Scott City (mission)

Scott City is the eighteenth mission in Fallout Tactics.

Walkthrough
The mission begins on a road a fair distance away from the main objective, with the optional objectives being located along the way. It has the largest amount of robots encountered so far, including multiple behemoths. Many of the doors in this mission are locked and may require use of an expanded lock pick set.

Optional objectives
The humans are being kept in one of the three small buildings, behind a very easy locked door, in a fenced area at the road's intersection. A couple humanoid robots and hover robots will be patrolling the road outside the fence, and a behemoth may be wandering by. Inside the building are a security robot and several human prisoners, as well as a super mutant and a ghoul locked up in the building to the left.
 * Save the captured humans


 * Destroy four jamming towers

Main objectives
Both objectives are in the factory complex right next to each other, with the merchant being at (1) on the minimap. There are three entrances to the factory area, located on the top left, the middle and the bottom right. Each entrance leads into the center of the factory.

The top left entrance is up a staircase and into a building full of loadlifter robots and a couple humanoid robots. The middle entrance has the largest amount of resistance, as it is guarded by a variety of robots (including a behemoth) and laser turrets. The bottom right entrance is easy to miss, as it is located at the right edge of the map and accessed by a small doorway that leads into a room with nine humanoid robots.

Once at the center of the factory, head to the roof of the building. There are three enclosed shacks on it, along with a single humanoid robot that has an applicator of poison in its possession.

The shack with the soda machine at the door has General Barnaky's corpse on a lab table, from which the General's locket can be obtained for the final mission. The middle shack has a half dozen humanoid robots, one of which is wielding a MEC Gauss minigun, as well as several skill books on a desk. The yellow shack holds the merchant Bartholomew Kerr, it is guarded by two auto-cannons.

After speaking with Kerr and killing him, one can proceed to the exit grid.