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Springfield (mission) - Fallout Wiki. Springfield. Jump in the buggy.
Springfield is a location in Fallout Tactics, which can be reached from Bunker Beta. Rachel Carson Middle School. Rachel Carson Middle School website is a middle school in Floris, unincorporated Fairfax County, Virginia, United States, near Herndon. The school is part of Fairfax County Public Schools. NOTE: These are the main Hidden & Dangerous 2 cheats that are usually applied by pressing down the right key combination. Please find the instructions on how to use these cheats below. Type activate Hidden & Dangerous cheats.
Springfield is a bonus mission in Fallout Tactics. Many of the buildings have windows; the civilians inside make it more likely you'll be detected. They also can suffer collateral damage from burst fire and shotguns. There are no enemies in the house to the West but there is a chest with some ammunition. Approach the barricade across the road. Through the gap you can see the buggy outside Joe's Tavern.
A number of raiders and dogs patrol it and a lone ranger lurks in the alleyway behind the Tavern. Shotguns and burst- fire may damage the buggy so use targeted shots and try to draw the enemy into an ambush waiting behind the barricade. You can return to the buggy throughout the mission and drop off any loot to avoid getting encumbered.
From the porch of the double- story gray building you can take out the raider behind the sandbags and a whole row of them crouching behind the corrugated iron barricade. The female civilian in the South Easternmost room of this building has an AK4.
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The breeze- block chapel to the South contains a pot near the front containing some ammunition. One of its occupants has Cherry Nuka- Cola. Near the top of the stairs is a raider who throws grenades. Follow the balcony anticlockwise: through the first room's window you can take out a raider crouching next to a trapped door; the next pair of windows reveal more raiders waiting behind sandbags to ambush you.
Having neutralized their threat you can walk safely through the central corridor to the middle Eastern room. Take out the raider and open the chest to receive 1. XP. Sneak North to the pile of logs; just to the East are two raiders guarding the alleyway. Dispatch them then sneak East to the edge of the fence.
Looking back South you'll see the backs of two raiders hiding behind tires and a dead ghoul. There may be some 7. The ladder stuck to the back of the Northern building takes you to a nice sandbag area where you can gather your party before assaulting the three snipers at the roof's edge.
If you find the fight hard, shoot the gas canisters for extra area damage though you won't get any XP for raiders they kill. If there are any remaining patrols on the road, take them out. The central ladder leads to a generator room and an (unlocked) safe which gives you 1. XP. Sneak inside to discover a sleeping raider defended by anti- personnel mines.
You can disarm and collect them. There is also a crate containing regular- flavor lockpicks. You have now defeated all the enemies in the first part of the map and can run around talking to and robbing the civilians as you please. The guy behind the counter in the two- story house (the only remaining building West of the road) has some drugs. Upstairs is a woman staring out the window; you can steal from her .
One of the patrons of Joe's Tavern has some After Burner gum. You can take some beer from the bar.
Presnell will opine and barter. You can loot her fridge. Dogs and burning oil drums hinder stealth while raiders in trenches hinder health.
Near the podium is another fence- gate which can only be unlocked by the mayor's dialogue. Continue South, past the executed ghouls in the firing squad range.
Two of the barricades are explosive. Try to crouch and sneak up to the first sandbag wall. When you stand you can point- blank execute the raider behind it and may set off the nearby barricades. There is a disappointing crate near the South wall of Joe's Tavern.
Here you will find a super stimpak and various food items on the tables. The bar has beer and booze on the counter. A couple of civilians have gum. The tribal has antidote.
Rather than walk through the fence- gate into an ambush, circumnavigate the bar anticlockwise and approach the ruins from the South. The advantage here is that you get to shoot the raiders in the back; the disadvantage is there are anti- personnel mines. At the base of the southern steam chimney is a chest which yields 1. XP. You can hug the wall as you sneak toward the door, taking out the two guards at the railings when they become visible. In the church dungeon is a dead ghoul, trapped with an active Claymore. There is also a stimpak lying on the ground.
To the South- West is a square breezeblock building sporting a large tank. It contains a white fridge and a crate behind a red fridge; both replenish your ammunition. His team is initially non- hostile until you trigger his dialogue therefore take advantage of this and position your team. The church has two tiers where you can place snipers with a good clear view. This will trigger the dialogue and subsequent carnage. You get 2. 00. 0 XP for killing the head assassin. Inside the building is the mayor and even more non- kosher flags.
As soon as you talk to him, the fence- gate leading toward the podium opens (though it remains locked) and you get 3. XP. You can return to Carino but he stubbornly assumes a doubting Thomas attitude, insisting that he see the mayor with the Warrior before he believes. Even planting the mayor's clipboard onto Carino won't budge his denial. As you cannot convince the mayor to move, the only way to prove you have accomplished your mission is to put all your team on the exit grid. At this point he believes as demonstrated by his speech bubbles, but you're already on the way to the fast travel map. It also can be made available manually by using notepad to edit the .
If you have an earlier save game you can change the value and replay from the end of Mardin. Add a trigger with Condition = . After visiting the edited mission or bunker for the first time, the mission should become available when speaking with a general.