Fallout Tactics: BoS → Quincy
Another problem. The town of Quincy, located south of the bunker, was ready to join the Brotherhood of Steel, but was occupied by some kind of menagerie. Besides bandits, the raid involved some terrifying creatures. For those who roamed California in Fallout 1 and 2, the name Deathclaw should ring a bell. So, let's go free the town from this motley crew.
First, we need to free the town's mayor, who is being held captive by the Beastlords (that's the name for the bandits) in a large house not far from your team's drop-off point. The mayor's assistant will tell you where the house is. Naturally, we need to rescue the hostage quietly, so the bastards don't get wind of it and shoot her.
The mayor is locked up on the second floor of the building, and a guy with a Desert Eagle is guarding the entrance from the stairs. But he stands with his back to the balcony, confidently assuming the liberators will rush through the front entrance, where a few fighters hold the line and three Deathclaw cubs sleep soundly. The balcony can be reached through the roof, after climbing two vertical ladders on the building's blank southern wall.
So do it. A couple of shotgun blasts at point-blank range, and you're ready to talk to the hostage. She'll modestly ask you to free her daughter, who's being held in Townhall under the watchful eye of a Deathclaw and other bandits; free the villagers, whom the bandits have tied to machinery at the power plant and surrounded by explosives; and free the local hero, Felix, who's being held in a prison in the north. You'll also need to resolve some issues in the ghoul settlement and clear the local brothel of beastlords.
Basically, clear out the entire town. The order in which you do all this is up to you, but first, it's very helpful to disable the siren on the roof (the key to the locked door is on the floor right in front of the mayor). After that, you'll only need to worry about the local factions, leaving everyone else blissfully unaware that they're next.
To kill the gang on the first floor of the house where you freed the mayor, you'll have to approach them from the main entrance, because if you go down the stairs, your team will most likely be spotted and there will be quite a massacre.
Climb back out through the roof (disable the siren while you're at it) and surround the main entrance using defensive mode. But don't get too close, as the horned beasts will rush at you, and they have more than enough hit points to withstand several volleys. If you have mines with you, you can plant them in the fanged creatures' path beforehand. I even pulled off a funny trick: I managed to crawl (in stealth mode, of course) my soldier up to the sleeping Talons (through the northern door) and place a bundle of dynamite with a timer on under each one's head, like a pillow. Those bastards are tough!
From this structure, you need to sneak onto the flat roof of a fairly large building. This is the safest way to kill the large Deathclaw hanging out near one of the doors on the western side, roughly in the middle of the structure. Approach the ledge and shred the creature from above with bursts of AK-47 fire. The beast will periodically hide inside the structure, but then reappear periodically. Run around, rather than up the stairs, it won't guess.
Ghoul Ghetto:
In the northwest of the map is a settlement of ghouls who have been driven out of their shelter and need help to reclaim it all. The ghouls are armed, but their chances against the Deathclaws are practically nil. Here's what you need to do: before talking to Eliot, the leader of all these mangy mutants, position your men so they're ready to repel an attack from the north. The thing is, that attack will occur a few seconds after the conversation.
Here, I'd recommend enabling turn-based combat mode if you're playing in real-time. The thing is, a brood of Deathclaws can't be stopped quickly, and they'll smash into your defensive formations. In that case, if any of your men hit any ghoul, the ghouls will be mortally offended, and more red circles will appear in front of your squad.
After repelling the attack, Eliot will ask you to free his brother, who is being held at gunpoint by two bandits in the house where the attack originated. Be careful and try not to injure the prisoner. You can also shoot the bandits through the windows, by the way. Now you can talk to Eliot again, who will be delighted with the Brotherhood and ask where he needs to put an X to be accepted. When you return to base, you'll see recruits like these...
The Mayor's Daughter:
In Town Hall, everything is relatively simple. A huge hall with two or three guards wandering around and a huge Dethclaw sitting there. Once you've taken out the beast, everything else will be a piece of cake. Three more bandits are sleeping in the back room. Carefully creep up on them and... well, you know what to do.
Freeing Felix:
The local hero is being held on the roof of the central building in the prison complex, and you need to get to the roof without raising the alarm, because if a major uproar breaks out (there are plenty of sirens here), the local hero will be shot pretty quickly. Infiltrate the prison from the west side, where not all the doors are locked. A patrol will be patrolling the courtyard, so wait for a pause to sneak into the central building.
A guard is walking between the two rooms, and your task is to prevent him from activating the siren. Then crawl out onto the roof and open fire on the bandits. Two are hanging out in the watchtowers, two more are sitting behind sandbags on the other side, and the leader has Felix at gunpoint.
The best way is to appear on the roof unnoticed in defensive mode, and then unleash a salvo with the whole team. You can, of course, orchestrate a complex Commandos-style infiltration of the den, but in my opinion, it's better to simply barge in with the whole group and instantly eliminate everyone with a red circle.
Hostages at the Power Plant:
This rather large building is located in the southeast of the map, and the second floor, which you'll reach first, is empty. Carefully descend the stairs to the first floor and turn off the lights in the hall with the switch, which will greatly facilitate stealth. The situation here is as follows: civilians are tied to mechanisms, held at gunpoint by four bandits behind sandbags and their boss. Packages of explosives and remote-controlled detonators are stashed near these mechanisms.
The control panel that starts the countdown is in the hands of the warden, and you need to kill her quickly before she can press the button. Then take out the remaining bandits, who will start shooting not only at you but also at the hostages. All that's left is to defuse the explosives.
There's still one more place worth exploring. In the far corner of the map (northeast, to be precise), two Dethclaws are sitting in a temple, guarding a chest containing an upgraded metal suit of armor. You can kill the creatures painlessly from behind the bars opposite the temple entrance. Just don't get too close to the bars, or the creatures will reach you with their claws. If you want to make sure you did everything correctly, have a farewell talk with the mayor. Next, Mardin.
Source: stopgame.ru
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