Scott City (mission)

Scott City is the eighteenth mission in Fallout Tactics.

Walkthrough
You begin the mission on a road a fair distance away from your main objective. Again your echoboy's map is being jammed but this time you can take measures to get it working again by destroying four jamming towers in the area. This mission will have the largest amount of robots encountered so far, including multiple behemoths. Also, many of the doors in this mission are locked so bringing along an expanded lock pick set wouldn't hurt.

Optional objectives
Now to find the rest of the jamming towers. Head across the street to the junkyard. At the top corner you will find the next tower, along with a Hover robot and a humanoid robot hiding behind some junk. Take them out and head south through the junkyard.

There will be several types of robots to deal with including scurry robots. Once you reach the south exit of the junkyard, you may meet a pacification robot. This is similar to the behemoth except less troublesome. After that, head down along the outside of the fence. Here you'll find the third jamming tower, which is guarded by four humanoid robots, a Hover robot, and some scurry robots. After they're dealt with, head back through the junkyard to the road. Walk north towards the main factory area until you spot a Nuka-Cola billboard. Behind this is that last jamming tower, a humanoid robot with a grenade launcher, and a hover robot. Now your mini-map will be working and you can continue with the main mission.

Main objectives
Regardless of which entrance you chose, you will have to make it to the largest center building. Either by the side doors, the front garage entrance, or the catwalks connected to the building. Note that there will be a behemoth in the large garage area. Make your way to the third floor (the roof) of the building. Here you will find 3 enclosed rooms or small "buildings", along with a single humanoid robot that has an applicator of poison in its possession. The building on the very right (the one with the soda machine at the door) will be General Barnaky's corpse on a lab table. On the corpse you can find the General's locket, which you will want to have for the final mission. The middle building has a half dozen humanoid robots. One of these robots is wielding a MEC Gauss minigun, a very powerful weapon, but rendered nearly useless by its use of extremely rare ammunition. Also in this building is several skill books, one being on top of a desk (not in it). The third building, the yellow one, has Bartholomew Kerr inside. Guarding the door is two auto-cannons, both of which can be shot from the windows in the second building without them firing back. The merchant will be on a table barely alive. He tells you that he has not leaked any information and asks you for a mercy killing. Once he is killed, you can proceed to the exit grid.

Bugs

 * The two turrets close by where Kerr is kept, can spawn in random areas.