Coldwater

Fallout Tactics: BoS → Coldwater

The situation here is as follows: some crooks stole a whole bunch of weapons from a passing Brotherhood convoy. But most importantly, they made off with three suits of power armor and are now walking around in them, ecstatic at their own awesomeness. So the task will be extremely simple: return the armor, punish the crooks.

Near your spawn point, slightly to the right, stands the Brotherhood's supply manager, who, judging by everything, was the one who missed out on the valuable armor.

It's time to get down to business, though. The village you'll be operating in is nestled on a mountainside and has four sprawling tiers.

You're currently located at the bottom, in the valley, and you'll need to search for the gang of crooks at the very top. The village is full of people, but no one will pay much attention to you. Everyone's busy with their own affairs. Just look at the cockroaches! Don't relax, though, as there are ambushes set up along your path to the fourth tier, especially near the staircases. If you have a machine gunner with an M2 on your team, you shouldn't have any problems, as this machine gun can mow down bandits in droves.

The hardest part comes on the fourth, final tier, and here you'll need to be more careful. In the very first corridor, the first user of energy armor will jump out at your men, and taking him out will be a bit more difficult than the rest of the thieves.

Unfortunately, you can remove armor from a dead enemy, but you can't equip it to your own men because it's heavily damaged. So you'll have to carry all this weight back to base.

Let's move on. When you emerge from the buildings onto the open platform, you'll see that the entire upper platform, right up to that barricade ahead, is generously strewn with mines. These surprises are well camouflaged, making them quite difficult to spot. My character, with the highest traps and perception, had to periodically remove his "spacesuit" to more easily spot the planted T45LEs.

Behind the barricades near the building with the nasty inscription are two machine gunners, and the best way to neutralize them is as follows: using long-range snipers, force them to take cover behind sandbags, while your machine gunner, armed with a Browning, stealthily approaches. Beyond this barricade is the entrance to a room containing a second armored crook. In the same room there is a switch that turns off the light in the building.

It's clear that the defense will be the most serious in the final room, where the gang's leader is located. Without entering the room itself, you can eliminate the laser rifle wielders sitting in the two far corners from a distance, and then enter and shoot the leader with a machine gun. Grab the third suit of armor from the dead gang leader and bring it to the supply clerk you met at the beginning.

Upon arrival at the base, the merchant should have the first power armor. It's not cheap, of course (around 20,000), but you should already have the funds. Then head to the Great Bend

Source: stopgame.ru


See also:

Fallout Tactics: Features (Part 2)

Fallout Tactics: Features (Part 1)

Fallout Tactics: Armor (stats)