Fallout Tactics: BoS → Scott City
Your squad is sent on a raid behind enemy lines with the mission to finally find General Barnaky (or at least what's left of him). Furthermore, the robots have captured a merchant who supplied the Brotherhood with various supplies and who knows the locations of all our bunkers and the general situation within the Brotherhood.
We need to find the bearer of this valuable information, and if we can't save him, then... well, you know what we're talking about. The location itself can be divided into two parts. In the western part, where you start, there's a junkyard containing four jammers, which are cluttering your map. If you want to clear things up, blow up the jammers.
The second, eastern half is home to a massive industrial complex consisting of several blocks connected by catwalks on the second floor. Sniper rifles, which ruled the roost in the mid-game, are now ineffective, requiring a switch to more powerful weapons, primarily energy weapons. Of the small arms, only Gauss rifles and machine guns are considered valuable.
Ammo for these weapons is in short supply, and most likely, only one member of your team will be able to wield a weapon of this caliber. Naturally, your most highly trained character, armed with the most powerful weapon and clad in Power Armor, can take down the humanoid robots. But when it comes to taking down the Behemoth, fire support from your teammates can be lifesaving. Don't stray too far from the group.
Naturally, the first objective is to restore full broadcast coverage, so you'll need to disable four jammers. Their locations are marked on the map in your Pip-Boy. But near the jammer closest to you, a little further to the east, there are warehouses where prisoners are kept.
A huge super mutant is locked behind bars in the western barracks, and a ghola lives in the cell next door. A security bot moonlights as the overseer. Free the prisoners, but it's best to only speak to Sebastian (that's the super mutant's name) once. He's seething with rage and ready to tear those damned robots to shreds. He's unarmed, unarmored, and if you egg him on, he won't even make it to the intersection (you can't control him). He may be a mutant, but let him live.
Search the pot in the ghola's cell. There you'll find a key to a small two-story building in the southeast of the junkyard. The supplies you can find in that house aren't the most important thing. A good position to shoot the Behemoth through the second-story windows is far more valuable. It's best to do this in turn-based mode, standing up to shoot and then hiding again for the remaining AP. In this case, you can take down the behemoth with complete impunity.
Once the western half of the location is cleared and the jammers no longer interfere with the map, you can begin flushing out the enemies from the industrial complex. It's best to climb to the second floor and move primarily along it, periodically descending into the buildings to "clean up" and collect "loot."
This will protect your team from surprise attacks by the spiders, and it will be much easier to deal with the Behemoths. These rooms are full of all sorts of openings and windows through which to fire. Moreover, the next piece of iron you fire at through a window will often be more difficult to counter. In a pinch, you can crouch and take cover from enemy fire at any moment.
The goal of all your wanderings through the workshops and hangars will be the roof of the central block, on which several separate buildings are located. In one of them, where the torn bodies lie, you will find General Barnaky. All you have to do is loot the medallion from the corpse of the man who gave your group the first orders. In a nearby building, the entrance to which is covered by two turrets, you will find a merchant whom these monsters have brought to the brink of death.
He cannot be healed, and the only thing you can do is what the poor fellow himself asks for. Just don't assume that no one is guarding the prisoner's approach once you've destroyed the two turrets in front of the door from a distance. There's another building nearby, housing a whole brood of robots, keeping watch over the victim. One of them, in fact, is armed with a Gauss machine gun.
Now that you've "visited" the merchant and General Barnaky, you'll be given the opportunity to return to base. But it's best to clear the entire area and search every nook and cranny. I'd even recommend overloading your men and trying to sell as many trophies as possible. The point is, the next mission will be your last, and your team should be properly equipped for the final battle in Mount Cheyini.
Source: stopgame.ru
See also:
Small Weapons: Rifles in ft bos


