Freeport (mission)

Freeport is the second mission in Fallout Tactics.

Primary objectives

 * Contact the Brotherhood's informant.
 * Rescue Charon from the raiders' camp.

Secondary objectives

 * Rescue the other prisoner, Ripley.

Insertion
You'll start the mission in a small clearing surrounded by rocks. Get down and get sneaking, before doing anything else. This mission is a bit of a change compared to Brahmin Wood; you're severely outnumbered and pretty much outgunned. Sneaking is vital to this mission, as a single tripped alarm will wake more than a dozen raiders, all packing the heat of several Kalashnikovs. They also won't hesitate to kill Charon if intruders are anywhere near his tent.

Contact the informant
Your first objective is to talk to the Brotherhood's informant within the raider ranks; Cypher. Cypher is hiding out in the ruins of a building on the far southern side of the map. Take your sneakiest recruit and make your way down the river bed, watching out for a gaurd patrol consisting of a raider and a dog. You'll want to stay as far away from the river bed as possible until you get to the hut on the southwest side of the map.

As you round the corner near the hut, you'll find a sleeping raider. If you have a decent melee weapon, you can kill him quietly, though an aimed shot to the eyes probably won't alert any raiders. Make your way across the river bed from that position, up a small flight of stone stairs. Creep up the stairs, then head into the small ruined building with the sandbag wall. Inside, you'll find Cypher.

Talking to Cypher will fulfill the first mission goal, but provide pretty much no information. You'll simply need to get Charon out while everyone is still stoned and drunk.

Rescue Charon
From here, you'll need to get to Charon, then kill as many raiders as possible while keeping them away from the tribal father. Pulling up the map will reveal a large (and highly explosive) alcohol still on the north side of the compound. You'll need to take your sneaky recruit and protect Charon while the rest of the squad draws the raiders out by blowing up the still.

Start sneaking east. You'll need to sneak past three armed raiders, and enter an empty-looking building. There are two exits on the east side, the northern one of which is guarded by a raider. Sneak back to the bookcases, where you'll find another sleeping raider who can be killed with melee or aimed shots. Sneak through the opening in the wall, and out into a small courtyard. There's another raider carefully watching from the fireplace, so duck into the next set of ruins and get to the far east side of the map. Carefully proceed along the east side of the map, up to a locker, then turn west and enter a small room with two more sleeping raiders. Gingerly sneak past them, and out into the main raider camp. Charon is in the tent just to your west, so sneak around the north side of that tent, get inside, and stay hidden. There's another sleeping raider in there with Charon, so grab an automatic weapon or a shotgun, get into a position where you won't hit Charon, and wait to see if he makes a move.

Blow up the still
Time to get this ball rolling. Grab your other two squad members, and move up the north side of the map to the still. Climb up the small ladder, then duck behind the sandbags. There are two raiders armed with hunting rifles up there, as well as a dog. Kill all three, then move towards the still. Be careful, the fighting might attract the attention of the two raiders guarding the bridge to the south. Kill them while you're at it.

There are two entrances to the still building. The entrance through the cracked walls is only open to female characters, and the other entrance is watched by several raiders. Enter through the cracks and kill the female raider standing by the sandbag wall. There's another sleeping raider by the burning barrel, and two more armed and awake raiders patrolling the rear of the still building. There are another two raiders in by the still, and a final raider hiding behind some sandbags in front of the still. Blowing up the still will kill the two raiders by it, and is worth an extra 200 XP.

Enter the raider camp
Proceed east along the path. There's a fat raider sniper patrolling the back of a tent, and two more raiders patrolling along the ruins towards the end of the path. There's yet another raider in a section of ruins filled with boxes on the north end of the path. Take a right and head towards the house with the intact door. There's another raider inside, asleep, as well as some loot to grab if you can unlock the door. If you can't, there's a house key you can pick up off a raider to open the door. Proceed down to the paved road, and enter the raider camp.

Purge this vicinity
There are seven raiders milling about in the camp, and a eighth asleep on the dirt; five are armed with melee weapons, one with a shotgun, one with a pistol, and one with an SMG. From this point, you can have your stealthy recruit kill the raider in Charon's tent, and you can go from tent to tent and kill the raiders inside without a fuss. After killing all of the raiders and their leader, O'Reilly, talk to Charon and escort him to the northeast edge of the map. Mission complete. You're awarded 450 XP for saving Charon.

Ripley and the raiders
While the raider forces have been crippled and Charon has been saved, there're still a few more raiders poking around the south side of the map. Head back through the area with your full squad and wipe them out for the loot and XP.

Open the door in the building south of Charon's tent to free Ripley, the other raider prisoner. You gain 150 XP and a Karma boost for freeng Ripley, as well as a bonus much later down the road.

Available items

 * A club, and 24 9mm ball rounds; on the raider patrolling the lower riverbed.
 * A club; on the sleeping raider in the southwest corner.
 * 2 rot gut; around the fireplace near the sleeping raider.
 * A bottle of XXXXXBeer, and a set of lock picks; on a shelf in the sleeping raider's hut.
 * A dose of Psycho, and a combat knife; on Cypher. Use Steal.
 * 3 spears; on the sleeping raider near the bookcases.
 * 8 .44 magnum ball rounds, and a scout handbook; on the bookshelf near the raider.
 * A dose of Buffout, and a first aid kit; in a red cabinet in the southeast corner of the map.
 * An AK47, and 90 7.62mm rounds; in the locker in the northeast part of the courtyard.
 * 20 7.62mm rounds, 12 9mm ball rounds, a hunting rifle, a switchblade, and a Browning HiPower; on one of the raider snipers.
 * 20 7.62mm rounds, 12 9mm ball rounds, a hunting rifle, a switchblade, and a Browning HiPower; on the other raider sniper.
 * A set of brass knuckles, and a hunk of meat jerky; on one of the raider bridge guards.
 * A set of brass knuckles, and a hunk of meat jerky; on the other raider bridge guard.
 * A Beretta, a switchblade, and 36 9mm ball rounds; on the female raider in the still building.
 * A club; on the sleeping raider in the still building.
 * A Beretta, a switchblade, 42 9mm ball rounds, and 37 ring pulls; on one of the raiders patrolling the rear of the still building.
 * A set of brass knuckles; on the other raider patroller.
 * An AK47, 60 7.62mm rounds, and a switchblade; on one of the raiders by the still.
 * A Scorpio, and 32 9mm ball rounds; on the other raider in with the still.
 * A Beretta, a switchblade, and 36 9mm ball rounds; on the last raider in the still building.
 * 3 bottles of rot gut; spread throughout the still building on the floor.
 * 326 ring pulls, and 2 bottles of rot gut; in a chest in the still room.
 * A hunting rifle, 70 7.62mm rounds, a broken bottle, and a bottle of rot gut; on the fat female raider sniper.
 * A bottle of rot gut; along the path, in front of a fridge.
 * 3 stinky meat platters, and a hunk of After Burner gum; in the fridge along the path.
 * 6 spears; on one of the raiders at the end of the path.
 * 3 spears; on the other raider at the end of the path.
 * A club; on the raider in the storage ruins.
 * 4 molotov cocktails, and 142 ring pulls; in a crate in the storage ruins.
 * An AK47, 50 7.62mm rounds, and a broken bottle; on the raider in the locked house.
 * Two bottles of rot gut, a hunk of meat jerky, and a dose of Rad-X; on the floor in the locked house.
 * A Browning HiPower, 30 7.62mm rounds, and 60 9mm ball rounds; in a chest in the locked house.
 * 3 spears; on one of the raiders patrolling the camp center.
 * A Scorpio, and 32 9mm ball rounds; on the raider by the fire in the camp.
 * A Beretta, 12 9mm ball rounds, and a switchblade; on the raider patrolling the north side of the camp.
 * A club; on the raider sleeping outside.
 * 3 spears; on the raider in the northwest corner of the camp.
 * A club; on one of the raiders in the southwest corner of the camp.
 * A club; on the other raider in the southwest corner of the camp.
 * A club; on the thin raider patrolling outside Charon's tent.
 * A Beretta 470 Silverhawk, 8 12 gauge shells, a .44 magnum revolver, 15 .44 magnum ball rounds, 50 7.62mm rounds, and a house key; on the fat raider patrolling Charon's tent.
 * A set of brass knuckles; on the raider in Charon's tent.
 * A meat pie, and a bottle of rot gut; by the barrels in the northwest of the camp.
 * 3 bottles of rot gut, a meat pie, and a hunk of meat jerky; around the fire in the camp.
 * A Scorpio, and 32 9mm ball rounds; on the raider in the southwest tent.
 * An AK47, 100 7.62mm rounds, and a switchblade; on one of the raiders in the south tent.
 * A club; on the other raider in the south tent.
 * A meat pie, a bottle of rot gut, and 8 7.62mm rounds; in a crate in the south tent.
 * A Scorpio, and 32 9mm ball rounds; on one of the raiders in the northwest tent.
 * An AK47, 50 7.62mm rounds, and a switchblade; on the other raider in the northwest tent.
 * A switchblade; on the ground in the northwest tent.
 * A combat knife, and a bottle of Classic Nuka-Cola; in a pot in the northwest tent.
 * A bug-on-the-shell; in the other pot in the northwest tent.
 * A machete, an MP5 H&K, a prison door key, a dose of Buffout, 50 7.62mm rounds, and 45 9mm ball rounds; on O'Reilly.
 * 250 ring pulls, a Colt .45, 20 .45 rounds, 2 stimpaks, and 3 iguana-on-a-sticks; in the chest in O'Reilly's tent.
 * A Scorpio, and 32 9mm ball rounds; on one of the raiders in the northeast tent.
 * An AK47, 50 7.62mm rounds, and a switchblade; on the other raider in the northeast tent.
 * 25 7.62mm rounds; in the crate in the northeast tent.
 * A Beretta, 12 9mm ball rounds, and a switchblade; on one of the raiders asleep in the building north of the courtyard.
 * A Beretta, 12 9mm ball rounds, and a switchblade; on the other raider in the same building.
 * 3 spears; on the raider near the fire in the courtyard.
 * 3 spears; on the other raider in the courtyard.
 * A Beretta, 12 9mm ball rounds, and a switchblade; on the woman leading the 3-man patrol near the informant's building.
 * A Beretta, 12 9mm ball rounds, a switchblade, and 15 7.62mm rounds; on one of the men in the 3-man patrol.
 * A Beretta, 12 9mm ball rounds, and a switchblade; on the other man in the 3-man patrol.
 * 4 bottles of rot gut; near the burning barrel north of the informant's building.

Bugs

 * Like Horus' house key, O'Reilly's prison door key does nothing; Ripley's cell door is unlocked, and the key cannot be used on objects.