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- Meet up with the informant (#4).
- Rescue the village elder (#9b).
- (Optional) Blow up the still (#10).
- (Optional) Free Ripley the prisoner (#7).
This is supposed to be a stealthy mission. The idea is to sneak in, rescue the elder (#9b), and
then sneak away (to Exit A). Unfortunately, it's possible that nobody in your team will have a
sneak skill above 50, and so sneaking might not be much of an option. In that case, what you'll
need to do is kill the raiders quickly so that they can't run to either of the alarms (#8) and
wake up the raiders in the nearby tents (#9).
You'll start the mission in the northwestern corner (#1). If you left any of your squad members
in "aggressive" mode, then they'll probably pop off and attack a raider to the south, and so
there's a good chance that you'll start off the mission with a battle. Luckily, none of the
raiders along the dried-up riverbed seem to be interested in sounding the alarm, and so you can
kill them in peace.
There are three ways to cross the riverbed and enter the compound (#3). If you take the time to
kill all of the raiders along the riverbed first, then it doesn't really matter which entrance
you use, since they'll all be unguarded. But since your first objective is to meet up with the
informant (#4), and since the informant is right next to the southern entrance, that's the one we
usually go through.
The informant (#4) won't tell you a whole lot, just that the raiders aren't currently prepared for
visitors, and that your best chance of rescuing the village elder (#9b) is to remain quiet. Once
you've talked to the informant, he'll wander off and you won't be able to speak to him again.
The difficult part of the mission comes when you approach the tents (#9). Before doing that, you
should try to pick off as many raiders as possible, and you should loot the locker on the eastern
edge of the map (#13) to pick up a free
The guards patrolling around the tent area are the ones most likely to sound the alarm. If that
happens then all of the sleeping raiders will wake up and group together, and then charge at you
when they see you. However, while some of the raiders will have
, most will only have
, and so even if you run into a bunch of raiders together, you should still be relatively
safe. That being said, try to lure the raiders into ambushes (for example, try to lure them around
corners where your squad members are waiting for them) to minimize the amount of damage you take.
Once you've killed all of the raiders, including O'Reilly the raider leader (#9a), and once you've
completed both of the optional objectives (at #7 and #10), then you should walk over and talk to
the village elder (#9b). The second time you talk to him, he'll make a dash for the extraction
point (Exit A). If he makes it, then you'll earn 450 experience points, and you'll be ready to
head for the extraction point yourself.
1 - Starting Point
2 - Tent
In a shelf inside the tent, you'll find some
3 - Riverbed Crossings
4 - Informant
5 - Bookshelf
Inside you'll find 8 rounds of
.44 magnum ball
ammunition, plus a
6 - Cabinet
first aid kit
inside the cabinet.
7 - Ripley the Prisoner
You'll find Ripley locked in a room here. It is possible to pick the lock to the room, but you can
also find the prison door key
on O'Reilly's corpse (#9a). When you talk to Ripley, she'll
promise to reward you if you ever visit her in Great Bend, and then she'll flee. If she makes it
to the extraction point (Exit A), then you'll receive 150 experience points.
8 - Alarms
9 - Tents
You'll find O'Reilly, the raider leader, in tent #9a. You'll find the village elder in tent #9b. The
best and safest way to rescue the elder is to kill all of the raiders on the map before talking to him.
10 - Alcohol Still
The mission briefing suggests that you can blow up the still as a diversion, to make it easier to
escape with the village elder (#9b), but for us it's never worked. Any time we've blown up the
still, the alarms have gone off, and all of the sleeping raiders have simply woken up. That would
make the still a useful thing to avoid, except that blowing it up is worth 200 experience points.
Plus, if you kill the guards next to the still, then you'll also find an
on one of them.
11 - Crate
Inside the crate you'll find four
12 - Locked Room
It doesn't appear to be possible to pick the lock on the door, but you can find a house key
on a raider who patrols near the village elder's tent (#9b). Inside the locked room, you'll discover
a sleeping raider (he'll even sleep through the alarm). On his corpse you'll find an
, in the chest in the room you'll find a
, and on the floor you'll find some
13 - Locker
Inside the locker, you'll find an
plus some ammunition.
- Extraction point.