Jefferson (mission)

Jefferson is the tenth mission in Fallout Tactics.

Walkthrough
Next to the squad's insertion point will be the Scouter, which can hold two squad members. 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. Taking the latter requires having a squad member with sufficient Traps skill.

Generator One
The first generator is relatively unguarded, with just a few super mutants patrolling the area.

Generator Two
Further down the road is the second generator, which will have automated gun 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 or run past the one turret on that side and avoid fighting it altogether. There is also a small gap between the wall on the right side that can be entered.

Generator Three
The third generator is in a makeshift fortress of fences 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, two large black doors to the factory will open. Inside will be a Commander who is not initially be hostile, but after a speech, will attack wielding a cattle prod.

Generator Four
The fourth generator is inside the factory and completely unguarded. The factory, as it turns out, is not a weapon's manufacturing plant at all, but a research facility led by Erkal, who is trying to cure the super mutants' sterility problem. One can then choose to either destroy the research or leave it for the Brotherhood to capture. Once a decision is made, destroy the generator in the room upstairs and then move to the exit grid.

Outcomes
General Dekker debriefs the player character depending on their choices made: