Newton

Fallout Tactics: BoS → Newton

The Reavers, who had been operating in the region, were caught up in the fighting and found themselves under attack by robots. They were left with only one choice: either be crushed one by one, or, setting aside past differences, unite with their old enemy. The Reavers' citadel and research lab are under siege, and the group's leaders have requested assistance from the Brotherhood of Steel. They are willing to provide some of their scientific and technological developments, including a prototype of a powerful energy rifle.

Therefore, they will need to extract four Reaver leaders from a town called Newton, where they have barricaded themselves with the remnants of their guards. Before beginning the mission, it might be a good idea to bring a toolkit if you're considering adding a tank to your fleet. Have you seen the ammo for it at the merchant's? Exactly.

You start in the northeast corner of the map, where you'll need to take out all four River bosses. In addition to the humanoid robots, there will be three other types of mechanical monsters. The first to emerge from the ground are mechanical spiders. They hide underground until someone gets too close to their ambush site. These things are armored, so you won't be able to take them out quickly.

The second mechanical creature looks something like a cross between a flying saucer and a trilobite. It's small, and it's not at all clear where it fits its rather substantial supply of missiles. They'll get it. And finally, the third to emerge is a small tank with a huge roller, which will try to roll anyone nearby into the asphalt without escaping in time. This roller has 500 HP, and you need to shoot the monster from a safe position.

So, onward. The first batch of spiders will emerge near the entrance to the wasteland not far from the start. A little further west, near a chest, there'll be an ambush of two more, along with a machine gunner. In the massive hangar to the southwest, where you need to look for the Reavers' chief medical officer, the same "bulldozer" is rolling around, protected by flying rocket launchers. Head-on assault is dangerous and painful. A much better option is a detour. From the starting point, move your fighters south to a small building whose second floor connects to the hangar. 

The "iron friends" are in the transit building, but at least the "bulldozer" isn't there. Proceed directly to the second floor of the hangar, and in the northwest room you'll find Glenda Close—the first leader you need to take out. After a conversation, she'll temporarily come under your control, and all you need to do is lead her to your starting point.

Now, head out to the southwest balcony (but don't go straight ahead, unless you want to get caught in a crossfire between two machine gunners in a small corridor) and you'll have an excellent position to shoot that "bulldozer." If the beast crawls away somewhere, go down and bring it back for execution.

The second leader (the ambassador) is hiding in a building further west. Going through the main entrance, which is guarded by two turrets, is completely optional (the turrets themselves, by the way, can be shot at from a distance). To the left of the entrance, there's a pile of boxes that you can use to penetrate the breach. Further up the stairs (beware of the mines) to the very top, you can disable the third turret by pulling the switch. A spider is lurking near a chest nearby. Descend to the second floor on the other side and you'll find the ambassador in a small room. After talking to the medic, take him to him.

Continue south and, to avoid fighting your way through the dense defenses, circle the house from the west, almost to the edge of the map. This will bring you to the door. Go inside and go down to the basement, where the laboratory is located. There you'll find the third leader, who will give you the key to the safe nearby. Inside, you'll find a prototype Pulse Rifle. You can relieve the researcher of his tome before escorting him to safety.

The last leader to extract is the Reaver General. You'll find him in the house to the east, on the first floor. Be careful, as several spiders are hiding in the area where the wrecked forklifts are burning on the tracks. To the southeast of the map is a small settlement inhabited by security bots.

Several Reavers are hiding in containers. Take out the last Reaver leader, and all that's left is to escape. And take a tank with you. It only needs to be repaired (500 HP), and the old Sherman, with a sputtering engine, will creak its tracks toward the sector exit. General Decker will give the order for another move, and, having seated the entire team in vehicles, move further west. Afterwards, we conquer Canyon City.

Source: stopgame.ru


See also:

Fallout Tactics: Freeport

Brahmin Wood fallout bos

Fallout Tactics: St. Louis