Jefferson (town)

The rubble-strewn city of Jefferson is what remains of Jefferson City, Missouri. One of the Gammorin's super mutant staging areas was located there. The mutants had a semi-permanent military base in the ruins of Jefferson.

Around 2197, after General Simon Barnaky was taken prisoner by Toccamatta, the Midwestern Brotherhood of Steel sent a squad to Jefferson believing the structure to be a weapons manufacturing plant. The Warrior's objective was to render all of the power generators permanently inoperative. During the last minutes of siege, the female super mutant commander was killed.

As it turned out, the super mutants were not manufacturing weapons, but were working on a cure to the super mutant sterility. The mutant scientist runs a lab full of mutant freaks - his guinea pigs - and other test subjects in glass containers. This laboratory was either destroyed or taken over by the Brotherhood (depending on the player's actions during the mission).

The scouter is found in this place and could be taken by the warrior.

Mission walkthrough
Right next to your squad at the insertion point will be the Scouter. You can use it for drive-by tactics, but it can only hold two people at a time and, depending on your squad, it may be better to just proceed on foot. The map consists of a long road in a zig-zag pattern. Following this path will have the most resistance by Super Mutant forces, but the off-road shortcuts tend to be minefields. If you do decide to take the shortcuts, you should have a squad member with an adequate amount of Traps skill.


 * The Generators
 * The first generator is relatively unguarded, just a few Super Mutants patrolling.
 * Further down the road the second generator, which will have automated turrets guarding it along with a few Super Mutants. There is a small door on the left side of the fence which makes it possible to either sneak past or run past the one turret on that side and avoid fighting them altogether.
 * The third generator is in a make-shift fortress of fencing and sandbags with quite a few more Super Mutants than the previous generators. Shooting through the gaps in the fencing will take care of most of the melee Mutants, and the rest can be dealt with either from a distance or using cover. Once the third generator is destroyed it will open the two large black doors to the factory. Inside will be a Commander who will not initially be hostile, but after a speech, will attack wielding a cattle prod.
 * The fourth generator is inside the Factory, completely unguarded. The factory, as it turns out, is not a weapon's manufacturing plant at all, but a research facility trying to cure the Super Mutants' sterility problem. You are now given the choice of either destroying the research or leaving it for the BOS to capture to use as a bargaining chip. Once you decide, the generator is in a room upstairs, once it is destroyed, follow the fire escape to the exit grid.

Appearances in games
Jefferson appears only in Fallout Tactics.