Fallout Tactics Exit Vehicle

2021年11月15日
Download here: http://gg.gg/ww3kv
This vehicle only showed up if the player pre-ordered Fallout Tactics or managed to find out the secret edit one needs to make in a certain document in the Tactics folder. It was attached to a bonus mission called Springfield, where it belongs to a gang of raiders, who in fact were a ghoul-hating group. Contentsshow Fallout Tactics Redux Discussion This page is dedicated to player feedback for the mod Fallout Tactics Redux by Endocore. The mod is currently at version 1.3, and more information can be found on this wiki here. Comments and Suggestions Fallout Tactics is a fairly mature mod at this point. The initial release was several years ago, and as the mod has turned out to be quite.
*The Scouter is a drivable vehicle in Fallout Tactics.
*Fallout Tactics - Brotherhood of Steel Cheat Codes: - Submitted by: jens lohse 1000 Extra Dollars to Start: - When you start a new game select ’Create’ for your character. Use one of your tags on traps. When you start the game you will have three Anti-Personal mines and a Genric Dorr Charge like device.
*The tank only holds five people, but it has 500 hit points, and it’s the most powerful vehicle in the game. Possibly, the mission designers only intended that you use the tank in the small area near where you find it, but the tank can actually squeeze into a lot of places - like between the fence and the building with the first reaver elder.Rock FallsMission dataChapter1 (Bunker Alpha)LocationRock FallsGiven ByGeneral Simon BarnakyObjectivesMainEliminate all Raider LeadersRetrieve the deviceOptionalRescue Diesoon, the scientistRescue Nanuk, the tribalTechnicalDialogue FileMIS 03 Speech.txtRelated missionsprevious:Freeportnext:Macomb
Rock Falls is the third mission in Fallout Tactics.
*1Primary objectives
*2WalkthoughPrimary objectives
*Annihilate all of the raiders in the camp.
*Recover the mysterious device, and bring it back for study.Secondary objectives
*Rescue Diesoon, the scientist.
*Rescue Nanuk, the tribal.WalkthoughInsertion
Rock Falls is a mission that involves little beyond heavy combat; bring some of the AK47s and hunting rifles you found in Freeport and a bunch of combat-centered recruits. You’ll start off in a sheltered ruin, so get into a suitable position and get ready to start shooting. You’ll want to immediately clear the ruins to the south; there are three raiders milling about. From here, there are three ways into the compound; the north side, through the fuel depot, the south side, through a small mine field, and through the main gate.South entrance
From the inhabited ruins, proceed east into even more ruins. There’s a raider out front, patrolling near an alarm box. There are another two raiders near a burned out fireplace, asleep. Move towards the paved road, but watch out when you pass the overturned car; there’s a raider with an AK on an elevated platform, and there are three more raiders watching the road. A fat raider underneath the sniper’s platform and a woman behind the sandbags up the road are both armed with AKs, and a guy with a pistol is hiding in the building with the sniper. From there, crawl under the orange scaffolding and you’re in.North entrance
If you want to try the north entrance, sneak past the main gate’s guards until you reach the fence with ’madness’ written on it in white. Just to your northeast will be four raiders around a campfire; one has an AK, one has a pistol, one has an SMG, and one has a club.
From there, head east. You’ll need to get past a trench, which is guarded by two more raiders with AKs. Just over the trench is the fuel depot. There’s a sniper tower out front, but no sniper, so you can grab it and take out the three raiders walking around the depot. You’ll want to enter through the door in the north wall, which is locked.Main entrance
If you want to take the main entrance, then more power to you. There are seven raiders guarding the main gate; four with SMGs, one with a pistol, and 2 with AKs. The gate itself is unlocked.Set sentry mode to ’aggressive’
Assuming you went right in the front door, you’ll be standing in a parking lot with two more AK raiders walking around. The building on the south end of the lot is a makeshift torture chamber. There’s a raider with an AK in the waiting room, and three more raiders in the back room. One of those raiders is Daisy-May Gomer; one of the four raider commanders marked for termination. Killing Daisy is worth 214 XP, and you can loot a key off of her to open a door later down the road. Don’t forget to free Nanuk when the area is clear.
On the north end of the lot is a building whose purpose isn’t clear, but is inhabited by three more raiders. One has a spear, one an SMG, and the final is Luke Daniels, another raider commander. Killing Luke is worth 214 XP. North of the building is a clearing with a large pile of wood and rocks, with another three raiders standing round. To the northeast of Luke’s building is the northern entrance, and a building containing Diesoon, a prisoner. Killing the four raiders (three guarding the door, one patrolling with a dog) and talking to Diesoon will earn you the mechanical arm, and complete one of the two objectives. Continue to clear the camp, and remember to talk to Diesoon when the rest of the raiders have died.Extermination
From Diesoon’s cell, the building immediately to the south is a workshop where another raider is chilling. From there, head south to find the medical station and the stables. There are three raiders hanging around in the open, and a fourth patrolling the stables. Past the stables is the south entrance and mine field; watch the brahmin to make sure that they don’t detonate a mine near you. Inside the med building is Bo Duffy, who’s armed with a bunch of grenades but no real Throwing skill. Shoot him from outside, as he’s more likely to hit the wall close to him. Killing Bo is worth another 214 XP.
Through the mine field, you’ll find another locked gate. The switch to open the gate is in a locked building, which can be unlocked using Daisy’s key. There are two raiders armed with AKs on the tops of the walls, and another three guarding the upper entrance to the building. The lower entrance is locked, and needs a really high Lockpick skill to pick. The top floor of the building is inhabited by three men with Scorpios, and the bottom is home to Jesse Gomer and his personal guards. Killing Jesse is worth another 214 XP, and finishes the mission. Killing all four raider commanders is worth a bonus 600 XP. Make sure to go back and tell Nanuk and Diesoon to run, then head to the exit grid.Available items
*A bottle of Classic Nuka-Cola and a stinky meat platter; in the fridge north of the insertion point.
*A Beretta, 12 9mm ball rounds, and a switchblade; on one of the raiders south of the insertion point.
*A Scorpio and 32 9mm ball rounds; on one of the raiders south of the insertion point.
*An AK47, 50 7.62mm rounds, and a switchblade; on the last raider south of the insertion point.
*A bag of healing powder; in a pot in the ruins south of the insertion point.
*A Beretta, 12 9mm ball rounds, and a switchblade; on the raider patrolling near the alarm.
*A Beretta, 12 9mm ball rounds, and a switchblade; on one of the sleeping raiders.
*A Beretta, 12 9mm ball rounds, and a switchblade; on the other sleeping raider.
*An AK47, 50 7.62mm rounds, and a switchblade; on the raider sniper.
*An AK47, 50 7.62mm rounds, and a broken bottle; on the raider under the sniper’s platform.
*A Beretta, 12 9mm ball rounds, and a switchblade; on the pistolero in the sniper’s building.
*An AK47, 50 7.62mm rounds, and a switchblade; on the woman behind the sandbags.
*50 7.62mm rounds; in a crate by the raider woman.
*A club; on one of the raiders near the northern campfire.
*A Beretta, 12 9mm ball rounds, and a switchblade; on one of the raiders near the northern campfire.
*A Scorpio and 32 9mm ball rounds; on one of the raiders near the northern campfire.
*An AK47, 50 7.62mm rounds, and a broken bottle; on the last raider near the northern campfire.
*An AK47, 50 7.62mm rounds, and a switchblade; on one of the raiders in the trench.
*An AK47, 50 7.62mm rounds, and a broken bottle; on the other raider in the trench.
*A Beretta, 12 9mm ball rounds, and a switchblade; on one of the raiders in the fuel depot.
*3 spears; on one of the raiders in the fuel depot.
*An AK47, 50 7.62mm rounds, and a broken bottle; on the last raider in the fuel depot.
*20 12 gauge shotgun shells and a bag of healing powder; in a chest in a tent in the fuel depot.
*A Beretta, 12 9mm ball rounds, and a switchblade; on one of the raiders guarding the main gate.
*A Scorpio and 32 9mm ball rounds; on one of the main gate guards.
*An AK47, 50 7.62mm rounds, and a broken bottle; on one of the main gate guards.
*An AK47, 50 7.62mm rounds, and a broken bottle; on one of the main gate guards.
*A Scorpio and 32 9mm ball rounds; on one of the main gate guards.
*A Scorpio and 32 9mm ball rounds; on one of the main gate guards.
*A Scorpio and 32 9mm ball rounds; on the last main gate guard.
*2 stimpaks and 24 9mm JHP rounds; in a chest in front of the gate.
*An AK47, 50 7.62mm rounds, and a broken bottle; on one of the raiders in the lot.
*An AK47, 50 7.62mm rounds, and a broken bottle; on the other raider in the lot.
*An AK47, 50 7.62mm rounds, and a broken bottle; on the raider in the waiting room.
*An AK47, 50 7.62mm rounds, and a switchblade; on one of Daisy’s guards.
*An AK47, 50 7.62mm rounds, and a switchblade; on Daisy’s other guard.
*A hunting rifle, 50 7.62mm rounds, a switchblade, a box of Mentats, and a gate key; carried by Daisy-May Gomer.
*56 ring pulls, a hunk of fruit, and 2 stimpaks; in a chest in the waiting room.
*A first aid kit and 5 stimpaks; on the bookshelf in the waiting room.
*A Scorpio and 32 9mm ball rounds; on one of the raiders in Luke’s building.
*3 spears; on the other raider in Luke’s building.
*A Beretta 470 Silverhawk, 20 12 gauge shotgun shells, and a switchblade; on Luke Daniels.
*A bottle of voodoo and a pie floater; on a shelf in Luke’s building.
*3 stimpaks; on a bookshelf in Luke’s building.
*A set of brass knuckles, a punch gun, and 20 12 gauge shotgun shells; on one of the raiders near the wood pile.
*A Scorpio and 32 9mm ball rounds; on one of the raiders near the wood pile.
*An AK47, 50 7.62mm rounds, and a switchblade; on the last raider near the wood pile.
*An AK47, 50 7.62mm rounds, and a broken bottle; on the raider with the dog near Diesoon’s cell.
*An AK47, 50 7.62mm rounds, and a broken bottle; on one of Diesoon’s guards.
*An AK47, 50 7.62mm rounds, and a broken bottle; on Diesoon’s other guard.
*A Scorpio, 32 9mm ball rounds, and a prison key; on the raider hiding in the corner opposite Diesoon’s door.
*A happy pie and a bag of healing powder; in the chest outside Diesoon’s cell.
*A crowbar, a scalpel, and a claw hammer; on the workbench in Diesoon’s cell.
*A Beretta, 12 9mm ball rounds, a switchblade, and a bag of healing powder; on the raider in the workshop.
*An antidote and an iguana-on-a-stick; on the table in the workshop.
*An AK47, 50 7.62mm rounds, and a broken bottle; on the raider patrolling the stables.
*An UZI, 24 9mm JHP rounds, a broken bottle, and 50 7.62mm rounds; on one of the raiders near the medical building.
*A Beretta, 12 9mm ball rounds, and a switchblade; on one of the raiders near the medical building.
*A Beretta, 12 9mm ball rounds, and a switchblade; on the last raider near the medical building.
*An incendiary grenade and 6 frag grenades; on Bo Duffy.
*2 stimpaks, a bottle of Gamma Gulp beer, and a Big Book of Science; in the locked chest in the medical building.
*11 armed T45LE land mines; in the mine field.
*An AK47, 50 7.62mm rounds, and a switchblade; on one of the raiders on the wall.
*An AK47, 50 7.62mm rounds, and a switchblade; on the other wall raider.
*A Scorpio and 32 9mm ball rounds; on one of the raiders on the building, hiding behind the barrels at the top of the stairs.
*An AK47, 50 7.62mm rounds, and a switchblade; on the next raider on the building.
*An AK47, 50 7.62mm rounds, and a switchblade; on the last building raider.
*A Scorpio and 32 9mm ball rounds; on one of the raiders in the top floor of the command building.
*A Scorpio and 32 9mm ball rounds; on the next raider in the top floor.
*A Scorpio and 32 9mm ball rounds; on the last raider in the top floor.
*A Scorpio and 32 9mm ball rounds; on one of Jesse’s personal guards.
*A Scorpio and 32 9mm ball rounds; on Jesse’s other personal guard.
*An AK47, 50 7.62mm rounds, a broken bottle, and a dose of Buffout; on Jesse Gomer.
*A dose of Psycho, 3 stimpaks, and 4 molotov cocktails; on the shelf in Jesse’s room.
*A copy of Maddock’s Tricks & Traps, a packet of RadAway, and 234 ring pulls; in the safe in Jesse’s room.Bugs
*Freeing Nanuk was originally going to cause several extra tribal recruits (Fleetfoot and Slicer) to be available from the personnel Yeoman. This is not the case because Nanuk’s script does not trigger when he leaves the map.Training missionsBasic ·Ambush ·Stealth ·SniperDemoDirt Haven ·Devil’s GraveyardChapter 1Bunker AlphaBrahmin Wood ·Freeport ·Rock FallsChapter 2Bunker BetaMacomb ·Peoria ·Quincy ·Mardin ·SpringfieldChapter 3Bunker GammaSt. Louis ·Jefferson ·Kansas City ·OsceollaChapter 4Bunker DeltaJunction City ·Great Bend ·Cold Water ·NewtonChapter 5Bunker EpsilonCanyon City ·Buena Vista ·Scott CityChapter 6Cheyenne Mountain ·Vault 0 ·Calculator’s Lair Retrieved from ’https://fallout-archive.fandom.com/wiki/Rock_Falls_(mission)?oldid=1598067’
By HitSpongeHitSponge. Last updated
Character Stats:S: 7 P: 7 E: 10 C: 2 I: 9 A: 10 L: 2
Traits: Fast Shot Gifted
Tag Skills: Small Guns Steal Outdoorsman
Perks:Lvl 3: Stonewall (Less likely to be knocked down)Lvl 6: Loner (10% increase to all skills when alone)Lvl 9: Bonehead (50% less likely to be knocked unconscious)Lvl 12: Hit the Deck (50% less splash damage taken)Lvl 15: Bonus Rate Of Fire (-1 AP per shot)Lvl 18: Action Boy (+1 AP)Lvl 21: Action Boy (+1 AP)Fallout Tactics Review
Helpful info:(Metal/Tesla Armor = Shoot Faster)(Try All Missions at Night for less enemy chance to hit)(Control click to distribute all points)(Shift click to distribute 10 points) (Cheyenne Mountain can get 1 squad member to drive APC)(Voodoo increases critical chance by 20% per dose)
Skill Point Allocation:Lvl 2: All in Small Guns 91%Lvl 3: All in Outdoorsman til 100%.Lvl 3: Shauri Guns & Bullets 106%Lvl 6: Loner +10% All. Steal to 90%Lvl 8-12: All in Doctor til 100%Lvl 15 All in Energy Weapons around 120%Lvl 16+ Add points in science if needed up to 100%.Fallout Tactics Vehicles
Brahmin Wood: Give stimpacks and shotgun from Stitch to main character. Use shotgun.Kill leader and loot. Loot chest. Run to exit.
Bunker Alpha: Go to Quarter Master.Sell all from Farsight and Stitch.Give all money to main character.Buy shotgun rounds (200) $2580Remove Farsight and Stitch at Recruits Master.
Freeport: Run north past all enemies and go past whiskey still. Run up to alarm and use it to break it and kill nearby enemies.Run into Brahmin Wood leader tent and shoot nearby raider and raider laying down. Loot one AK47.Talk to Brahmin Wood leader twice.Run to exit with him.
Bunker Alpha: Buy Guns & Bullets from Shauri. One AK47 will be enough to trade.Fallout Tactics Weapons
Rock Falls: Run to base door. Kill Daisy/Luke/Bo/Jesse.Talk to Diesoon twice.Loot drugs from Jesse and shelf.Loot Diesoon for Big Book of Science.Run to exit.Fallout Tactics How To Exit Vehicle
Bunker Beta: Get missions from General Barnaky. Exit.
Macomb: Run to vehicle. Go to gate 1. Throw switch. Go to ladder of building with key. Get key and drive to switch 2. Throw switch.Use Voodoo for safety or run to the right of the raiders near the gate.Kill rocket and rifle raider. Throw switch for gate 3.Drive to gate 4. Run upstairs and throw switch. Drive to top of minefield and down the side of the building and only hit one mine. Drive through down to gate 5.Throw switch and set sentry to passive.Drive to barriers and destroy one and drive to exit.
Peoria: Shoot Shaman Dhali Loot. Bring tribe to stairs. Shoot all.Loot blue and green tribal men for voodoo.Use voodoo (x7) to kill turret. Loot 660 micro fusion cell from turret.Use voodoo before running past Roachor to get last battery.Gather 3 Batteries and exit map.
Bunker Beta: Get missions from General Barnaky.Buy metal armor.Exit.
Quincy: Run to right of building with Mayor. Climb ladders. Run to alarm in Commander room.Kill Commander. Talk to Mayor. Disarm alarm system on roof.Run to building with Daughter. Climb ladder. Go down stairs. Use 2 voodoo or 1 psycho.Kill deathclaw and 2 raiders in main room. Kill 3 raiders in back room. Exit southeast.
Mardin: Run west past all enemies. Go down stairs.Run to pit and back up ladder. Kill 2 beastlords.Run up stairs to Mother Deathclaw cell. Kill nearby guards take key then release Mother.Run back out and south to exit while Mother kills Daar.
Bunker Gamma: Get missions. Steal from medic. Put super stimpacks in any hand slot.
St. Louis: Drive to 2nd bridge north and up to minefield.Run east to ladder and get mission update.Run back to minefield. Take 1 mine hit near sign and drive past raised dirt to avoid mines.Drive up and left past all enemies then north to Brotherhood Squad.Park and heal Squad with super stims. Drive back when they enter APC to exit south.
Jefferson: Drive down to generator 1 and destroy it.Drive north to generator 2 and destroy it..Drive to and destroy next barrier and go north to last area.Use 2 voodoo for safety or don’t.Kill super mutants in the way. Loot crate. Destroy generator 3. Kill Commander mutant.Run past scientist mutant and destroy generator 4. Exit north downstairs.
Kansas City: Use Psycho and TraumaPack to get DR to 100%. Shotgun/Ammo.Move down south to kill commanders. Loot pancor jackhammer/ammo from chests.
Bunker Gamma: Get missions.
Osceolla: Use Psycho/TraumaPack to get DR to 100%. Run north past all enemies.Go down stairs.Run into Gammorin room and kill him.Run back to exit.
Bunker Delta: Get missions. Sell off excess. Steal from doctor if low on supplies.
Junction City: Take Psycho/TraumaPack. Go southwest in city to Casey’s father. Heal him with super stimpack.Go north to Angry Rick’s. Talk to Rick 3 times.Go east to Juan’s Emporium. Steal Arm.Go north to Mayor. Steal Head from Mayor.Go northeast running past all enemies to large house. Disarm/unlock door. Kill reavers if troublesome.Loot table for robot body. Run southwest past enemies to exit.
Cold Water: Store all excess gear. Need at least 126 free lbs.Take Psycho/TraumaPack.Run up 2 stairs. Run northwest.Run up stairs past guards. Kill 3 guards loot power armor. Run south go southwest of minefield to avoid mines.Run up to and kill power armor guard and loot power armor. Run north kill as necessary.Kill thief

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