Fallout Tactics: BoS → Preoria
The Brotherhood, developing new weapons, is in dire need of Fusion Batteries. Production, of course, will be launched a little later, but they are needed now. According to intelligence, a village is located above an old military storage facility where these batteries should be stored (three need to be brought in).
A small plateau overhangs the village's tepees, with several scorpions crawling across it. Several dead raiders lie there, and if you want to pick their pockets, you can climb the ladder to the top. The local chieftain stands at the entrance, with whom you can chat a bit and engage in a simple barter. But you need to descend into the underground complex via that staircase to the north, surrounded by three closed defensive turrets.
These deactivated (for now) devices loom over the northern part of the village, giving rise to a foreboding feeling. Not unfounded, I must say. One way or another, you'll have to enter the underground complex.
Carefully descend the stairs and prepare to encounter the first scorpion lurking around the corner. Don't let it get too close, or you'll run out of antidotes later. Now you'll have to fight two varieties of poisonous beetles. The larger ones not only bite, but also easily spit venom. It's better to clear the rooms with one hero rather than pushing through the tight passages with a large crowd. At least this way, you'll be able to fully utilize your burst fire without fear of hitting one of your own.
Go along the right side and, after a couple of beetle ambushes, you'll reach a small room with a bookcase. Search the shelves to find a yellow access card. A couple of antidotes are in the refrigerator nearby.
Return to the main path and continue counterclockwise, shooting the giant insects. In the office, besides the beetle representing the boss, there's a locked yellow door. The keycard you found unlocks it. The first battery is in the blue cabinet. The locked safe contains an M29 revolver and ammo.
Continue south and pass the self-opening doors. However, the passage further is blocked, as the last occupant of this storage facility was apparently a very disciplined worker and, upon leaving, turned off the power at the control panel here. Pull the switch, and power will be supplied to the complex's lighting and the automatic doors. This would be fine, but the defense turrets will also activate, completely delirious, and open fire on anything that moves.
They're tough to destroy, but possible (each one contains 500 Micro Fusion Cell energy charges). If you don't want to mess with them, you'll have to play a bit of cat-and-mouse, where your men will be the mice this time. The defensive turrets extend for a few seconds, then retract into their nests for the same amount of time. You'll have to use these moments to scurry from one cover to the next. There are all sorts of alcoves and piles of boxes here, and you can advance in this way, dashing and running, without getting hit.
Life has certainly become significantly more difficult, but no one promised you an easy ride. After passing the first two turrets, be careful, as a pair of scorpions are lurking behind the arch in the corners. Further south, look for the second blue battery locker on the map (it's in a dark corridor); you'll have to fight your way through scorpion ambushes (one of the creatures is sitting directly in front of the locker).
Now you need to get the third and final battery, but this will be the most difficult. The third blue locker is located in the western dead end of the complex, the doors to which are currently locked. To solve this problem, you need to pull the switch in the southeastern room where some machinery is sticking out. The approaches to the switch are covered by a turret, but you can hide behind one of the obscure contraptions and wait for a safe moment to make a dash.
In fact, it's worth thoroughly searching all the rooms, as you can find a lot of useful items here, including, for example, a doctor's bag and upgraded leather armor. The M16 is difficult to place in this category, as the AK47 has slightly better stopping power, and 7.62mm ammo is plentiful in the game. For longer ranges, a hunting rifle is suitable until you find a sniper rifle.
Now that the passage to the western sector is open, you'll need to pull one more switch in the "anteroom" and face a difficult dilemma. Until now, it appears only the turrets located inside the complex have been activated. Now, in ten seconds, the external turrets on the surface will also activate, and the village's population will come under intense fire.
If you don't want civilians to fall, you'll need to act quickly: station one soldier at the switch and prepare him for the breakthrough, first unloading him as much as possible, as he'll need to fill his backpack with loot.
Once the switch is activated and the doors open, chase the soldier past the turret to some cover. Before the ten seconds are up, turn off the switch. This way, in two or three passes, you can get the soldier through the automatic doors. If you leave the switch on, the overload will limit the turrets to working only on the surface. So, decide for yourself what to choose: your team's problems or a few dead civilians.
Make your way southwest, dashing to the door into the large hall, which is either cloaked in some kind of green fog or illuminated accordingly. This is probably because large poisonous beetles are hiding there, one of which is particularly large and particularly poisonous.
When opening the door, keep in mind that it appears to be spring-loaded and will close automatically after a few seconds. To avoid wasting precious seconds trying to open it, proceed as follows: run into the hall, fire two or three bursts at the huge insects, and then immediately rush back. Open the door again and repeat the process until you've knocked out the most aggressive bugs.
Then, shoot the "leader" from a distance. He'll be extremely passive and will only react when you get right up close. But we won't give him that satisfaction. Take the third battery, clear out all the nearby lockers, and head back.
If you spare the natives, repeat the trick with activating the switch, this time for your fighter to exit. Run the men to the surface (it's best to run past the turrets one at a time). If the turrets did manage to wreak havoc in the village, it's best not to talk to the chieftain and instead run out to the green rectangle marking the mission exit. The next location is Quincy.
Editor's note: if the natives are still alive, the chieftain will give you another Fusion Battery.
Source: stopgame.ru
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