too close. In this way
you can shoot the melee guy at the other end of the room. Once he's down,
throw grenades through the door to get the 2nd guy, hiding behind the boxes
to ambush you. While you're doing this, one of the guys might come out from
behind the bar to get you, so be ready.

There is an annoying part of this, though; the guy by the boxes has a
tendency to move back once the shooting starts, causing the door to close,
so you have to get your grenadier close to the door to open it, but try
not to let him/her hit him/herself when trying to get the guy there. If you
are in TB you can try to run through, but if he is on overwatch, you are
dead; his flamethrower will end it.

The last room is a bit tricky. You have to stick to TB, move towards the
door to open it, fire, and then move away to close it. Alternately, keep
someone with a crappy firing ability (this is usually the medic) beside
the door against the wall, and move your people in line with the door to
fire, and then move them away again after a shot. Gammorin has 150 hp, so
this will take time, but it isn't anything that you can't handle.

Make sure to loot the chest in this room to get a briefcase, which gets you
extra brownie points with the brotherhood. The mission is over; leave.

11.1 BUNKER 11:

There is now some environmental armor for sale, both Mark I and Mark II.
The Mark II offers better defense, but compromises your perception by 1 and
several of your skills. Take this into consideration before buying it. You
can now recruit mutants; most of them are melee-oriented, though, so you
have to plan accordingly. You must get to the next bunker before you are
given your next mission.

12.0 JUNCTION CITY (MISSION 12):

Bring a medic.

This mission starts out with some nonviolent activity. Go in and talk to
some of the civilians and head for the mechanic's shack. On the way you will
meet chuck who will sell you a fake robot part. He also has a book and a 
plasma grenade (the first one so far).

Casey will talk to you and mention that she needs a doctor for her father.
Heal him and she will join you. First aid will do.

In the large building N of the starting gate you can find a fridge and an
ice chest. The fridge has fruit x3. Upstairs is a hostile brahmin. Oddly,
he is equipped with a cattle prod.

The Pit is the local bar; it features the brotherhood-hating 'Angry Rick'.
Talk to him 3 times and he will give you the robot piece. Go upstairs to 
get a book on the bookshelf.

The building in the town center (it's actually several buildings attached
together) has some neat stuff in it, including flechette shells, medical
supplies, a book, and slugs (in a locked chest).

Juan's Emporium has very little selection, but he will sell you a robot 
part and tell you that his friend Hank has a piece too.

Hank is in a building S of town, but you're too late to save him. The
Reavers have killed him (the ones waiting outside to ambush you) and have
taken his robot piece. You can get your first plasma rifle here, though.

The northernmost building in town has some drugs on a bookshelf inside.

The mayor will give you his piece if you destroy the Reavers up north. 
Upstairs in the town hall you can find 'papers', the use of which is 
unclear, but it weighs nothing, so it's best to get them anyways, as well
as the ring pulls there.

After you get 2 pieces of the robot, the Reavers will attack. It's a good
idea to get everyone but the guy who's going to get the last part up on the
north wall, since that is where they will attack from. You will have the
advantage, and hopefully you can keep any townspeople from dying. There are
a whole lot of reavers, so this could be quite a trick.

The Reavers are equipped with energy weapons; energy rifles, which have
quite a kick, and could be useful once you get your hands on them. 
Unfortunately, they rely on your energy weapon skill which probably isn't
very high right now. The have almost as much range as the sniper rifle and
do more damage, but you'd have to tag energy and start building it up pretty
fast to get any use out of them right now, unless you invested for them in
advance. Ammunition for them is much harder to come by than that of the
sniper rifle or Browning/minigun weapons, so keep that in mind if you intend
to use them. There is also the matter of action points; energy weapons take
1 more point to use, so this is definitely something to take into 
consideration, expecially if you like TB and/or targetted shots. Plasma
rifles do even more damage, with less range, with the same AP penalty.

Once you have killed all of the charging reavers (trivial if you all have
sniper rifles), head out to attack the Reavers at their camp. First head N
to take care of the bunch behind the fence (and the 1 SW of them). Watch out
for acid sprayers.

You should begin to loot the bodies so you don't forget later. They have
laser rifles, Steyrs (a 5.56 auto rifle), grenade launchers, avengers,
sniper rifles, and other miscellaneous stuff. They have a *lot* of stimpaks,
so stock up. Also, take the grenades for the launcher. They are worth a
surprisingly large amount of money in comparison to their worth in combat.

Use the cover as you advance, and be assured that the Reavers will too. If
they hide, use grenades on their positions to flush them out and then tear
them apart with heavy fire. This ought to be academic by now.

Once you get into the cabin, disarm the trap on the door, use the key from
the dead civilian's body outside to open it, and move your grenadier in.
Throw grenades near the workbench to hit the Reaver who is waiting to 
ambush you and keep at it until he dies (he probably won't move out to
fight you). Get the robot torso from the workbench and go upstairs.
There are several guys up here, but if you throw some grenades into the
bedroom and then step in/out of sight, you shouldn't have any trouble with
this one.

When done, return to the mayor for your reward, then exit.

12.1 BUNKER 12:

The equipment store now sells tank shells (for when you get the tank) and
plasma pistols (NOW they have the energy weapons...). You are given 2
missions again, Great Bend and Coldwater. For sake of linearity, I go with
Great Bend next.

13.0 GREAT BEND (MISSION 13):



