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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

Save the captured humans

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.

Destroy four jamming towers
Image Tower # Location
FOT Location Scott City 01.webp 1 In the fenced in are near the human prisoners.
FOT Location Scott City 02.webp 2 At the top corner of the junkyard with the scurry robots, across the street from the previous location.
FOT Location Scott City 03.webp 3 Guarded by several robots, past the junkyard's southern exit and the pacification robot.
FOT Location Scott City 04.webp 4 Behind the Nuka-Cola billboard near the main factory area, protected by a humanoid robot with a grenade launcher and a hover robot.

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.

Notes

Killing Kerr results in a reputation loss, unless he is killed with the poison.

Gallery