Rock Falls (mission)

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Rock Falls
Rock F fbos0119.jpg
Mission data
Chapter1 (Bunker Alpha)
LocationRock Falls
Given ByGeneral Simon Barnaky
Objectives
MainEliminate all Raider Leaders
Retrieve the device
OptionalRescue Diesoon, the scientist
Rescue Nanuk, the tribal
Technical
Dialogue FileMIS 03 Speech.txt
Related missions
previous:
Freeport
next:
Macomb
 
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Gametitle-FOT.png

Rock Falls is the third mission in Fallout Tactics.

Primary objectives[edit | edit source]

  • Annihilate all of the raiders in the camp.
  • Recover the mysterious device, and bring it back for study.

Secondary objectives[edit | edit source]

Walkthough[edit | edit source]

Insertion[edit | edit source]

Rock Falls is a mission that involves little beyond heavy combat; bring some of the AK47s and hunting rifles you found in Freeport and a bunch of combat-centered recruits. You'll start off in a sheltered ruin, so get into a suitable position and get ready to start shooting. You'll want to immediately clear the ruins to the south; there are three raiders milling about. From here, there are three ways into the compound; the north side, through the fuel depot, the south side, through a small mine field, and through the main gate.

South entrance[edit | edit source]

From the inhabited ruins, proceed east into even more ruins. There's a raider out front, patrolling near an alarm box. There are another two raiders near a burned out fireplace, asleep. Move towards the paved road, but watch out when you pass the overturned car; there's a raider with an AK on an elevated platform, and there are three more raiders watching the road. A fat raider underneath the sniper's platform and a woman behind the sandbags up the road are both armed with AKs, and a guy with a pistol is hiding in the building with the sniper. From there, crawl under the orange scaffolding and you're in.

North entrance[edit | edit source]

If you want to try the north entrance, sneak past the main gate's guards until you reach the fence with "madness" written on it in white. Just to your northeast will be four raiders around a campfire; one has an AK, one has a pistol, one has an SMG, and one has a club.

From there, head east. You'll need to get past a trench, which is guarded by two more raiders with AKs. Just over the trench is the fuel depot. There's a sniper tower out front, but no sniper, so you can grab it and take out the three raiders walking around the depot. You'll want to enter through the door in the north wall, which is locked.

Main entrance[edit | edit source]

If you want to take the main entrance, then more power to you. There are seven raiders guarding the main gate; four with SMGs, one with a pistol, and 2 with AKs. The gate itself is unlocked.

Set sentry mode to 'aggressive'[edit | edit source]

Assuming you went right in the front door, you'll be standing in a parking lot with two more AK raiders walking around. The building on the south end of the lot is a makeshift torture chamber. There's a raider with an AK in the waiting room, and three more raiders in the back room. One of those raiders is Daisy-May Gomer; one of the four raider commanders marked for termination. Killing Daisy is worth 214 XP, and you can loot a key off of her to open a door later down the road. Don't forget to free Nanuk when the area is clear.

On the north end of the lot is a building whose purpose isn't clear, but is inhabited by three more raiders. One has a spear, one an SMG, and the final is Luke Daniels, another raider commander. Killing Luke is worth 214 XP. North of the building is a clearing with a large pile of wood and rocks, with another three raiders standing round. To the northeast of Luke's building is the northern entrance, and a building containing Diesoon, a prisoner. Killing the four raiders (three guarding the door, one patrolling with a dog) and talking to Diesoon will earn you the mechanical arm, and complete one of the two objectives. Continue to clear the camp, and remember to talk to Diesoon when the rest of the raiders have died.

Extermination[edit | edit source]

From Diesoon's cell, the building immediately to the south is a workshop where another raider is chilling. From there, head south to find the medical station and the stables. There are three raiders hanging around in the open, and a fourth patrolling the stables. Past the stables is the south entrance and mine field; watch the brahmin to make sure that they don't detonate a mine near you. Inside the med building is Bo Duffy, who's armed with a bunch of grenades but no real Throwing skill. Shoot him from outside, as he's more likely to hit the wall close to him. Killing Bo is worth another 214 XP.

Through the mine field, you'll find another locked gate. The switch to open the gate is in a locked building, which can be unlocked using Daisy's key. There are two raiders armed with AKs on the tops of the walls, and another three guarding the upper entrance to the building. The lower entrance is locked, and needs a really high Lockpick skill to pick. The top floor of the building is inhabited by three men with Scorpios, and the bottom is home to Jesse Gomer and his personal guards. Killing Jesse is worth another 214 XP, and finishes the mission. Killing all four raider commanders is worth a bonus 600 XP. Make sure to go back and tell Nanuk and Diesoon to run, then head to the exit grid.

Available items[edit | edit source]

  • A Beretta, 12 9mm ball rounds, and a switchblade; on the raider patrolling near the alarm.
  • A Beretta, 12 9mm ball rounds, and a switchblade; on one of the sleeping raiders.
  • A Beretta, 12 9mm ball rounds, and a switchblade; on the other sleeping raider.
  • An AK47, 50 7.62mm rounds, and a switchblade; on the raider sniper.
  • An AK47, 50 7.62mm rounds, and a broken bottle; on the raider under the sniper's platform.
  • A Beretta, 12 9mm ball rounds, and a switchblade; on the pistolero in the sniper's building.
  • An AK47, 50 7.62mm rounds, and a switchblade; on the woman behind the sandbags.
  • 50 7.62mm rounds; in a crate by the raider woman.
  • A club; on one of the raiders near the northern campfire.
  • A Beretta, 12 9mm ball rounds, and a switchblade; on one of the raiders near the northern campfire.
  • A Scorpio and 32 9mm ball rounds; on one of the raiders near the northern campfire.
  • An AK47, 50 7.62mm rounds, and a broken bottle; on the last raider near the northern campfire.
  • An AK47, 50 7.62mm rounds, and a switchblade; on one of the raiders in the trench.
  • An AK47, 50 7.62mm rounds, and a broken bottle; on the other raider in the trench.
  • A Beretta, 12 9mm ball rounds, and a switchblade; on one of the raiders in the fuel depot.
  • 3 spears; on one of the raiders in the fuel depot.
  • An AK47, 50 7.62mm rounds, and a broken bottle; on the last raider in the fuel depot.
  • 20 12 gauge shotgun shells and a bag of healing powder; in a chest in a tent in the fuel depot.
  • A Beretta, 12 9mm ball rounds, and a switchblade; on one of the raiders guarding the main gate.
  • A Scorpio and 32 9mm ball rounds; on one of the main gate guards.
  • An AK47, 50 7.62mm rounds, and a broken bottle; on one of the main gate guards.
  • An AK47, 50 7.62mm rounds, and a broken bottle; on one of the main gate guards.
  • A Scorpio and 32 9mm ball rounds; on one of the main gate guards.
  • A Scorpio and 32 9mm ball rounds; on one of the main gate guards.
  • A Scorpio and 32 9mm ball rounds; on the last main gate guard.
  • 2 stimpaks and 24 9mm JHP rounds; in a chest in front of the gate.
  • An AK47, 50 7.62mm rounds, and a broken bottle; on one of the raiders in the lot.
  • An AK47, 50 7.62mm rounds, and a broken bottle; on the other raider in the lot.
  • An AK47, 50 7.62mm rounds, and a broken bottle; on the raider in the waiting room.
  • An AK47, 50 7.62mm rounds, and a switchblade; on one of Daisy's guards.
  • An AK47, 50 7.62mm rounds, and a switchblade; on Daisy's other guard.
  • A hunting rifle, 50 7.62mm rounds, a switchblade, a box of Mentats, and a gate key; carried by Daisy-May Gomer.
  • 56 ring pulls, a hunk of fruit, and 2 stimpaks; in a chest in the waiting room.
  • A first aid kit and 5 stimpaks; on the bookshelf in the waiting room.
  • A Scorpio and 32 9mm ball rounds; on one of the raiders in Luke's building.
  • 3 spears; on the other raider in Luke's building.
  • A Beretta 470 Silverhawk, 20 12 gauge shotgun shells, and a switchblade; on Luke Daniels.
  • A bottle of voodoo and a pie floater; on a shelf in Luke's building.
  • 3 stimpaks; on a bookshelf in Luke's building.
  • A set of brass knuckles, a punch gun, and 20 12 gauge shotgun shells; on one of the raiders near the wood pile.
  • A Scorpio and 32 9mm ball rounds; on one of the raiders near the wood pile.
  • An AK47, 50 7.62mm rounds, and a switchblade; on the last raider near the wood pile.
  • An AK47, 50 7.62mm rounds, and a broken bottle; on the raider with the dog near Diesoon's cell.
  • An AK47, 50 7.62mm rounds, and a broken bottle; on one of Diesoon's guards.
  • An AK47, 50 7.62mm rounds, and a broken bottle; on Diesoon's other guard.
  • A Scorpio, 32 9mm ball rounds, and a prison key; on the raider hiding in the corner opposite Diesoon's door.
  • A happy pie and a bag of healing powder; in the chest outside Diesoon's cell.
  • A crowbar, a scalpel, and a claw hammer; on the workbench in Diesoon's cell.
  • A Beretta, 12 9mm ball rounds, a switchblade, and a bag of healing powder; on the raider in the workshop.
  • An antidote and an iguana-on-a-stick; on the table in the workshop.
  • An AK47, 50 7.62mm rounds, and a broken bottle; on the raider patrolling the stables.
  • An UZI, 24 9mm JHP rounds, a broken bottle, and 50 7.62mm rounds; on one of the raiders near the medical building.
  • A Beretta, 12 9mm ball rounds, and a switchblade; on one of the raiders near the medical building.
  • A Beretta, 12 9mm ball rounds, and a switchblade; on the last raider near the medical building.
  • An incendiary grenade and 6 frag grenades; on Bo Duffy.
  • 2 stimpaks, a bottle of Gamma Gulp beer, and a Big Book of Science; in the locked chest in the medical building.
  • 11 armed T45LE land mines; in the mine field.
  • An AK47, 50 7.62mm rounds, and a switchblade; on one of the raiders on the wall.
  • An AK47, 50 7.62mm rounds, and a switchblade; on the other wall raider.
  • A Scorpio and 32 9mm ball rounds; on one of the raiders on the building, hiding behind the barrels at the top of the stairs.
  • An AK47, 50 7.62mm rounds, and a switchblade; on the next raider on the building.
  • An AK47, 50 7.62mm rounds, and a switchblade; on the last building raider.
  • A Scorpio and 32 9mm ball rounds; on one of the raiders in the top floor of the command building.
  • A Scorpio and 32 9mm ball rounds; on the next raider in the top floor.
  • A Scorpio and 32 9mm ball rounds; on the last raider in the top floor.
  • A Scorpio and 32 9mm ball rounds; on one of Jesse's personal guards.
  • A Scorpio and 32 9mm ball rounds; on Jesse's other personal guard.
  • An AK47, 50 7.62mm rounds, a broken bottle, and a dose of Buffout; on Jesse Gomer.
  • A dose of Psycho, 3 stimpaks, and 4 molotov cocktails; on the shelf in Jesse's room.
  • A copy of Maddock's Tricks & Traps, a packet of RadAway, and 234 ring pulls; in the safe in Jesse's room.
[read more...]

Bugs[edit | edit source]

  • Freeing Nanuk was originally going to cause several extra tribal recruits (Fleetfoot and Slicer) to be available from the personnel Yeoman. This is not the case because Nanuk's script does not trigger when he leaves the map.