RAGE

                        FAQ/Walkthrough for PS3
                            By SENIORBILL
                      Version 1.0 December 12, 2011
                   Copyright 2011 by William Poneta

                       E-mail: bilpon1@yahoo.com

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Version 1.1, December 22, 2011. I have added all DLC content, embedding the
sewer campaign in the walkthrough and the index. All “jumps” have also been
added and indexed. A short section on the enemy has also been added as well as
additional detail throughout.
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                            TABLE OF CONTENTS <TC00>


<I001> Introduction
<I002> Weapons
<I003> Miscellaneous Combat, Health, Etc. Items
<I004> Vehicles/Vehicle Combat/Upgrades/Equipment
<I005> The Enemy
<I006> Rage Walkthrough

//////////// Hager Settlement Missions: <S01>

<M001> Quell the Bandit Threat
<M002> Wingstick Mastery
<M003> Medical Supplies
<M004> Where’s Juno
<M005> Radio Tower Repairs
<M006A>Mutant Alert   (Mission Acquired)
<M006> Mutant Alert   (Mission Pursued)
<M007> The Missing Parts
<M008> Find the Buggy Parts
<M009> Debts Unpaid
<M010> Destroy the Barricade
<M011> Dan’s Message
<M012> Durar’s Challenge

Hager/Outrigger Sewer Missions:
<S001> Ark Area Sewers
<S002> Outrigger Area Sewers

//////////// Wellsprings Missions: <S02>

<M013> Changing Clothes
<M014> Renting a Garage
<M015> Arming Your Buggy
<M016> Dusty 8 Time Trial
<M017> Sally’s Bounty
<M018A>Feltrite Crater  (Mission Acquired
<M018> Feltrite Crater  (Mission Pursued)
<M019> Cuprino Needed
<M020> Dusty 8 Sponsorship  (Mission Acquired)
<M020A>Dusty 8 Sponsorship  (Mission Pursued)
<M021> Miracle Cure  (Mission Acquired)
<M021A>Miracle Cure  (Mission Pursued)
<M022> Mutant Bash TV
<M023> The Re-Run
<M024> Sponsored Event
<M025> Resupply The Watch Tower
<M026A>Feltrite Sample   (Mission Acquired.
<M026> Feltrite Sample   (Mission Pursued)
<M027A>Destroy The Bomb Catches   (Mission Acquired)
<M027> Destroy The Bomb Caches    (Mission pursued)

<M028> Stanley Express
       <SE01> Settler Postal
       <SE02> Bandit Postal
       <SE03> Northern Express

<M029A>Defibrillator Upgrade   (Mission Acquired)
<M029> Defibrillator Upgrade   (Mission Pursued)
<M030> Starky’s Challenge
<M031> The Wellmaster
<M032> Hijacked Well
<M033> Deadly Delivery
<M034> Secret Delivery
<M035> Liberate Captain Marshall
<M036A>Recover The ID Drive   (Mission Acquired)
<M036> Recover The ID Drive   (Mission Pursued)
<M037A>Lost Research Data     (Mission Acquired)
<M037> Lost Research Data     (Mission Pursued)

<JB00> Wellspring’s Jobs Board:
   <JB01A>Missing Person    (Mission Acquired)
   <JB01> Missing Person    (Mission Pursued)
     <JB02> Caravan Cover
     <JB03> Mutant Menace
   <JB04A> Stolen Merchandise   (Mission Acquired)
   <JB04>Stolen Merchandise   (Mission Pursued)
     <JB05A> A Proposition  (Transition to RC Prototype)
     <JB05B>RC Prototype   (Mission Acquired)
     <JB05C>RC Prototype   (Mission Pursued)
   <JB06> The Exchange

Wellsprings Area Sewer Missions:
  (Player must locate and interact with sewer hatch)
<S003> Wellsprings Sewers
<S004> The Southern Sewers
<S005> The Northern Sewers
<S006> Kvasir’s Sewers
<S007> The Plateau Sewers

Hager/Outrigger/Wellspring’s Area Cleaning Missions:
  (All cleaning missions originate on the Wellspring’s “Job Board.”
<SC001>Ark Area Sewer Cleaning Mission
<SC002>Outrigger Area Sewer Cleaning Mission
<SC003>Wellspring’s Area Sewer Cleaning Mission
<SC004>Southern Sewers Cleaning Mission
<SC005>The Northern Area Sewers Cleaning Mission
<SC006>The Plateau Sewers Cleaning Mission
<SC007>Kvasir’s Sewer Cleaning Mission

//////////// Subway Town Missions  <S03>

<M038> Subway Town
<M039> Gaining Influence
<M040> Foreman Jones
<M041> Brick’s Bounty
<M042A>Comet Bloom    (Mission Acquired)
<M042> Comet Bloom    (Mission Pursued)
<M043> Mutant Expansion
<M044> Gearhead Vault
<M045> The Price of Power   (Mission Acquired)
<M045A>The Price of Power   (Mission Pursued)
<M046> Starky’s Monarch
<M047A>Ark Equipment
<M047> Ark Equipment
<M048> Abandoned Distillery
<M049> Assault on Authority Bridge
<M050> Capital Prime

<JB07> Subway Town Jobs Board
     <JB08> Eviction Notice
     <JB09> Help Wanted
     <JB010> Bounty Hunter

Subway Town Area Sewer Missions:
  (Player must locate and interact with sewer hatch)
<S001>Subway Town Sewer Mission
<S002>Shipyard Area Sewer Mission

Subway Town Area Cleaning Missions:
  (All cleaning missions originate on the Subway Town’s “Jobs Board.”
<SC008>Subway Town Sewer Cleaning Mission
<SC009>Shipyard Area Sewer Cleaning Mission

Vehicle Jumps-Hager/Outrigger Area
<J001> Beginner’s Jump.
<J002> Butterfly in the Sky

Vehicle Jumps-Wellsprings Area:
<J003> In the Basket.
<J004> Tiger Jump
<J005> I Think I Can
<J006> Mini Gap Jump
<J007> Leap of Faith
<J008> Dedicated
<J009> Highway Hop
<J010> Crazy
<J011> Science Makes You Crazy

Vehicle Jumps-Subway Town Area:
<J012> Bunny Hop
<J013> In the Gears
<J014> Shock and Awe
<J015> Over the Hill
<J016> Gimmee
<J017> Off the Dune
<J018> Near the Heart

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                                INTRODUCTION    <I001>

Doomsday looms. In the not so distant future a city-size bolide, dubbed Apophis
by Earthlings, is about to conclude its journey of 4.6 billion years.
Accompanied by a halo of satellite rocks it passes the moon on a collision
course with Earth. Forewarned of the looming catastrophe, humanity has created a
system of Arks. The high tech capsules are designed to burrow deep into the
Earth with its crew in stasis and the knowledge accumulated during man’s reign
on Earth in its databanks. A benign plan for humanities future rebirth is its
directive. The Ark crews will be revived when conditions will again allow
humanity to survive on the surface.

The massive impact, however, hasn’t wiped out mankind! Still living among the
ruins are pockets of humans striving to survive and the accoutrements of former
times are plentiful-guns, ammo and vehicles. Marauding Bandits and hostile
Mutants haunt the devastated Wastelands, making staying alive a daily labor; and
those relics of former times-guns, ammo and vehicles-are vital in the struggle.

With no central government the power vacuum has been opted by a regime imposing
a domineering brand of martial law. Dubbed the Authority, it is at odds with a
growing resistance movement. Its callous experimentation has also produced the
Mutant hordes that haunt every corner of the Wastelands. As an Ark survivor you
will be recruited into the resistance.

/ / / / / / / / / / / / / / / TOOLS OF THE TRADE \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
                                   <I002>

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You can quick-equip four weapons in Rage; but at any time, you can pause the
game and equip any weapon in your inventory. The weapon arsenal isn’t large-only
nine total-but the different ammo types greatly expand the utility of these
weapons, making them more lethal as the game progresses. Ammo can be looted
during your travels, can be purchased from vendors or can be manufactured using
purchased Engineering Schematics.
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Settler Pistol: Dan Hager gives you the Settler Pistol before your first
mission. This is initially a weak weapon but so are the initial foes. Before
firing your first shot, purchase the monocular from Halek Hager for $25 of your
original funds. The monocular is used as a scope and makes lethal headshots
possible with the rather weak pistol rounds.

Unlike many starting weapons the Settler Pistol does not remain the weak sister.
As the game progresses additional types of ammunition becomes available, making
the pistol a viable and useful weapon for the balance of the game.

Standard pistol ammo: Pistol ammo is plentiful in the game’s early stages. One
or two rounds to the head are fatal to the game’s early enemies. It can take as
many as four or five shots to the torso to do the job, but this is an effective
technique due to the weapons fast fire rate. The magazine also holds twelve
rounds. These rounds can be purchased from vendors. Pistol rounds are common
environmental pick-ups but they can also be purchased-12 rounds for $5.

Killbursts: Each pull of the trigger fires the entire magazine, requiring a
reload after each shot. Obviously, to be effective, don’t miss your target with
Killbursts. These rounds can be purchased early on-6 rounds for $22.

Fat Boys: These rounds deliver twice the punch of a normal round. They are
available fairly early on and they are a huge upgrade over the standard ammo.
They can be purchased from vendors, costing $14 for 6 rounds.

Fat Mammas: These rounds must be built from an Engineering Schematic that can,
once offered, be purchased from the vendor. They pack more than twice the punch
of Fat Boys and make the Settler Pistol viable for the balance of the game. With
the monocular attached it is an excellent and deadly mid-range sniper. Once the
Fat Mammas Schematic is purchased, these rounds can be manufactured by combining
12 Fat Boys ($28) with one Explosive Pack ($20) to produce 6 Fat Mammas.
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Double Barrel Shotgun: (Anarchy Edition): If you download the Rage Anarchy
Edition Pack you will start the game with the Double Barrel Shotgun. This gun
packs serious punch because it fires both barrels simultaneously. This can be
extremely deadly but in the game’s early going this is generally overkill-you
can go through ammo very quickly. Later in the game when tougher adversaries
appear it can provide prodigious firepower when equipped with Pop Rockets. It
uses the same ammo options as the Combat Shotgun, with double the damage pouring
from its two muzzles. See the ammo specs listed below for the Combat shotgun.

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Combat Shotgun: Rikter Outrigger rewards you with the Combat Shotgun early in
the game for completing a minor mission. Its standard Buckshot rounds remain a
viable killing option throughout the game. The original version has a magazine
of four and loads one shell at a time. One of your first large expenditures
should be the Shotgun Extender. It costs $250, but it is well worth the cost. It
doubles the magazine size and the clip can be loaded rapidly.

Buckshot: The Combat Shotgun’s standard Buckshot shell becomes your go to close
quarters option as soon as it is acquired early in the game. The standard
Buckshot shell remains a viable option throughout the game, remaining effective
even against tougher opponents although the more expensive Pop Rockets are the
better option once they become available. They are a rather common pick-up item
and can be purchased-eight shells for $12.

Pop Rockets: When Pop Rockets becomes available, you acquire the ability to kill
most non-elite armored foes with a single shot, turning them into a bloody pulp.
This will quickly become your close quarters one-shot killing tool. They can be
manufactured with a Schematic purchased from vendors and can occasionally be
looted from the environment. They require 16 Buckshot shells ($24) and an
Explosive Pack ($20) to fabricate eight Pop Rockets. Once available, these
should be in the shotgun’s magazine whenever facing tougher enemies. These
rounds, however, don’t make Buckshot obsolete-use Buckshot against Mutants and
lesser Bandits.

Pulse Rounds: In addition to the normal punch of the shotgun, Pulse rounds also
project a static charge that is best used against hi-tech electronic devices or
enemy shields. These play an important role in the battle with Gearhead Bandits
and with the Authority Enforcers. They can occasionally be looted from the
environment or can be purchased-$32 for eight Pulse shells.
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Assault Rifle: The Assault Rifle is the only weapon in the game that must be
purchased. It can be purchased early on but I don’t recommend buying it-at least
not early on. It can be helpful but the $275 that it will cost can be put to
better use-especially when your funds are building. The weapon has a rapid-fire
rate but its heavy recoil and lack of a scope makes it very inaccurate. This
flaw can be massively alleviated by purchasing both the AR Stabilizer and the AR
Concentrator. These add another $400 to its cost and the Authority Machinegun
will shortly be available for free. In short, I don’t recommend its purchase,
not because it isn’t a good weapon once upgraded, but the free one is superior
against armored enemies. You can, however, recoup its original purchase price
over the long run by selling its ammo, which is a common pick up-so once you are
well healed, indulge and try it out.

Steel AR rounds: The standard AR round is its primary munition. Good damage if
you can stay on target.

Feltrite AR rounds: These rounds are fortified with Feltrite from the Apophis
meteorite. They are much more effective against armored enemies than standard
rounds, but don’t approach the effectiveness of the AV2X rounds of the Authority
Machine Gun.

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Desert Striker Crossbow: Dan Hager gives you this fine weapon for the completion
of a mission. It has the ability to kill silently, making it the only stealth
weapon other that the Wingstick. While its original Steel-tipped Bolts are both
silent and powerful, it becomes an extremely powerful and useful weapon when
additional types of Bolts are acquired.

Steel-tipped Bolts: Steel-tipped Bolts are powerful and silent killers, but not
being a stealth game, their usefulness is limited. That said they pack enough
punch to kill most unarmored Bandits with a single headshot.

Electro Bolts: These become available during the campaign in Wellspring and in
addition to the punch of a Buckshot round they administer a stout static charge
capable of knocking out shields and electronics. They are infrequent pick-ups
but can be purchased from vendors-six Bolts for $36.

Dynamite Bolts: The Dynamite Bolts becomes available after the “Hijacked Well”
mission and add an explosive charge to the Steel-tipped Bolt. This makes this
Bolt one of the deadliest and useful weapons in the game. These are my personal
favorite-they aren’t only deadly but the animation of a skewered enemy adds a
bit of morbid humor to the game as the victim realizes his fate. You can use the
less expensive Dynamite Bolt to kill Elite enemies at less than half the cost of
Rockets. They can occasionally be looted and can be built from a purchased
Schematic. They require six Steel-tipped Bolts ($24) and an Explosive Pack ($20)
to fabricate six deadly Dynamite Bolts.

Mind Control Bolts: These are a specialty Bolt that is the experimental toy of a
researcher named Doctor Kvasir. These are essentially Dynamite Bolts that also
induces a semi-delirious state in its victim. During that state you can walk
your victim like a zombie and then detonate him on demand. He will detonate on
his own if you wait too long to do it yourself. They can be fabricated from a
Schematic but cost nearly $25 each-used sparingly, because of the cost, they are
quite effective. Kvasir gives you six of them during a mission to his lab.

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Sniper Rifle: Dan Hager gives you the Sniper Rifle prior to your entry into
Wellsprings. It is powerful and accurate at long range and its advent makes
sniping a huge part of the game. It will remain a staple from that point on. By
doing a “Jobs Board” mission in Wellsprings, you are rewarded with an Auto-
Loader, making it semi-automatic. It has no special rounds-doesn’t need any. A
single shot to the head, two to those wearing armored helmets, will generally
get the job done.
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Authority Machine Gun: The Authority Machine Gun can be found in the Shrouded
Bunker at mid-game or you can spend $500 for it at a vendor. The scoped weapon
is superior to the Assault Rifle and its armor penetrating AV2X rounds are
useful against the tougher armored foes and Authority Enforcers. In truth, I
rarely employ this weapon, preferring Dynamite Bolts and Pop Rockets against
armored enemies.

Standard MG ammo: This is the standard MG round, effective against unarmored
foes.

Armor piercing AV2X rounds: These are the standard armored piercing MG rounds.
They are very effective against armored enemies like Gearheads and Enforcers.
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Rocket Launcher: The Rocket Launcher is acquired as part of a mission in the
Dead City. If you have downloaded the DLCs, you can find one at the exit hatch
of Kvasir’s Sewer whenever you tackle the mission. It is quite powerful and it
is important if not vital in taking out many of the Elite foes. The scope makes
it very accurate.

Standard HE Rockets: These are the standard high explosive rounds. They can
occasionally be looted or can be bought, five rockets for $75.

Viper Rockets: These are designed to home in on vehicles. They are expensive at
five for $100.
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Authority Pulse Canon: This powerful Pulse revolving minigun is acquired for the
finale from Portman in the resistance Headquarters in Subway Town. It has a
massive 200 round magazine and is deadly against all comers. While not
indispensable to success in the final engagement it certainly makes it easier.

Standard Pulse Round: The standard round is powerful and armor piercing, killing
shielded, and un-shielded, enemies. Once the canon is acquired, its ammo can be
purchased at the vendor. It costs $150 for 100 rounds. During the final battle,
ammo is plentiful in the enemy stronghold.

BFP rounds: These rounds are extremely potent. The canon must be charged and the
energy released in a concussive blast. Its shortfall is that charge-up time but
the payoff, if successfully performed, is deadly. BFG rounds cost $200 for three
rounds-use the Rocket Launcher instead.
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/ / / / / / / / / / MISCELLANEOUS COMBAT, HEALTH, ETC ITEMS \ \ \ \ \ \ \ \ \ \
                                     <I003>

Rage has a large number of “quick use,” engineering, health and utility items
that can be purchased or are given as rewards for services rendered. Following
is a description of each. It isn’t necessary to purchase all of the Schematics
or to concoct all the formulas. That said, the walkthrough strongly advises that
most are. If you don’t upgrade your munitions-things like Fat Mammas, Pop
Rockets or Dynamite Bolts, you won’t survive. Purchasing both the Sentry Bot and
Sentry Turret, however, isn’t advised since they serve the same purpose. Extra
parts, say a turret barrel for a sentry Turret, can be sold to vendors for cash
and spare or obsolete ammo-say standard pistol rounds or Assault Rifle ammo-when
you are no longer using them can be sold for cash.
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Defibrillator: (Automatically activated when required) The implanted
defibrillator is part of the Ark survivor’s anatomy. When he has taken near
fatal damage, he will be revived by it. The player will be given an interactive
screen allowing him to get a second wind, coming out healed. The device can even
administer a fatal charge to any nearby enemy. An upgrade can be acquired during
a story mission and another can alleviate its recharge time. However, the
recharge mission isn’t advised.
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Wingstick: (Quick-use offensive item) Your original Wingsticks are earned at the
start of the game in a throwing contest. The Wingstick performs like a
boomerang, frequently returning for re-use. A single well-aimed Wingstick will
kill non-Elite Bandits and Mutants and multiple Wingsticks can even kill the
tougher Elites by decapitation-just aim for the head or neck. Their
effectiveness declines somewhat as the game progresses but they still remain an
important part of your arsenal until the final battle is won. Wingsticks can be
purchased from the vendor-five for $25.

Advanced Wingstick: (Quick-use offensive item) The Advanced Wingstick can be
built from a Schematic and has the ability to attack multiple enemies. It also
doesn’t require as much accuracy on your part as the original, as it seems to
seek its intended out. Don’t underestimate the value of these weapons.
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High Explosive Grenades: (Quick-use offensive item) The high explosive grenade
is available from the start of the game and is a potent weapon and remains a
sturdy component of your arsenal until the game’s end. To be effective you need
to “cook” the grenade so the intended recipient doesn’t run off, making it a
noisemaker. Simply hold the quick use button (L2) until the on-screen timer runs
down and then toss it.

Grenades can be looted from the environment or can be purchased from vendors.
They cost $25 for five grenades.
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Bandages: (Quick-use Health item) The Bandage is the game’s standard healing
item. Using a healing Bandage can heal any damage short of fatal. Janus gives
you the “recipe” for Healing Bandages early in the game. The components, Cloth
Rags ($4) and Antiseptic Formula, ($8) can be both looted or purchased. Bandages
can be purchased from a vendor. Each costs $15.
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Lock Grinder: (Utility item) You will frequently encounter rooms with
distinctive brass locks. These locked rooms can only be opened by using a Lock
Grinder to force an entry. The device is made of three components: The Hardware
Pack, ($20) The Electrical Wire Kit ($16) and Small Gears. ($36) These items are
frequent pick-ups and can also be purchased from vendors. It is ALWAYS, repeat
ALWAYS, a good idea to have one built or to have the components to do so.
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Armor (Health/Survival item: There are three armor upgrades available. The Light
Upgrade, ($250) The Medium Upgrade, ($500) and, you guessed it, The Heavy
Upgrade. ($750) Buy them all!
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Sentry Bot: (Quick-use offensive item) The Sentry Bot Schematic can be purchased
for $175 after entering Wellsprings. It is like your own personal “attack dog,”
aggressively attacking with guns and claws any enemy of yours. It lasts as long
as its battery is active and outlasts its counterpart the Sentry Turret by a
wide margin. It is constructed from five components all of which can be looted
and purchased. It requires an Ordnance Pack, ($12) Hardware Packet, ($20)
Electrical Wire Kit, ($16) Small Battery Pack, ($16) and a Nanotrite Conduit.
($22) Parts can oftentimes be salvaged for re-use.

Advanced Sentry Bot: (Quick-use offensive item) The Advanced Sentry Bot
Schematic can be purchased from Jani in Subway Town for $375 and you don’t have
to have purchased its predecessor to do so. It is more heavily armored making it
more survivable against the tougher foes it will face. It also uses the
identical components of the earlier Bot. Unlike its earlier incarnation, I
strongly advise purchasing this Bot-don’t leave home without your vicious little
attack dog. Parts can oftentimes be salvaged for re-use.
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Sentry Turret: (Quick-use offensive item) The Sentry Turret Schematic can be
purchased for $125 after entering Wellspring. The Sentry Turret provides
sustained accurate firepower through its field of fire. It doesn’t have the
stamina of the Bot and can easily be dislodged or destroyed by the enemy. It
requires five components, which can be looted or purchased from vendors. It
requires an Ordnance Pack, ($12) Turret Barrel, ($18) Electrical Wire Kit, ($15)
Small Battery Pack, ($16) and a Nanotrite Conduit. ($22) Parts can oftentimes be
salvaged after use.

Advanced Sentry Turret: (Quick-use offensive item) The Advanced Sentry Turret
can be purchased for $330 from Jani after entering Subway Town and you don’t
have to have purchased its predecessor to do so. It has a wider field of fire
and is better equipped to survive than its predecessor. It uses the same
components as the earlier version and it parts can be salvaged after use.
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Remote Control Bomb Car: (Quick-use offensive item) Sheriff Black gives you the
Schematic and components to construct your first RC Bomb Car. This quick-use
item can be deployed and controlled to its destination and exploded on demand.
It can be boosted to approach hostiles for reconnaissance and mayhem, but they
are easily destroyed as well. They are constructed of common components: RC Car
Kit, ($30) Explosive Pack, ($20) Small Battery Pack ($16) and a Nanotrite
Conduit. ($22) All can be looted or purchased and RC Car remains can be
scavenged for parts.

Advanced Remote Control Bomb Car: (Quick-use offensive item) You earn the
Schematic for the Advanced RC Bomb Car by completing a mission for Phallinx
Hager. It is the same vehicle as the original but has a higher yield and also
emits a potent EMP blast.
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EMP Grenade: (Quick-use offensive item) The EMP Grenade Schematic is found in
the Authority Prison and will allow their fabrication. EMP Grenades are the most
effective way to take out Power Generators, Automated Turrets and enemy shields.
These can be purchased from vendors or constructed from these components:
Electrical Wire Kit, ($16) a Feltrite Power Pack ($12) and three High Explosive
Grenades.
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Adrenaline Overdrive: (Quick-use health enhancer) This is acquired from Ramos
Outrigger for completion of a minor mission. This injectable formula has the
ability to increase your maximum health for 60 seconds. It is concocted from
Bandages, ($15) A Night Blossom flower, ($35) and a Mutant Adrenal Gland. ($12)
This is of marginal use and the given components are probably better used to
raise cash.

Regenerative Infusion: (Quick-use health item) This is acquired from Dietrich in
Subway Town for completion of a mission to his Mutant infested distillery. This
concoction has the ability to increase your maximum health for 90 seconds. This
is 30 seconds better than Adrenaline Overdrive but the Night Blossom is better
used in the Apophis Infusion detailed below.
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Apophis Infusion: (Quick-use health item) You get the Apophis Infusion Recipe
from Richard in The Second Chance Bar. All you need to do is find a Night
Blossom for him in Crazy Joe’s Swamp. This injectable will increase your maximum
health permanently. You will need two Desert Spores, two Night Blossoms and a
Bandage. The Desert Spores must be harvested from the environment. Night
Blossoms can be found or can be bought later in the game for $35. This is a very
worthwhile item.
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Authority Augmenter: (Quick-use item) The Authority Augmenter Schematic can be
found on Portman’s counter prior to the final mission. Constructed of a
Nanotrite Conduit, ($44) a Feltrite Coupler, ($12) a Feltrite Power Pack, ($12)
and an Electrical wire Kit. ($16) It massively increases the output of your
weapons during the final battle for 45 seconds. Fabricating Augmenters is an
excellent way to enhance your firepower and at game’s end-what else are you
going to spend your cash on.
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/ / / / / / / / / VEHICLES/VEHICLE COMBAT/UPGRADES/EQUIPMENT \ \ \ \ \ \ \ \ \
                                    <I004>

The Wasteland’s roadways are hazardous to your health. Bandit Clans and, later
in the game, Authority Predators are on constant patrol and must be defeated or
avoided to reach your destinations. Rewards are offered for their destruction
and the barkeeps in both Wellspring and Subway Town offer an additional bounty
for kills. These rewards and bounties can provide needed funds to purchase
munitions and other items necessary for success. You can’t even leave the two
main towns without a vehicle.

Vehicles:

Your first vehicle is a loaner from Dan Hager. It is an unarmed ATV Jetter,
which suffices in the un-patrolled territory near the Hager Settlement. It
teaches driving mechanics such as steering, braking and boosting and is
sufficient for transporting you to the early mission locations.

The Dune Buster will be your second vehicle. It is initially unarmed but is
tougher than the ATV. It will get you through Bandit Territory to Wellspring.
The Dune Buster is fast, has good acceleration but has weak armor protection.
Once you reach Wellsprings, continuance of the game will require you to “arm” it
with Miniguns, a Rocket Launcher or both.

The Dune Buster will soon become obsolete when you must win a Cuprino in a road
race to once again continue the missions. This vehicle is more heavily armored
than the Dune buster and sports both miniguns and a Rocket Launcher. The Cuprino
is fast, but the heavy armor impedes both its acceleration and braking.

After reaching Subway Town, the Cuprino becomes obsolete when both tougher
Bandit vehicles and Authority Predators begin to haunt the roadways. You must
then win a Monarch in a road race or face prompt destruction on the roadways.
Performance is sacrificed for armor, making the Monarch less maneuverable and
slower to accelerate.

Vehicle upgrades and equipment:

All upgrades for all vehicles can only be purchased with Racing Certificates.
These Certificates can either be won on the racetrack or can be earned by
collecting the bounty offered for Bandit or Authority vehicle kills. Arming your
Dune Buster is mandatory-you can’t continue the game without doing so. Winning
at least ten Racing Certificates at the racetrack is required and only two races
are available to the novice racer.

Once you have armed your buggy, you can continue the game action or you can
continue racing to win additional Certificates to upgrade your vehicle. Keep in
mind that you will have the Dune Buster for only a brief time before you
graduate to the Cuprino, a more heavily armored vehicle; and Certificates spent
on the Dune Buster are spent on a vehicle good only for winning the races
offered for the Dune Buster.

Subsequent vehicles, the Cuprino and the Monarch are both won on the racetrack.
In addition to vehicle upgrades, you can purchase both ammunition and other
offensive, defensive and repair items from the vendors. Generally speaking
upgrading a vehicle’s engine, boost and tires serve you best on the racetrack
but can also help out in the Wasteland. For main game action only the Miniguns
or the Rocket Launcher are mandatory purchases but purchasing the Armor upgrades
are highly advised as well. All other upgrades help with the racing events more
than with the main game missions.

Suggested minimum upgrades:

Dune Buster:
Miniguns:           Optional unless you want to pursue racing events. (10 RC)
Rocket Launcher:    Purchase to continue main missions/racing events.(20 RC)
Evenflow Max Boost: Purchase if you want to pursue racing events. (25 RC)
V6 Thunder Engine:  Purchase if you want to pursue racing events. (30 RC)

Cuprino:
Medium Armor: Purchase to continue main missions and racing. (15 RC)
Heavy Armor:  Purchase to continue main missions and racing. (25 RC)
C3C Evenflow Max Boost: Purchase if you want to pursue racing. (30 RC)
V10 Cuprino: Purchase if you want to pursue racing. (45 RC)

Monarch:
Heavy Armor: Purchase for both main missions and for racing events. (30 RC)
Pure Flow Boost: Purchase for racing events. (45 RC)

Suggested equipment:

Rocket Launcher Homing Rockets: 8 Rockets for %40. (Standard vehicle killer)
Pulse Ammo: 6 rounds for $60. (Awesome munitions for the Monarch)
Shields: 3 Shields for $30. (Offers protection for a brief time.)
Armor Restore: 1 unit for $85. (Fully restores damage while in the field.)
Aftershocker: 2 for $45. (Can be useful when being tailed by enemy vehicles.)
Drop Mines: 5 for $25.   (Can be useful when being tailed by enemy vehicles.)
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

/ / / / / / / / / / / / / / / / / THE ENEMY \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
                                   <I005>

You will encounter three different classes of hostiles in Rage-Bandits, Mutants
and the Authority. Elite Bandits and Elite Authority Enforcers will also appear
occasionally. They are hardened with armor and will require more firepower to
bring down. They also wield miniguns or flamethrowers.

Bandits: Bandits are territorial and energetically defend their realms. They
infest the Wastelands and abandoned structures. There are six Clans: the Ghost,
the Wasted, the Shrouded, the Scorchers, the Gearheads and the Jackal Clans.
Some of these Clans are primitive and barbaric-like the Ghost Clan and the
Jackals. The Gearheads and Shrouded Clans are still barbaric but use technology
and tactics while fighting.

Most use armed vehicles to patrol their territory and will attack all who
violate their domain. They are hostile to all outsiders. Bandits will become
tougher as the game progresses, requiring you to employ more potent ammo types,
like Fat Mammas, Pop Rockets and Dynamite Bolts. Wingsticks and Advanced
Wingsticks remain effective against Bandits throughout the game.

Elite Bandits: Elite Bandits carry deadly miniguns or flamethrowers and are
priority targets whenever they are present. They are best addressed with
Rockets, Dynamite Bolts and Pop Rockets, but can also be killed with HE grenades
and with multiple Wingsticks. You can shoot their helmets off and then
decapitate them with Wingsticks or you can kill them with rifle or potent pistol
rounds. However you kill them, stay near cover or you won’t survive the
encounter.
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Mutants: There are five different types of Mutants: the “normal” Mutant, the
Slime Mutant, the Giant Mutant, the King Kong Mutant and the Soldier Mutant.

Mutant The “normal” Mutant is by far the most common. They have somewhat
different appearances, but they are butt ugly, hostile and not too bright. They
will by and large charge into your shotgun muzzle; but on occasion they will
stay back and throw missiles or fireballs at you. All “normals” can be put down
with a load of Buckshot or with a Wingstick.

Slime Mutant: You will encounter a few of these beefed-up Mutants in the Dead
City. They will ceaselessly pursue you, employing melee tactics and they will
puke slime at you to blind you. They are about twice as durable as a “normal”
Mutant. Buckshot will do the job but you must be within his sliming range, so a
couple of Wingsticks to the head or a Pop Rocket or two is a better option.
Grenades can also soften them up or take them down.

Giant Mutant: You will encounter these from time to time. They are quite large
and while most use a melee attack that splashes you with goo blinding you
momentarily, some use a mortar-like rocket launcher. Keep your distance from
these guys. Given the chance they will pursue you. They can be killed with any
potent ammo, but they are also susceptible to grenades, Wingsticks and can be
killed with Buckshot blasts to the head.

King Kong Mutant: You will face only one and on the harder levels this is a
Bandage exhausting affair. You must destroy him with your Rocket Launcher.

Soldier Mutant: You will encounter the Soldier Mutant during the final stage of
the game. Like their “normal” counterparts they are aggressive and relentless,
but they aren’t quite so anxious too rush to their death as the “normals.” They
carry hi-tech weapons and will sometimes fire from cover but most still just
can’t resist just coming for you. They are not very durable. A lone Wingstick or
a round of Buckshot will take them down.
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Authority Enforcers: These are the hi-tech troops of the dictatorial regime of
the Wasteland. Regular Enforcers will sometimes deploy shields. All Enforcers
are well armed and will exercise varying measures of caution during battle. All
Enforcers wear body armor, making them hardened targets. They are still
susceptible to Buckshot, Wingsticks-it make take two-grenades and to any of the
more potent types of ammo. A single Dynamite or Mind control Bolt is a one-shot
kill and Pop Rockets will sometimes take two.

Shielded Enforcers are a bit tougher. They tote blue energy shields that will
repel most munitions, but the shield can be dissipated with EMP grenades,
Advanced RC Bomb Cars, Pulse rounds or Electro Bolts. They are then exposed to
normal fire. You can also fire a Dynamite or Mind Control bolts into their
exposed right shoulder area or into their feet. A Pop Rocket or HE grenade near
their feet can also stagger them exposing them to normal fire. Whenever you do
drop their shields, take them out before they can regenerate on the blue floor
grids present in their strongholds.

Elite Enforcer: Elite Enforcers are hardened heavily armored Authority troops
that always tote a deadly weapon. When present, these tough opponents are always
a priority target. Rockets and Dynamite Bolts are your best resource but HE
grenades, Pop Rockets and, late in the game, the Authority Pulse canon can also
do the job.
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/ / / / / / / / / / / / / / / RAGE WALKTHROUGH \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
                                   <I006>

This walkthrough is viable for all difficulty levels. With each level increase
the AI will be more elusive, more aggressive or passive as the situation
requires, but the biggest difference will be in your own vulnerability to
damage. The gameplay details are generally the same for all levels.

/ / / / / / / / / / / / Hager Settlement Missions: <S01> \ \ \ \ \ \ \ \ \ \ \ \

You revive from years of stasis, having been buried in the Ark for over a
century. There has been an external disruption and the Ark has surfaced. You are
brought out of stasis by the ships systems when Nanotrites are injected into
your body. The balance of the crew hasn’t been so lucky. They are all dead and
in deep decomposition. A long dead Presidents message airs as the capsule’s
hatch seal is released allowing you to exit.

Exit the Ark. A blaze of sunlight fades and you look out on a planet with the
vestiges of civilization all around and in disrepair. Move down off the
inclines, going left down the slope only to be rudely assaulted by a pair of
marauding Bandits. A stranger kills your attackers. Before moving his way,
ransack the two Bandit corpses for loot-this must become a habit if you are to
survive in this brutal new world.

Your savior is Dan Hager, the leader of a nearby settlement. As an Ark survivor
you are a wanted man. The Authority, whom you have obviously never heard of, has
a problem with all visitors from the past. As Dan drives past a group of Bandits
you are informed that the Wasteland is their stomping ground and they pretty
much rule there.

/ / / / / / / / / / / / QUELL THE BANDIT THREAT  <M001> \ \ \ \ \ \ \ \ \ \ \ \
Supplied: $50, the Settler Pistol, ammo and a Bandage. Reward: A suit of Ark
Armor and $100.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

After you arrive at the Hager Settlement follow Dan into the building. He and
his people have their necks on the block because he has helped you, an Ark
survivor. He has not only killed Bandits but has also defied the Authority. He
has a plan, however, and needs you to help him out-go to the Bandit stronghold
and wipe em out-because dead men tell no tales. Accept Dan’s mission, QUELL THE
BANDIT THREAT and take the supplies on the table. You are also supplied with $50
to spend or hoard.

You now have a Settler Pistol, ammo and a single healing Bandage. The Anarchy
Edition also provides a Double Barrel Shotgun, but you only have twelve shells
for the potent weapon. Before departing go to the back of the room and take the
first “Collector Card: Dan” from the nightstand. Exit and talk to Becky for a
little insight into this troubled new world and then snatch the “Collector Card:
Grenade” from the nearby barrel. Continue on and go left at the yellow barriers.
Go to the far end of the building. Take the “Collector Card: Loosum” from the
pile of rocks.

Reverse course and head for the lovely lass, Loosum Hagar, standing on the
platform. She will offer you a lesson on the Wingstick and will offer you a
throwing contest. The Wingstick is a boomerang type device with a smart
targeting core. It kills silently and, like a boomerang, it will oftentimes
return for reuse. Accept her mission, WINGSTICK MASTERY.

/ / / / / / / / / / / / / / / WINGSTICK MASTERY  <M002> \ \ \ \ \ \ \ \ \ \ \ \
Reward: Five Wingsticks upon successful completion and the ability to purchase
more from vendors.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

The throwing contest is straightforward. Get at least 10 points and you will
acquire a new and very useful addition to your meager arsenal-the Wingstick.
Once you ace the contest, she is impressed with your skill and rewards you with
five Wingsticks. If you have the funds, the local vendor, Halek Hager, will be
happy to sell you more.

Move down the nearby incline to meet Halek Hager and to browse his merchandise.
He only has four items available at this time but his inventory will expand as
the game progresses. You have $50 plus the money collected from Dan’s victims
near the Ark. Make two purchases. Buy the Monocular for $25-it is essentially a
scope for your Settler Pistol. Buy another five Wingsticks for $25 as well. This
is all you can afford for now. During your stay in this area of the Wasteland,
Halek is the guy who will buy your extras and sell you goods.

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Note: The Monocular also becomes attached to the Double Barrel Shotgun. This
scope actually limits the value of the short-range weapon, which is better used
without. The value to the Settler Pistol, however, far outweighs this shortfall.
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The remaining residents of the settlement have insights but no jobs for you at
this time, so take the ATV from near Dan’s hangout and exit the tiny Hager
Settlement. Follow the white dotted route, shown on your minimap, out of the
settlement and continue north.

You won’t encounter any hostiles on this initial drive, so get the feel of the
ATV, steering, accelerating, braking and boosting to become familiar with its
driving mechanics. Note the hovering Authority Drones with the blue halos-if you
can make a jump and hit one, you will get several valuable items, but your ATV
hasn’t got the “mojo” to do it, but your future rides will.

When the drivable roadway ends, exit the vehicle and continue on foot along the
path and move across the hanging bridge. Enter the Ghost Hideout to eliminate
the Bandits that are a threat to Dan’s Settlement and to you, an Ark survivor.

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Note: At any time during the game you can save your progress. This is a good
time. You can also keep multiple saves-up to fifteen-which can be revisited by
selecting that file in the Load Menu.

Note: On the lower left corner of your screen you have a “Quick Use” wheel. You
have a Bandage, which can totally heal any damage short of defibrillation, and
your Wingsticks. Select these items, and any that are acquired and slotted, by
touching the appropriate arrow key. Use L2 to use the item. When HE grenades are
acquired, hold L2 to “cook” the grenade and toss it before the meter-center
screen-runs down.
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Once you are inside the Ghost Hideout, note that the handy dotted line is no
longer available. Once you are out of the open air, navigation is up to you.
Loot the corpse just past the circle of skulls and then turn right and pass
under the slats. Grab the bottles and the aerosol can that you can later sell to
Halek. Note the vending machines to the right-these have no money in them but
many do and it is definitely worth the effort to check them out when you come
across them.

Jump the crates and grab the pistol ammo and Bandages from the stand. Look
behind and take the radio. Note the locked room with the shiny locking
mechanism. These locked rooms appear frequently and will require a Lock Grinder
to access-you will acquire this a bit later in the game. These rooms normally
contain loot and/or in some cases are required for access to areas to continue
missions.

You will hear menacing talk from a pair of Ghost Bandits in a gondola ahead. A
shot is fired. Use a Wingstick to kill the single charging enemy. The Bandit
won’t necessarily come straight at you. He will bob and weave. Wait until he is
closing to throw the Wingstick. Notice that if the weapon doesn’t hit an
obstruction it will frequently return to you or it can be retrieved from your
victim’s corpse. Loot the corpse. The plunder is usually a few dollars, pistol
rounds, or a little of both, and perhaps the Wingstick that killed him. This
will escalate to other items and larger quantities as the game progresses.

Unless you are playing on Nightmare level, using the Double Barrel Shotgun at
this point is overkill. You have only twelve shells and the weapon fires two
with each blast, giving you only six shots and loot at this point of the game
doesn’t include Buckshot.

Loot the jumbled area for two aerosol cans, the Cloth Rags under the table and
the coffee cup and book on the rear counter. Continue on, passing under the red
and black skull banner. Kill the lone charging Ghost with a Wingstick and loot
his corpse. Take the Electrical Wire Kit from the cardboard box on the left side
of the passage. Just ahead, between the two torches, there is an object. Look up
and take the “Collector Card: Ghost Bonestick.”

Continue forward into daylight and take the bottle from near the iron sculpture.
There is a “Collector Card: Ghost Boss” under a table beyond the rubble on the
left side of the exit. Pass through the doorway beyond the makeshift fence. Take
out the Ghost Bandit that jumps down into the area ahead and charges.

Move along and when the statue appears, kill another charging Ghost Bandit with
a Wingstick.

Move toward the statue and during a cutscene you are seized by Ghost Bandits and
ordered to be taken to their kill room. Once you are there, a Ghost executioner
will brutally stab you. You will then be introduced to the Defibrillator. Follow
the games on-screen prompts to operate it. When in your death throes this is
displayed allowing you to gain a second wind.

When you regain control your tormentor has been electrocuted and you are no
worst for wear. Loot his remains and interact with the green door opposite the
pile of corpses to exit the abattoir. Take the pistol ammo from the cabinet and
follow the corridor into the adjacent room and kill the Ghost with a Wingstick.

The open area beyond has four hostiles. Use the monocular-ed pistol to score
headshots for fast kills. It will usually require a pair of shots to the head or
several to the body to put them down. The rapid-fire rate of the pistol and the
high availability of pistol ammo oftentimes makes multiple, quick body shots the
best option at this stage of the game. Use a Wingstick on the Bandit that
charges.

Take the pistol rounds from the chair and loot the corpses. You will find
additional pistol rounds on a table in the lounge to the right. Move along the
low wall past the hovering balloons. A Ghost Bandit will jump from the level
above and charge as you approach the doorway near the red tank with the
graffiti.

Two Ghosts will defend the adjacent hallway and a third will charge. Take the
pistol rounds from the cabinet and the Bandages from the side room. Loot the
dead and move through the sitting room and along the circular hallway where
another pair of Ghosts will charge.

As the area opens up move quickly forward and take the grenades and pistol ammo
on the counter. A Ghost will charge and two more will target you from the debris
just ahead. Crouch behind the counter, equip a high explosive grenade, locate
the dug-in enemy ahead, press and hold L2 to “cook” the grenade and when the
little meter in the center of your screen is halfway, toss the grenade. If you
don’t cook a grenade the intended target will frequently recognize the threat
and scramble out of the blast radius and continue to fight. After looting the
corpses-if anything remains-check the nearby vending machines for money. Go
through the nearby doorway.

Take the pistol rounds from the table in the apartment and use a Wingstick to
kill the unsuspecting Ghost milling on the balcony near the exit. Use your
pistol to target the two Ghosts in the courtyard below the overlook. Grab the
bottles on the cabinet and descend through the jumbled corridor. Take the
grenades on the table and two Ghost Bandits will confront you in the hallway
near the vending machine. Cook a grenade and take them out.

Two more Ghosts have entered the courtyard beyond. Snipe them from cover,
ransack the vending machines and then loot the corpses. Make your way up the
short stairwells to the zip line. Look up to gain the interactive and take it
across the void and through the wall breach. Go down the stairwell and turn
right at the skulls to exit to the Wastelands.

Cross the bridge and board your ATV. The glowing mailbox nearby won’t be
relevant until later in the game, so ignore these for now. Follow the minimap’s
path back toward the Hager Settlement. You will pass a local standing near a
sewer entrance-keep going but remember the location.

Continue on to the Hager Settlement and report to Dan. He gives you the suit of
armor he promised to cover your Ark suit and $100 for your exploit; but an
unknown band of Bandits have attacked the settlement. They didn’t take anything
so it appears they were just looking for blood. The small settlement sustained
injuries and they are critically short on medical supplies. Dan promises you
your own Dune Buster buggy if you can get to Rikter at the Outrigger Settlement
to the west and secure the needed medical supplies. Accept MEDICAL SUPPLIES from
Dan.

/ / / / / / / / / / / / / / MEDICAL SUPPLIES  <M003> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $100 upon completion of the task.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Before departing the settlement, see Halek. Sell all your sellable objects to
raise cash. If you open your inventory “Sellable” objects are shown in the item
details. Buy some Wingsticks-carry at least fifteen. If you have used a lot of
Bandages or grenades, buy some and if you’re short on pistol ammo-shame on you,
you wastrel! Buckshot for your shotgun, however, is not yet for sale.

Once again take the ATV and follow the minimap’s path to the nearby Outrigger
Settlement. The guard, Rourke, will tell you any friend of Dan’s is welcome but
don’t even think about making any trouble. Go up the stairs and Ramos will
direct you to Rikter, the man in charge. When Rikter blocks the way he will
direct you to Janus. He says he will have a proposition for you after you
conduct your business with her.

/ / / / / / / / WHERE’S JUNO <M004> and RADIO TOWER REPAIR <M005> \ \ \ \ \ \ \
Reward: (Where’s Juno) Janus’ Antiseptic Bandage Recipe and the components-two
Cloth Rags and one vial of Antiseptic Formula.
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Reward: (Radio Tower Repair) The Combat Shotgun and Buckshot shells.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

The elderly Janus will need time to track down some of the items on your list
and she asks you to help out to return the favor. She asks you to find a missing
Outrigger named Juno. He has been absent for a few days and in this dangerous
land that doesn’t bode well. She will reward you for the task with her own
personal recipe for healing Bandages when you return. Accept WHERE’S JUNO from
Janus and take the “Collector Card: Janus” from her sofa before heading back to
see Rikter.

Rikter also has a proposition for you. The radio tower is not operating and he
wants you to check it out. He will give you a shotgun for your efforts if you
do. Accept RADIO TOWER REPAIR or the big boy won’t let you pass and the Combat
Shotgun will be a staple for the rest of the game.

These two new missions will now be pursued concurrently, so lay a path by
selecting WHERE’S JUNO. Take the ATV a short distance down the incline and stop
at the yellow pipes that are blocking the path on the left.

Move into the passage going up grade to an overlook of the ramshackle facility.
When the straightforward path opens up, you will hear the banter of two Bandits
in the circular chamber. With any luck you can Wingstick them both. There is a
small grotto at the base of the right stairwell where you can get some bottles
and the “Collector Card: Turret.”

When you approach the exit, two Bandits will scramble near the sandbags below.
Return to the circular chamber and use the Settler Pistol to eliminate them,
firing through the windows. Take note that one of them is wearing an armored
helmet, which can be shot off to expose his head. Continue along the minimap’s
path and take out the charging Bandit with the Double Barrel or with a Wingstick
before going up to loot your other two victims behind the sandbags. Note that
looted corpses may now yield a few rounds of Buckshot for your shotgun.

Continue on the path, going up the hill between the crude barriers and into the
structure. Follow the corridor toward the waypoint and kill the Mutant
assaulting Juno’s corpse. Note that Mutants rapidly evaporate after death and
aren’t courteous enough to stay long enough to allow looting-the bastards!
Interact with Juno to complete the first part the mission and RADIO TOWER REPAIR
will become your active mission, laying a new path.

Continue along the path and you will see a ladder just ahead. Before going to
it, turn left into the alcove where you will find the “Collector Card: Rikter.”
Move up the ladder and interact with the control switch on the metal catwalk to
activate the radio tower’s auto-calibrator. Once again follow the path down the
metal walkways to a zipline that will get you across the void. Make your way
down the stairwells and turn right to get to your vehicle.

Return to the Outrigger Settlement and go up the stairs. Stop and talk to Ramos
Outrigger-he will give you the mission, MUTANT ALERT. <M006A> With Juno gone he
can’t leave his post and he asks you to warn the nearby settlements about the
recent influx of Mutants. He simply needs you to fire off a fireworks cluster to
accomplish this. Accept his simple but profitable Mission.

/ / / / / / / / / / / / / / / MUTANT ALERT <M006A> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Mission acquired.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Continue up the stairs to see Rikter. He will give you a Combat Shotgun for
getting the tower operational. It seems that he wasn’t aware of Mutants in this
sector and he is concerned. Continue up to see Janus. Give her the bad news
about Juno. This completes the mission, WHERE’S JUNO. She will give you the
promised Engineering Recipe for Bandages.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: With Janus’ Engineering Recipe you can now concoct your own Bandages if
you have Cloth Rags and Antiseptic Formula in inventory. Just open the
Engineering screen (Hit SELECT and R1 or L1 to get to Engineering, select the
Bandages Schematic and press “Build” with X or “Build All” with square. Note
that some of the Engineering Schematics you will acquire later will use
components that others also require so if you “Build All” you may exhaust a
component you may need for something else. Not so with Bandages-at least at this
stage of the game-“Build All” to maximize your supply.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

On your way down Rikter offers some advice. The surrounding area is swarming
with Bandit Clans who kill first and the heck with the questions. He urges you
to hurry back to Dan.

Board your ATV and go northeast from the settlement’s entry gate, down the
shallow grade to the structures below. Locate the double cluster of Feltrite
Crystals on the metal grating-these and any others you find can be sold for $25
each.

With the MEDICAL SUPPLIES mission active, drive to the Hager Settlement to get
the supplies to Dan. He is grateful for the needed delivery and says to see
Durar Hagar in the garage about that buggy he promised. He also gives you $100
for your efforts. Locate Durar in the garage. It is just past Loosum’s hangout-
you know where she is.

Durar can get the derelict vehicle running, but he hasn’t got all the parts he
needs. He asks you to see Johan at the Outrigger Settlement who may have what is
needed. Accept THE MISSING PARTS from Durar.

/ / / / / / / / / / / / / / THE MISSING PARTS <M007> \ \ \ \ \ \ \ \ \ \ \ \ \
\Reward: No reward is given. This allows transition to another mission.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Visit Halek at the store. Sell any sellables, including the Feltrite Crystals,
and spend a little cash on shotgun shells. Carry at least fifty rounds of
Buckshot and fifteen or more Wingsticks. The Assault Rifle is now for sale but I
don’t recommend buying it at this point of the game-your funds are still
building.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: This Walkthrough suggests selling Feltrite Crystals for $25 each. This can
raise a lot of cash over the course of the game. There is a mission, FINDING
FELTRITE, that requires trading 25 Feltrite Crystals to Jacob in The Second
Chance Bar in Wellspring to acquire a re-charging upgrade for your
Defribrillator-this is a marginal benefit. If you are using the device that
often, back off a bit to allow it to recharge and sell those Crystals-or don’t
sell em.’
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

/ / / / / / / / / / / / / / / ARK AREA SEWERS <S001> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: Loot valued at over $150, including the loot from the bone pile.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Select MUTANT ALERT and drive north. Stop at the little outpost near the Ark
site and speak to Steiger. He will be on the right side of the roadway near the
old dam structures. He cautions you about going down into the sewers, but you
don’t listen well. Enter the nearby Ark Area Sewer hatch.

Use a Wingstick to kill the first gurgling Mutant. Use a Wingstick or the Combat
Shotgun, which expends a single shell, on the second that charges. Loot the two
corpses of the deceased workers, and then turn left into the small storeroom for
some pistol ammo and sellable items.

Move down the metal stairwell. When you hear the sound of Muties, back off into
the dead-end passage below the room you just looted. Address the stream of
fourteen Mutants that rush you from the far end. The narrow corridor will
channel their approach. Use Wingsticks and the Combat Shotgun to put down the
large but manageable wave that straggles into your sights, allowing ample time
for reloading.

Move up to the next landing. Take the loot and kill the lone Mutant that
charges. There is no loot in the small room so continue up the two stairwells to
the upper level. There is no loot in the dead ended corridor to the right so go
left. Take the loot and be ready for two waves of four Mutants charging in the
long sewer conduit.

Just ahead you can see a pile of bones with trophy skulls atop the heap. Raid
the bone pile-it will have useful items: a Small Battery Pack, a Nanotrite
Conduit and a Mutant Adrenal Gland. Exit the sewer system via the nearby
corridor. Loot the corpse and the items in the manhole and interact with the
exit ladder to reenter the Wasteland.

You will see Steiger across the dusty roadway near your ATV. He will tell you
that there are sewers all over the Wasteland-just find the hatches-if you’re
crazy enough to want to go into them.

/ / / / / / / / / / / / / / / MUTANT ALERT <M006> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $100 and Ramos’ Adrenaline Overdrive Formula and its ingredients-one
Night Blossom and one Mutant Adrenal Gland.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Activate MUTANT ALERT and board your ATV. Drive the minimap’s path to the find
the overlook. This is near the Ghost Hideout where you “toured” earlier. Equip
your Combat Shotgun and locate the launch tubes on the overlook. Interact with
them to launch the fireworks cluster, issuing the alert. Admire the fireworks
briefly but watch your back. Three Mutants have taken note of your presence. Two
will charge and a third will hang back and toss projectiles at you. Use your
shotgun or Wingsticks to handily wipe them out.

Before heading back to the Outrigger Settlement, stop and sell your bounty to
Hager. Purchase the Assault Rifle and stock up on Buckshot and Wingsticks. You
should have more than enough funds to make the $275 purchase and still top your
buckshot off at about sixty shells. Purchase the Wingsticks Schematic for $50.

Open the Wingstick Schematic and build a batch of fifteen Wingsticks to add to
your inventory. They certainly won’t go to waste in the coming action.

The minimap’s path will now take you back to the Outrigger Settlement. Go up the
stairwell to see Ramos and he will reward you with the Engineering Schematic and
the components to create Adrenaline Overdrive, and with $100 for giving that
warning about the Mutants. The particulars for this concoction can be viewed in
Engineering. Essentially it is a concoction that increases your health for 60
seconds. However, I don’t recommend building it-one of its ingredients, the
Night Blossom, can be put to better use later on.

/ / / / / / / / / / / / FIND THE BUGGY PARTS  <M008> \ \ \ \ \ \ \ \ \ \ \ \
Equipment given: The Lock Grinder Schematic and components: Electrical Wire Kit,
Small Gears and a Hardware Packet; Twelve Fatboy pistol rounds.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / /

Move down to ground level to see Johan Outrigger. The Bandits have raided the
Outrigger Settlement and Johan is mighty short on auto parts. You will have to
venture into their nearby stronghold at the old dam to get them. He gives you
twelve Fatboy cartridges for your Settler Pistol, the Lock Grinder Schematic and
the components to build one. Accept FIND THE BUGGY PARTS from Johan and note
that you aren’t required to return to Johan with the parts. Just take them to
Durer in the Hager Settlement once you procure them.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: You now have alternate ammo for the Settler Pistol-Fatboys. These rounds
are much more potent than regular rounds. If you hold R2 the optional ammo types
are displayed on the left side of the screen. Use the left analog stick to make
your selection. Note that changing ammo types means a reload and the time varies
with the weapon. It can make a difference.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 / / / / / / / / / / / / OUTRIGGER AREA SEWERS <S002> \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: Loot valued at about $175 plus a rare Desert Spore worth $75.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Take the ATV and make the short drive to the north. You will see another sewer
hatch to the left of the yellow pipe barriers. This is the entrance to the
Outrigger Area Sewers.

Enter the hatch and use Wingsticks to eliminate the two Mutants that are feeding
on the corpses. Loot the two corpses and kill the Mutie coming out of the floor
grate at the intersection. A pair of Mutants will confront you as you make the
turn to the right. Hold your position in the doorway to shotgun them.

Continue forward along the narrow corridor and waste the three Mutants. Go up
the stairwell and one will emerge from a hatch just ahead. Another will charge
from the nearby open doorway on your right. Raid the storeroom in the back of
the chamber. Two Muties will come charging. Shotgun them as they come through
the doorway.

Go into the passage on the right and as you go for the loot in the lower watery
area, a Mutant will charge. Grab the loot and enter the side corridor. Two
Mutants will resist your incursion. Take the loot in the side rooms, including
the Desert Spore. Kill the Mutant that attacks near the bone pile and grab the
standard loot.

Start backtracking, killing the two Muties in the open near the stairwell. A
couple more will charge after you descend the stairwell. Make a right into the
long dark corridor that leads to the exit. Your ATV is just down grade a short
ways.

/ / / / / / / / / / / / FIND THE BUGGY PARTS  <M008> \ \ \ \ \ \ \ \ \ \ \ \
Reward: A repaired Dune Buster buggy and the Tow Truck Radio.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / /

With FIND THE BUGGY PARTS selected to lay a path, once again enter the narrow
passage. As before just follow the path and you will find yourself looking down
on the sandbagged area you cleared earlier. Look through the windows and use
your pistol to eliminate the two Bandits stationed there. Don’t waste your
Fatboys on these regular guys; save them for a tougher foe later in the mission.

Continue along the minimap’s path and a Bandit will call out from near the “NO
ENTRY DAM PERSONNEL ONLY” sign below.  Cook a grenade to take him out and go up
and loot the corpses near the sandbags. Move ahead through the conduit, turn
right and climb the ladder. Continue forward and a lone Bandit monitors the
entry of the Wasted Garage where the minimap path ends. Kill him.

Enter the Wasted Garage and start looting-from here on out, I will generally
mention only collectibles or unusual items. The only way to proceed is through
the locked door. Go to your Engineering screen and “Build” a Lock Grinder with
the Engineering Schematic. Interact with the locked door and descend the
stairwell. Bandit chatter can be heard ahead.

Just around the corner you will meet resistance. Hit the first Bandit with a
Wingstick and continue the silent killing until your presence is noted-if you’re
quick you can take out two or three before they respond. Hold your ground at the
entry to address the Bandit that charges with a flaming club. Peek around the
corner and use the pistol to snipe the visible enemies. After six or seven go
down, the others will retreat deeper into the area. Ransack the area and the
corpses and continue around going counterclockwise, using the abundant clutter
as cover to target the Bandits on the far side. There will be a dozen Bandits
that must be killed.

Take note of the energized door and the engine suspended in the fissure. Clear
the area beyond it if any of the Bandits have retreated that far. With the area
secured, pass through the doorway, go around the wall and take the “Alternator”
from the engine block. This will de-energize the exit door you passed earlier.

There is no outlet on this side so backtrack and go into the exit door that is
no longer electrified. Go down the stairs. Take out the Bandit ahead and this
will stir up the nest. Hold your ground in the narrow corridor but watch for
incoming grenades as you pick off the small group of four or five Bandits.
Before pressing forward through the open doorway on the left, loot the immediate
area and the corpses before going up the stairwell to the foyer. You will find
loot and the “Collector Card: Wasted Club.”

Go back down and use your Lock Grinder to access the locked room. Continue
around and use the ample cover to snipe the two or three remaining Bandits in
the adjacent room.

Continue forward and three more Bandits guard the next area. Two will stand off
and snipe and another will charge with a flaming club. Stay near the doorway to
deal with the charger and cook a grenade for the other two.

Advance through the gloomy garage, loot the little storeroom and go down the
stairs. Another group of six or so infest the adjacent chambers. Target the
Bandits through the clutter and use a Wingstick on the charger. Continue around
to locate and kill the Bandits on the far side. Feed them a grenade or two to
aid your cause and ransack their cluttered living area, which has no outlet.

Double back and exit via the narrow hallway, near the “SPEED LIMIT 25.” Two
Bandits lounging at a table drinking a beer will scramble and challenge your
passage as you advance. Watch for grenades coming your way as you take them out.
Remove the “Distributor Cap” from the car just ahead and back away. It will
trigger an explosion turning a Bandit into a flaming torch.

The explosion in their abode has riled up the local boys in the next room. Hold
your ground and snipe the small group of three Bandits through the clutter. Move
through the burning hallway to hunt down any survivors if necessary. Exit the
room via the restroom and move through the hole in its back wall. This will take
you to the bottom floor of the garage.

Take the ammo, which includes a dozen Fatboys from the counter. Equip your
pistol with the Fatboys to maximize the damage you will deal to the tougher than
normal opponent on tap.

Move around the tire rack, taking note of its location. Just ahead a Bandit
vehicle crashes and the “Top-Dog” Bandit will man its turret machinegun. Before
he can start firing, hit him in the face with several Fatboys and quickly move
behind the tire rack to avoid his deadly return fire.

After he stops firing a Bandit will quickly come at you. Use a Wingstick to kill
him. The gunner will then emit a roar and commence shooting again. When he stops
firing, quickly eliminate the approaching Bandit with a Wingstick so you don’t
have to switch weapons and then target the gunner, shooting at his exposed face
with Fatboys. The “Top Dog” has a health meter on the top right of your screen
so you can monitor his remaining health. A stream of Bandits will keep coming
until the gunner goes down. Kill any remaining Bandits and loot all the corpses.

Move around his wrecked vehicle via the hole in the wall on the left. Grab the
“Piston Assembly” from the toolbox and watch for a late arriving Bandit coming
through a side door ahead. Turn and take the “Collector Card: Wasted Turret”
from the box on the nearby wall.

Move toward the locked room and use a Lock Grinder to open it. If you have been
looting, you will have the necessary components. It contains four Feltrite
Crystals worth $100 and other loot. Exit via the open door just beyond the
storeroom and use the closed one beyond it. This takes you back to the
Wasteland.

Kill the two Bandits that are about to steal your ATV. You can get both of them
with Wingsticks if you are quick and accurate. Follow the minimap’s path back to
the Hager Settlement to get the parts to Durar. He will now repair your vehicle
whenever needed and he will give you a Tow Truck Radio, which you can use to
call for a tow if you are stranded in the Wasteland or if your vehicle is
immobile. This costs $150, so don’t use it unless you are stranded or your
vehicle is stuck.

DEBTS UNPAID automatically activates after you take the Tow Truck Radio. You can
now drive your new wheels out of the garage but you need to see Dan Hager to
complete the mission DEBTS UNPAID-and it is not only necessary but is a
profitable stop. Just make a big loop in and out of the Hager Settlement.

/ / / / / / / / DEBTS UNPAID <M009> DESTROY THE BARRICADE  <M010> \ \ \ \ \ \ \
Reward: $100 and Dan gives you his Sniper Rifle.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Dan has another job. Bandits have blockaded the checkpoint south of the
settlement, cutting off access to the town of Wellspring. He needs the blockade
removed and he gives you explosive charges and his own Sniper Rifle to help
accomplish the task. Accept the Sniper Rifle and the mission, DESTROY THE
BARRICADE.

Stop at Haleks and sell your extras and stock up on ammo. Sell the Feltrite
Crystals, that’s what they are good for. Fatboys and Killbursts are now on sale
as well as sniper rounds. You should now have ample funds-around $750. The only
new item is sniper ammo. Make sure you’re carrying at least fifty rounds of
Buckshot and at least fifteen Wingsticks before bidding Halek adieu.

Take your rebuilt vehicle and travel a short distance from the settlement,
stopping at the isolated clump of boulders near the glowing Stanley Express
mailbox. This is well before the demolished bridge overhead. This will keep you
and your buggy out of range of the turret gunners and the deadly rocket
launching Bandits at the blockade. There are seven Bandits occupying the upper
works of the structure at the blockade. Two have rocket launchers and the others
ranged weapons including turret machineguns. The safest way is to take then down
from a distance to avoid their rockets. That’s what the Sniper Rifle is for.

Move into the roadway, out of their effective range, to get a view of the
blockade-they will be oblivious to your presence. Locate and kill the two rocket
launcher Bandits on the center platform-one will come out after the first goes
down. Take out anyone else visible-usually one or two additional Bandits-on the
upper structure. Move forward to the cliff to locate additional targets and then
to the bridge support column on the left side of the approach to finish off the
defenders.

With all opposition down, sprint to the blockade and interact with the charges
on the tank to the left of the structure and then sprint out of the coming blast
radius. The explosion clears the blockage. Return to your vehicle and drive back
to see Dan Hager to complete the mission. Durer will throw you a driving
challenge as you return to the settlement.

Check with Dan and he will bid you adieu as he gives you a final mission. They
have been raided and isolated by the Bandits for too long and they are in dire
need of supplies from the nearby town. Your continued presence in the settlement
is also dangerous for them and for you because the Authority spies are
everywhere and Ark survivors are wanted men.

/ / / / / / / / / / / / / / / DAN’S MESSAGE <M011> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: The reward is given upon delivery of the supplies when you return to the
Hager Settlement. Dan will give you his own Desert Striker Crossbow.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

He asks you to get a message to Mayor Clayton in Wellspring. Accept DAN’S
MESSAGE and he will remind you that you haven’t any guns on your buggy and you
will simply have to run the gauntlet of Bandit vehicles and sentry towers as you
drive to Wellspring. You also get to keep the Sniper Rifle.

 / / / / / / / / / / / / / DURAR’S TIME TRIAL <M012> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: The 2X Evenflow Boost for you buggy.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

Durar has put together a time trial race-racing is big in the Wasteland-and he
will give you a boost upgrade if you can beat his record time. Accept DURAR’S
TIME TRIAL and, after the game load, you will find yourself at the starting
line.

The course is displayed for you before you begin the mission, and you have ample
time to beat Durar’s record. Try not to hit or get stuck on obstructions and
boost in the open stretches. Just brake and go through the blue marker column at
the far end of the course. The finish line is just outside the Hager Settlement.
Don’t slow down to try to enter the settlement’s gate.

With Durar suitably impressed and the Evenflow 2X Boost installed, take the
upgraded buggy for another spin before heading for Wellspring. Drive back north
to where that Authority Drone was just out of reach of the ATV. Face the buggy
south and use the new boost to easily pass through the Drone to complete the
first “jump” dubbed Beginner’s Jump.” <J001> You will receive a standard “jump”
loot package: an Electrical Wire Kit, a Feltrite Coupler and a Hardware Packet.

The Drone dangling just north of it isn’t quite as easy. You must align yourself
with the support column of the fractured overhead roadway and use the column’s
rocky base as a launching ramp as you speed north and go airborne. This jump is
called the “Butterfly In The Sky” <J002> and the beating your ride takes
actually does very little damage. You can get more distance on many of the jumps
by tilting your grill upwards.

Time to start for Wellspring with Dan’s message for Mayor Clayton. The minimap
path will lead you through the formally blockaded pass and into Bandit
territory. Several Bandit vehicles and manned turret towers will challenge your
incursion into their territory. Try to avoid collisions and boost away from the
armed enemy vehicles until you arrive at Wellspring. You won’t, however, be
allowed into town until you speak to the sentry on the left side of the large
gate.

/ / / / / / / / / / / / / / / / WELLSPRING: <S02) \ \ \ \ \ \ \ \ \ \ \ \ \ \

Solomon will inform the Mayor of your presence and he will give you some rules
before allowing you into the town. After the “game load” you will be looking at
the Mayor’s office across the street. If you speak to Caleb just across the
street he will offer information. Many of the townspeople will do so and others
may have work for you.

/ / / / / / / / / / / / / / CHANGING CLOTHES  <M013> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Exchange your Ark Suit for one of three less conspicuous outfits each with a
perk: The Wastelander; (5% purchase discount) The Roughneck; (increases
toughness) The Fabricator. (enhances engineering skills) If you have the DLC you
can choose the Crimson Elite, combining the benefits of all three suits.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

Make your way into the Mayor’s office and swipe the “Vault Boy Bobble Head” from
his desk. Speak to the Mayor. He says it will take some time to get the needed
supplies together. Since Dan trusts you, he will too. You must, however, lose
that Ark suit ASAP or the Authority will quickly know of your presence, bringing
big trouble to his town. Accept CHANGING CLOTHES from the Mayor.

Exit his office and go into the narrow alley past Hunter. Go up the short
stairwell near the three loitering citizens and continue to the end of the walk.
Note the “Sheriff” sign near the long metal stairwell. Turn left and continue
straight ahead to the end of the street. You will find Outfitters on the right
side of the street. At the entrance Ginny will caution you about Ark survivors
and the Authority.

Enter the shop and Coffer will offer you four outfits. The “Wastelander” makes
you look like a local and store purchases, minus auto parts, are discounted 5%.
The Roughneck increases your protection and the Fabricator enhances your
engineering acumen. If you have downloaded the DLC you can also choose the
“Crimson Elite” option that combines all three of the benefits of the other
suits. This is obviously a no-brainer if the “Crimson Elite” is available. If
you don’t have that fourth option, take your pick-the benefits afforded by the
Roughneck and the Fabricator options are marginal but the “Wastelander’s” 5%
discount is certainly a noticeable one.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: The prices given in this document are normal rather than the 5% discounted
prices given to the “Wastelander” or the “Crimson Elite.”
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Coffer will supply your ammo/item needs in Wellspring. Purchase the Light Armor
Upgrade for $250-this makes the Medium Armor Upgrade available, but don’t
exhaust your funds at this stage. Purchase the expensive but extremely valuable
Shotgun Extender upgrade for your Combat Shotgun for $250. This doubles its
magazine capacity and it will then load with a clip rather than with the
painfully slow one-shell-at-a-time method. Make sure you have enough ammo for
your weapons. Don’t purchase the expensive ($500) Authority Machine Gun; you
will soon have the opportunity to get one for free. The Assault Rifle’s
Stabilizer and Concentrator upgrades cost a whopping $400-even if you fancy the
weapon hold off on their purchase until you are replete with cash. New items and
new Schematics for Fat Mammas, Pop Rockets and the Sentry Turret are also
available; but it is premature to purchase them at this time. Offset some of
your expenditures by selling the “Vault Boy Bobble Head” for $150. You should
still have around $400 in your wallet.

Exit Coffer’s store and take note of the “Job Board” across the street. There
are three missions available. Accept CLEAN THE ARK AREA SEWERS, CLEAN THE
OUTRIGGER SEWERS and MISSING PERSON. <JB01A> The latter will take you back to
familiar territory, the Ghost Hideout. It pays a tidy sum of $200, but at this
point your buggy still isn’t armed so re-select CHANGING CLOTHES. Return to
Mayor Clayton’s office to complete that mission.

The Mayor will inform you that you need to see Mick at the garage across the
street from his office. You need to rent space for your vehicle-can’t let it
just set outside the town’s gate. Accept RENTING A GARAGE <M014> and the Mayor
says you need to see the Sheriff about Dan’s supplies after taking care of your
vehicle.

Exit the office, jump the rail and go across the street to Mick’s Garage. Mick
is a helpful fellow and gives you a good deal-your rent is covered if you let
him do any needed repairs and he will tow you if you radio him. He also points
out the exit to the Wasteland and gives you a hardy welcome to town. Your task
is now to talk to Sheriff Black.

Exit Mick’s Garage and go across the street and into the alleyway near the
Mayor’s office. Go up the short stairwell, turn left and go down the alley and
up the short stairwell by the milling citizens. Move ahead and go up the long
metal stairs to the Sheriff’s Office.

Sheriff Black informs you that he has the supplies Dan needs, but you need to
arm your buggy before he will entrust those supplies to you for the return trip
to the Hager Settlement. He says to go see Rusty near the Wellspring Speedway to
begin your quest for the guns for your buggy. Accept ARMING YOUR BUGGY <M015>
and when you’re armed he will then release Dan’s supplies into your care.

Exit the Sheriff’s Office and go down the stairwell and then straight ahead. Go
left down the short stairwell and make a right onto the main street. Rusty is
behind the auto parts counter. He informs you that you can only purchase vehicle
upgrades or weaponry with Racing Certificates, so you must talk to Jackie Weeks
near the entry of the Wellspring Speedway to enter a race. Weeks will send you
to Slim in the raceway’s booth.

/ / / / / / / / / / / / / / DUSTY 8 TIME TRIAL <M016> \ \ \ \ \ \ \ \ \ \ \ \ \
Earning at least 10 Racing Certificates is required to satisfy the Sheriff’s
demand that you arm your buggy. This will allow you to purchase the Miniguns.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

Accept the DUSTY 8 TIME TRIAL from the “Beginners Luck” list-only two races are
available to novices. You will be transported to the track and the course will
be displayed if you don’t hit “Accept” too quickly. You must beat the given time
to earn 15 Racing Certificates-there is no second or third place in this race.
If you have downloaded the DLC you can choose either the Dune Buster or the Rat
Rod.

With a win, you have enough certificates to purchase the miniguns for ten Racing
Certificates. This will satisfy Sheriff Black’s requirement, allowing you to re-
supplying the Hager Settlement; but winning another race-or just finishing
third-will give you twenty Certificates, enough to acquire the Rocket Launcher.
I recommend this as a minimum-buy the miniguns as a back or to enter additional
races requiring them-or not. The more races you win the more upgrades you can
afford-your choice but getting the Rocket Launcher is a must.

Purchase an extra sixteen Homing Rockets from Rusty for $80-you just can’t have
enough rockets. The Wasteland is swarming with Bandit vehicles and hostile
turret towers gunning for you.

Backtrack to the Sheriff’s Office and with the buggy armed, Sheriff Black
releases Dan’s Supplies, allowing you to return to the Hager Settlement; but
before departing the town make your way to The Second Chance Bar near Mick’s
Garage.

/ / / / / / / / / / / / / / / SALLY’S BOUNTY <M017> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: Sally generously offers a bounty of $10 and one Racing Certificate for
every Bandit Vehicle you can destroy. Just visit her in The Second Chance Bar to
collect after the kills. This also helps her liquor business.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

See Sally behind the bar. She gives you some advice and she wants you to destroy
Bandit vehicles in the Wasteland. She offers a reward for their destruction-its
good for her business and really good for your pocketbook. Both cash and Racing
Certificates are the bounty. She will pay $10 and one Racing Certificate for
each Bandit vehicle you kill. Gladly accept SALLY’S BOUNTY. You must kill Bandit
vehicles anyway, might as well be paid for it. You now have an armed buggy and
it will get you back to the Hager Settlement through Bandit Territory.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: If you didn’t accept MISSING PERSON and the ARK and OUTRIGGER sewer
cleaning jobs missions at the “Jobs Board” earlier, do so now. While “Job Board”
missions are all optional, many offer rewards and money is always welcome.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Head for Mick’s Garage and exit the garage by toggling to the Wasteland. You
can’t exit the town on foot. Once you are out of town, stop and locate the entry
hatch for the Wellspring Sewer not far from the town’s gate near the cliff face.
Pick the Desert Spore near the nearby boulder before entering the sewer hatch.

/ / / / / / / / / / / / / WELLSPRINGS SEWERS <S003> \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: About $250 in loot and four Feltrite Crystals worth another $100.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / /

Move forward and the sound of Mutants is plain. Kill the kneeling Mutant and
then his buddy that comes at you with a club. Move ahead, turn right and two
more will attack from the room with the visible loot. A third will attack as you
enter to raid the items in the small room and another as you exit.

Double back and take the long corridor to the left. Use the Sniper Rifle to kill
the fireballing Mutant on the low platform. Grab the items to the right before
going over the platform. Turn left and stand ready for a couple of Muties.

Take the long corridor and before you reach the open area three Mutants will
come at you. Use the doorway to restrict their approach, routing them into your
shotgun muzzle. Grab the loot on the walkways and kill the Mutie that attacks.

As you start into the adjoining area, three more will attack along the narrow
walkway. Continue ahead into the narrow corridor and another will charge and one
will come out of a floor grate where the corridors intersect. Start into the
next corridor and two more will dispute your entry. Proceed and the pig-like
squeals precede the attack of two Mutants. Take the loot and go for the bone
pile with its standard items.

Start out and kill the two Muties. Take the exit to the right and another will
charge near the next doorway. Turn right, grab the loot and three more will
charge from the narrow corridor. Take that long corridor to the exit manhole.
Take the four Feltrite Crystals and use the exit ladder.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Sprint back to your vehicle. Select your Rocket Launcher if you also have the
miniguns. (Toggle R1 to change the vehicle’s weapon.) The minimap path will take
you back to the Hager Settlement and Wasted Bandits will be patrolling the
route. Do yourself a favor and line your vehicle up with the sentry tower not
far from town and ram it to remove the pesky threat.

After you pass through the narrow canyon, Wasted Bandit vehicles will attack.
Just before you will be informed “on screen” that you can earn a $75 reward if
you make three kills in the area. These lucrative Vehicle Combat Mission rewards
are in addition to Sally’s bounty and can earn big cash over the long haul if
you complete them.

Vehicle weapons have a limited ability to track laterally, so try to align your
vehicle with the enemy vehicle. When you have a lock, a red icon appears above
them, use the Rocket Launcher to kill the three required for both the $75 cash
payment and for Sally’s bounty-her bounty will stay in effect during your tour
in Wellspring. Always remember to collect from Sally whenever you visit the bar.

With the Bandit vehicles eliminated, ram the Turret tower near the hovering
Authority Drone. Time to collect some loot by making a jump into the Authority
Drone. Start south of the jutting rock formation and boost over it to pass
through the Drone to complete the jump “In The Basket.” <J003> The payment is
standard: an Electrical Wire Kit, A Feltrite Coupler and a Hardware Packet. If
purchased these would cost $48.

Continue on to the Hager Settlement to get the supplies to Dan, completing the
mission. He will reward you with his own Desert Striker Crossbow. Take it from
the nearby wall. He also informs you that the Authority is snooping around,
having gotten wind of an Ark survivor and he recommends hotfooting it back to
Wellspring.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: The Desert Striker Crossbow is a potent addition to your arsenal. Like the
Wingstick it is a silent killer. Crossbow Bolts are now available at the stores.
As the games progresses additional types of Crossbow Bolts will become
available, making it an awesome weapon.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

If you have taken extensive damage to your vehicle, get repairs from Durar.
Spend $24 to buy six Steel-tipped Bolts from Hager and top off your Buckshot-
carry sixty or more shells. Buy another eight Homing Rockets for your vehicle’s
Rocket Launcher as well. Make sure you have the components for a Lock Grinder as
well. Sell all the loot acquired during your foray into the Wellspring Sewers.
Bid adieu to the hardy Hager Clan.

/ / / / / / / / / / / / / / / MISSING PERSONS <JB01> \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $200.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Before starting back to Wellspring, select MISSING PERSON. Board your buggy and
turn right out of the Hager Settlement. Continue north along the minimap path to
a familiar destination-the Ghost Hideout. A $200 reward is being offered for
information on the fate of a local citizen. It is believed that the Ghost Clan
has abducted him and the Ghost Hideout is where to make the search.

Cross the bridge and enter the Ghost Hideout. The path is linear and should be a
familiar one. A two man Ghost Bandit patrol will be on the move ahead. Snipe
them and if one survives he will charge. Kill him and then use a Lock Grinder to
access the locked room. Inside is a pair of Feltrite Crystals and the “Collector
Card: Ghost Pistol.”

Two additional Ghosts Bandits will defend the open area beyond “The Rutherford.”
One will rush you while the other snipes from distant cover. The sniper is easy
pickins’ for your Sniper Rifle or your newly acquired Desert Striker Crossbow.

As you move up the wide corridor past the red and black skull banner, a pair of
Ghosts will take cover and snipe at you from near the spread-eagled unfortunate
hanging between the torches. Back off and snipe back from a less exposed post.
After you make the left, another pair will rush you, coming from beyond the iron
sculpture.

As you’re taking the Electrical Wire Kit near the threshold, another Ghost will
rush while his sidekick snipes from around the corner. Approach the statue and
rather than being seized by Bandits, you will find the corpse of the unfortunate
citizen-no surprise there. You are, however, $200 richer as this task is
completed.

Further progress is blocked, so reverse your inbound route. You will meet a
charging Ghost Bandit near the torches. After you pass the iron sculpture,
another pair will snipe at you from near the skull banner. One last Bandit will
rush from just beyond. Exit to the Wasteland.

/ / / / / / / / / / / CLEAN THE ARK AREA SEWERS <SC001> \ \ \ \ \ \ \ \ \ \ \ \
Reward: $100 and the money you can loot from the corpses.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

Select CLEAN THE ARK AREA SEWERS and follow the path to the hatch. Steiger will
tell you there are hatches all over the Wasteland, if you’re crazy enough to go
looking for them. Enter the sewer.

Start the festivities by killing the two Mutants on the distant platform with
your Crossbow. Stay put near your entry, despite the two silent kills two
Mutants will quickly charge. Loot the human corpses as you move onto the far
platform. Move up the stairwells and turn left. You will be looking into a long
conduit.

Kill the two milling Mutants and if you’re careful you can use the Crossbow or
Wingsticks to kill at least two of the remaining four Muties in the long
conduit, completing the mission for $100. Continue ahead to the exit in the side
passage. Exit to the Wasteland.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /


/ / / / / / / / / / / CLEAN THE OUTRIGGER SEWERS <SC002> \ \ \ \ \ \ \ \ \ \ \ \
Reward: $100 and the money you can loot from the corpses.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

Cross the roadway to your vehicle. Select CLEAN THE OUTRIGGER SEWERS and make
your way south past the Hager Settlement towards the Outrigger Settlement and
locate the sewer hatch at the waypoint.

Enter the sewer and move forward to loot the corpse. Two Mutants will come
around the corner to attack. Move forward, loot the next corpse and around the
corner three more will come at you. Stay back and take them as they reach the
doorway. Continue down the corridor, go up the stairs and two more will attack
from the side passage on the left and another from the empty storeroom. Take the
side passage and three more will attack in the dead ended chambers beyond.

Backtrack and go down the stairs. Stay near the entry to kill the four Mutants
that charge from the corridor ahead to complete the cleaning for $100. Turn
right over the metal walkway to access the exit hatch.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Get to your buggy and start back to Wellspring, destroying any Wasted Bandit
vehicles you encounter. If you linger you can probably bag three. Enter
Wellspring and have your damage repaired. Mick will inform you that both the
Mayor and the Sheriff want to speak to you. Go into the bar to collect the
bounty from Sally and then get to the Mayor’s Office.

Rumor has it that Bandits are mining Feltrite Crystals at a crater to the north.
He wants a sample so he can determine what devious plans they are contriving.
Accept his mission FELTRITE CRATER. <M018A> He will inform you that you will be
in dangerous territory-really!

Once again go see Sheriff Black-he says your buggy just isn’t sufficient for
penetrating into the Northern Wastelands and he insists on your acquiring a
Cuprino. He suggests seeing Jackie Weeks at the track. He will tell you how to
get one. Accept CUPRINO NEEDED <M019> and head for the Wellspring Speedway.

Weeks informs you that winning a Cuprino will require you to get a sponsorship.
He suggests that the promoter for Mutant Bash TV may be your man. Accept DUSTY 8
SPONSORSHIP mission from Jackie Weeks. <M020A> He will gives you some general
directions to the Mutant Bash studio.

Go see Coffer in Outfitters. Sell your extras including the two Feltrite
Crystals from your recent foray into the Ghost’s Hideout. You should now have
around $1100. You will be venturing into new territory so stock up on Homing
Rockets for your vehicle. Purchase the Medium Armor Upgrade for a costly $500 of
your hard earned funds. You will also need to carry at least 60 shotgun shells
and 25 or more Wingsticks. The mechanical “attack dog” sitting near the desk is
the Sentry Bot, and the newest store offering is the Sentry Bot Schematic, which
costs $175 but requires another $86 in components per unit. Although you may
have some of the components in your inventory-the price is too high for any real
advantage it provides in the coming action. Purchase the Pop Rockets Schematic
instead and make sure you have at least one Explosive Pack so you can
manufacture a batch of the potent ammo.

Go across the street and check the “Job Board.” There are three jobs available,
but getting that Cuprino is at the top of the list. Accept CLEAN THE WELLSPRING
SEWER and start for The Second Chance Bar.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: Stanley is now open for business. He operates “Stanley’s Express” and he
is located near the Sheriff’s stairwell. He has lost a few drivers lately and
needs new ones-must be quitting or dying. He will pay well for “on-time”
deliveries. When you accept a STANLEY EXPRESS job and complete the run on time
you will get cash. These are lucrative ventures but do get progressively tougher
as they pay more. You can do these jobs whenever you want.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Talk to Sally to collect your bounty. If you have a Night Blossom in your
inventory, use it to formulate a dose of Adrenaline Overdrive. Otherwise the
mission will be completed as you speak to Richard. Richard will be the glum ole
fella’ sitting in the booth in the bar.

Richard’s wife is ill and he is in desperate need of some fresh Night Blossom to
help her out. He knows he wouldn’t last a minute in the Wastelands but he thinks
you can and he is willing to give you the formula for a concoction that will
permanently increase your maximum health. He has heard that it grows in Crazy
Joe’s Swamp. Accept his mission, MIRACLE CURE. <M021A>

/ / / / / / / / / / / / / CLEAN THE WELLSPRING SEWERS <SC003> \ \ \ \ \ \ \ \ \

With CLEAN THE WELLSPRING SEWERS selected, exit the bar and board your vehicle
at Mick’s. Drive to the nearby waypoint and use the hatch to access the sewer.

The Wellspring sewer system is a maze of corridors. Start in through the service
corridor and pass through the circular portals. Take the passage on the right.
Two Muties will attack before you reach the doorway. Continue down the narrow
corridor and kill the charging Mutie when the area opens up. Two more will
follow just after you enter the more open area.

You can’t get onto the platform so exit via the other doorway and kill the two
charging fiends before the next open area. Another will attack as you start
across the walkways and three more as you approach the exit on the far side.

Continue through the lighted door. Another will harass you as you exit the
narrow corridor beyond. Continue through the doorway and turn right into the
open portal. Turn left and a Mutie will say hello before you reach the doorway
with the bright light. Another will emerge from the doorway ahead and another
from the side passage on the left. Enter that side passage and start around. The
Mutant that charges completes the cleaning. Continue forward, go up the short
stairwell, turn right and follow the narrow corridor to the exit. Exit and make
your way south to your buggy $100 richer.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

/ / / / / / / / / / / / / DUSTY 8 SPONSORSHIP <M020> \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: A Sponsorship in the Dusty 8 Race. Mutant Bash pays a variable amount
based on your prowess, but the cash is large, more than doubling your funds.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ MUTANT BASH TV <M022> / / / / / / / / / / / / / /

Select DUSTY 8 SPONSORSHIP and drive the minimap’s path, addressing the Wasted
Territory Bandit vehicles near the objective to earn Sally’s bounty and the $100
reward offered for four vehicle kills in the area.

With the Bandit patrols out of the picture take the time to align your vehicle
with the hovering Drone. Boost onto the rock ramp and keep boosting until you
hit the Drone for the free merchandise. It helps to keep boosting even after
launching and also to tilt your grill up. This is called the “Tiger Jump.”
<J004>

The entry to the sponsor’s arena is a giant clown’s head. Park and take a minute
to walk to the left of the entry, past the Stanley Express mailbox to find a
Desert Spore growing near the cliff

Enter and talk to JK Stiles. He needs a contestant for his Mutant Bash TV show.
If you accept his invite and survive the proceedings, the sponsorship you
require is yours. Accept MUTANT BASH TV and you will be transported to the
combat arena.

Enter the first bloodstained arena and step onto the central logo to get the
“show” on the road. There is a fresh batch of northern Muties in stock and they
will brandish melee weapons or will hurl projectiles at you. In all there will
be twenty Muties in this initial contest. Use your Wingsticks and the Combat
Shotgun to neutralize the first wave of six and the additional six that follow.
The action is then paused briefly, allowing four corner pillars to rise. A
Mutant hurling fireballs is atop each pillar. Sprint to each column and shotgun
them from close in and then be prepared for a final wave of four Mutants, coming
from the base of each pillar to end the round.

Your cash prize varies with your accuracy, number of kills and the time required
for the carnage.

Make your way to the next arena, grabbing the ammo and Bandages from both of the
counters before entering the lift. It will take you to the next battle arena.

A spinning gorilla must be avoided as you tackle the swarming Mutants, again
with melee weapons but some may also throw them at you. Get into the little
alcove with the barred doorway to stay out of the Gorilla’s path. This will keep
the action in front of you and the gorilla may help out by killing some of them.
Once again the Wingsticks and the shotgun are your best bet.

You are awarded a bonus. This consists of hitting the target to stop the
rotating wheels on the money not the skulls, under the time allowed-afterwards a
wave of six Mutants will attack. Once again, employ the shotgun and Wingsticks
on them to successfully complete the round.

Exit and take the Buckshot and Bandages from the counter and move into
“Shipwreck Cove.” About a dozen Mutants will attack as a beam sweeps the floor
and spikes erupt when a panel turns red. Keep moving to eliminate the Mutants
and to avoid the spikes. The spikes may make a kill or two to aid your cause.

The final battle is against a giant Mutant. It will swing a melee appendage at
you, so circle away. It will also puke a stream of gunk to blind you. Hit him
with a volley of Pop Rockets from the Double Barrel and with Wingsticks to the
throat. If you still have that Adrenaline Overdrive, this is a good time to use
it. When he falls the ordeal is completed.

Take the exit passage, stopping to take the “Collector Card: Scoop Mutant” from
the cabinet on your way to the podium. Receive the cheers of the twisted crowd
and you have your required sponsorship.

JK Stiles gives you the sponsorship but offers big money prizes for an encore
performance. With another $800 or more dollars in your pocket you can quit but
the optional re-run offered by JK pays very well and money is always welcome and
needed in the Wasteland.

/ / / / / / / / / / / / / / / / THE RE-RUN <M023> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: This re-run provides lucrative, variable cash prizes for another round
of mayhem in JK Stiles arena.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Accept THE RE-RUN if you want to continue and earn some big bucks-or not. The
ordeal mimics the first battle with an initial wave of charging Mutants. The
four pillars arise with the fireballing Mutants and a final furious wave of
Mutants make twenty kills for the cash prize.

Grab the ammo after exiting-you will now have additional Pop Rockets for your
shotgun-the potent rounds will soon begin to play a big part in the action in
the Wastelands as the going gets tougher and tougher.

Take the lift and once again the swirling gorilla will tour. Get in your niche
and ten or so Mutants will surge toward you. The gorilla will nab a few; kill
the rest with Buckshot and Wingsticks.

The bonus round target game is followed by a large wave of melee Mutants.

Head for the next and final challenge, taking the supplies along the way, which
again has some Pop Rockets. This is the room with the spikes and features about
ten charging Mutants. Again some may meet their end on the spikes.

Head for the podium. The crowd cheers and you are JK Stiles favorite performer-
whoopee! You leave the eccentric Stiles Bash TV studio with the sponsorship and
a lot of cash, possibly quadrupling your funds.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

Exit to the Wasteland and be prepared for the ever-present Bandit patrols as you
start back to Wellspring. Three kills will earn the $125 reward and an
additional bounty from Sally.

Return toward Wellspring and when the town’s gate appears ahead, stop near the
highway ramp on the right side of the roadway. You will find a sewer hatch
nestled under the roadway’s overhang. Enter the Southern Sewers hatch.


/ / / / / / / / / / / / / / THE SOUTHERN SEWERS <S004> \ \ \ \ \ \ \ \ \ \ \ \
Reward: About $100 in loot and two Feltrite Crystals worth another $50.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

Take the first two Muties on the platform with headshots from the Crossbow and
then take out the one below. Go right, take the suitcase and continue down the
long corridor and take the two Feltrite Crystals. A couple of Muties will ambush
you from behind.

Backtrack and take the opposite service corridor. A Mutie will dispute your
passage. Three Mutants will emerge from floor drains near the corridor’s exit.
Grab the loot in the junction and continue into the right service corridor.
Waste the Mutie in the passage and the three coming from drains near the bone
pile. Take the small items and the standard booty from the bone pile and
backtrack. A mutant will attack before you get back to the junction.

At the Junction, kill the wave of four Muties pouring from the drains and the
two side passages. Loot your way to the exit, killing the four Mutants that
attack two at a time before you reach a passage on the right. It leads to the
surface.

Move across the roadway to your buggy and head into Wellspring. Talk to Sally
and then go to see Jackie Weeks about racing for the Cuprino.

/ / / / / / / / / / / / / / SPONSORED EVENT <M024> \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: A Cuprino for winning the sponsored race-a more survivable armored
vehicle necessary for continuance of the game.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

Once again Jackie Weeks sends you to Slim. Select the “Sponsored Event” to race
for your Cuprino. You must finish first to win the Cuprino and there are three
other drivers. Bump others drivers off course and stay away from hitting
obstacles. Pick up boost canisters and boost whenever possible to win first.
Other races requiring the Cuprino are now available. They are optional but can
yield Racing Certificates to upgrade your vehicle.

Jackie Weekes gives you a thumbs up and tells you that the Cuprino is in your
garage. See Rusty at the nearby counter to view the Cuprino’s upgrades. Spend
the fifteen Racing Certificates you just won on the Medium Cuprino Armor
upgrade. It is definitely a worthwhile purchase. Stock up on Homing Rockets and
Shields for your new Cuprino. Carrying an Armor Restore ($85) is also highly
recommended. If your vehicle is on the verge of destruction or if your damage is
about %70, it is cheaper to use it instead of having it repaired at the garage.

Go to Outfitters to stock up on ammo and Wingsticks. Your earnings as a TV star
should have your coffers well healed. If you favor the Assault Rifle, both the
AR Stabilizer and the AR Concentrator will make the weapon considerably better;
but at $200 each they may not be a prudent buy at this point. You will soon be
able to acquire the Authority Machine Gun, a scoped weapon, for free during a
coming mission; but the upgrades for the Assault Rifle vastly improve its
performance. Purchase the Fat Mammas Schematic for $200 and fashion a batch or
two from the Engineering screen using an Explosive Pack and 12 Fatboys to
manufacture 6 potent Fat Mammas for your Settler Pistol.

Now that you have ample funds, start carrying several Hardware Packets, Steel
Blades, Explosive Packs, Small Gears, etc. for when you need a Lock Grinder or
the like while out in the field. Consider selling most of your standard pistol
ammo. You won’t be using much or any from here on and if you aren’t using the
Assault Rifle, sell some of its ammo as well. You won’t be able to pick-up
additional rounds when your inventory is maxed out.

After departing Outfitters supply house, check out the “Jobs Board” just across
the street.  There are three missions available. They are all optional but yield
lucrative rewards that can greatly aid your cause or fatten your wallet. Listed
missions can be done anytime during your stay in Wellspring. <JB00>

Check the “Job Board.” Three missions are available: MUTANT MENACE, STOLEN
MERCHANDISE and CLEAN THE SOUTHERN SEWERS. Select MUTANT MENACE and you will be
transported to the mission site.

/ / / / / / / / / / / / / / / MUTANT MENACE <JB02> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $200 and an Auto-Loader for the Sniper Rifle making it semi-automatic.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

The Mutants are destroying the town’s water lines. Your skills as a sniper are
needed to protect the repairman and his bodyguard from the Mutants as repairs
are being made. You will find yourself on an overlook and a Mutant is wreaking
havoc on the piping while his two buddies savage a corpse. Kill the destructive
fiend and his buddies who will otherwise scurry away to your right. The
bodyguard and repairman will appear to start the repairs.

Their health meters appear in upper right of the screen. Three Mutants will
charge the repair crew. Zoom in with the Sniper Rifle to take them out. The
guard will dish out damage to the Mutants but he will also take it from their
melee weapons. Don’t let them absorb too much damage. When the guard turns to
the right he is facing the next wave. Four Mutants will attack from the right.
Knock them out as quickly as possible. All the while the repairman is working.
Now watch for another pair from dead ahead and then four more from the right.
When they go down, the two below will move to the right to begin another repair.
Four more Mutants will attack from the right but two will also come up to your
position. Hit them with Wingsticks and help finish off the mutants below so the
two can get back to safety completing the mission. You will receive an Auto-
Loader for the Sniper Rifle and $200 for your efforts.

/ / / / / / / / / / / / / / / / CARAVAN COVER <JB03> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $200.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Make your way back to the “Job Board” and select, CARAVAN COVER and you will be
transported to that mission site.

Sniper cover is again required. A supply caravan is headed for the settlement at
Gun Barrel and the most dangerous part of the trip is getting away from town.
From an overlook, you will see the caravan coming from the right. Their health
meters are again on the upper right side of your screen. Bandits will arrive in
two vehicles and they will begin the assault. Help kill them and the caravan
will swing by below and again be attacked. Help eliminate the Bandits that block
their way and watch for a sniper on the bridge above them. They will also deploy
a few Remote Control Bomb Cars, which usually blow up on their own; target them
anyway to be sure. When the caravan again moves the mission is completed and you
are $200 richer for the effort.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

Go back to the “Jobs Board” and accept CLEAN THE SOUTHERN SEWERS and STOLEN
MERCHANDISE.

/ / / / / RESUPPLY THE WATCH TOWER <M025> and FELTRITE CRATER <M018> \ \ \ \ \
Reward: (Feltrite Crater) $200. Reward: (RESSUPLY THE WATCH TOWER) $175.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

Having won the Cuprino, go see Sheriff Black in his office. The northern
watchtower is in dire need of re-supply and with your new vehicle the Sheriff
offers you the mission RESUPPLY THE WATCH TOWER. Accept it and get to Mick’s
garage for your new wheels.

/ / / / / / / / / / / CLEAN THE SOUTHERN SEWERS <SC004> \ \ \ \ \ \ \ \ \ \ \ \
Reward: $100 and the loot from the scattered bodies.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / /

Select CLEAN THE SOUTHERN SEWERS to lay a path to the nearby waypoint and enter
the Southern Sewers. As you exit the manhole, three Muties will come over the
railing ahead and rush. Step back and take them as they approach the doorway.
Turn left at the motorized valve and go down the long passage. Five Mutants will
confront you at the exit of the service corridor.

Continue into the passage on the right and the cleansing is completed when two
more Muties go down. Reverse course and continue straight ahead down the long
corridor, turning right to get to the exit.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

You can now pursue the two missions to the north of town-one for the Mayor and
one for the Sheriff. You also have MIRACLE CURE and it will be pursued during
this foray.

Select FELTRITE CRATER to lay a path north, cross the road to your Cuprino and
drive north. There are two Authority Drone jumps along the route. Just start up
the rock ramp and boost through the first Drone while tilting your grill up.
This is called the “I Think I Can” jump. <J005> You can hit the Drone without
quite making it onto the rock shelf beyond, but if you make it you can exit your
vehicle and pick a rare Desert Spore near the Stanley Express mailbox.

The next Drone jump is a bit farther to the north. You will encounter a Bandit
vehicle patrolling the road in the area. Just boost up the rock ramp and through
the Drone. If you’re lucky you will also crash into the Sentry Tower, taking it
down as well. This jump is called the “Mini Gap Jump.” <J006>

You will encounter a Remote Control Bomb Car beyond that second jump. Boost past
it and you will then encounter Scorcher Clan Bandit vehicles when the Dead City
looms ahead near the highway ramps. Take out the three Scorcher Bandit vehicles
for the bounty and the $100 reward.

With the area cleared of vehicles and before continuing to the crater locate the
Stanley Express mailbox under the ramp to the right of the Scorcher Territory
entry area. The sewer hatch for the Northern Sewers is near it.

/ / / / / / / / / / / / / / THE NORTHERN SEWERS <S005> \ \ \ \ \ \ \ \ \ \ \ \
Reward: About $150 of loot.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

Enter the hatch and eliminate the two unsuspecting Mutants just ahead with your
Crossbow. As you advance you will be assaulted by three Mutants. Raid the
storeroom on the left. As you approach the door on the opposite side of the
chamber, the squeals of three Mutants precede them. Shotgun the clueless Mutants
as they approach the doorway. Raid the large chamber and the small storeroom
beyond. Kill the three Muties as you double back. Another Mutant will assault
you at the head of the stairs. Go down.

Go through the doorway and take the corridor on the right before the second door
with the bright light. At the end of the long corridor you will find the bone
pile and a lot of small objects on a rack. Three Muties will ambush you from
behind after you enter. Grab all the goodies and reverse course.

Expect three additional Mutants before you can turn right into the door with the
bright light. Pass through the doorway and another wave of four will come from
main sewer conduit. Take the circular conduit and kill the three Muties that
rush you and the three beyond. Make the left turn and four more will attack. One
last Mutant will charge as you turn left for the exit manhole.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / /

Sprint to your vehicle. Your exit from the sewer will probably get you a Vehicle
Combat round, requiring five kills for $125. Fight the Scorcher Bandits and when
you have secured the area, take a minute to make the jump from the broken
highway. The jump is from the highway ramp above the Northern Sewers entry
hatch. Just speed up the ramp, align your vehicle with the Drone visible ahead
and keep boosting after you go airborne, tilting your grill up to hit the Drone
to complete the “Leap Of Faith” jump. <J007>

After the crash landing, select FELTRITE CRATER and follow the minimap’s path
onto the highway and into the canyon beyond, taking out the turret tower by
ramming it as you exit the tunnel. This tactic does little damage to your
Cuprino and saves Rockets. Farther along there is another turret tower to knock
down and likely another Bandit vehicle to kill.

Stop well short of the waypoint and use your Sniper Rifle on the two Bandit
sentries cowering behind the sandbags. As you mount the platform a couple of
Bandits will appear atop the Structure. Kill them-Wingsticks can be quite
effective-and loot the corpses if they are accessible. Ransack the area for
small objects. Don’t miss the “Collector Card: Shrouded Minigun” in the dark
interior of the cargo container.

Move onto the drilling platform and interact with the lever to reveal the
Feltrite core sample. Take it from the drill assembly. An additional hostile
will then attack you from atop the structure.

Swap to RESUPPLY THE WATCH TOWER and drive the minimap path through the canyon
back into Scorcher Territory and onto the highway ramp, killing the hostile
vehicles on your route to the isolated Northern Watch Tower. Take note of the
Drone hovering before the turn as you near the waypoint. Speak to Curtis to
complete the delivery and then go behind the tower and pick the Desert Spore
growing near the structure.

Before leaving the area, take the time to make the jump “Dedicated.” <J008> This
will involve hitting the Drone you seen hovering near the highway as you drove
to the Northern Watchtower. There is a low rock outcropping south of the Drone.
Speed onto it and keep boosting while tilting your grill upward. If you miss try
again, if your alignment was wrong you might end of in Kvasir’s Chasm, requiring
a long drive to try again.

/ / / / / / / / / / / / / / / / MIRACLE CURE <M021> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: Richard’s Apophis Infusion Recipe and its ingredients: One Bandage, two
Desert Spores and two Night Blossoms.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Select MIRACLE CURE and start the long dangerous drive to Crazy Joe’s Swamp. As
you speed east on the elevated highway you would normally stay to the right to
avoid the dropoff where the left lane ends. Drive up to the dropoff and locate
the hovering Drone. Back off and boost over the edge and into the Drone to
complete “Highway Hop.” <J009>

Battle your way through Scorcher Territory and then into Wasted Territory
following the minimap’s path to Crazy Joe’s Swamp to obtain the Night Blossom
for poor Richard’s wife. Visit with Crazy Joe and he will prattle about the
strange plants caused by the “Big Bang.” Swipe his “Collector Card: Crazy Joe”
and head into the swamp.

Crazy Joe has some insights into the strange plants growing after the strike. He
rambles about the Mutant problem, saying as how people believe the space rock
started the mutations in ordinary people; but, who knows, the Authority probably
has its hands dirty in the affair.

Exit Joe’s and take the water purifier and the Bandages near the dock. Start
into the water. There are five Night Blossom flowers in the swamp but only two
or sometimes three are living-which is live, which isn’t and how many seems
random. There is a Night Blossom just behind the shack and another farther down
near the bank. Check the bank across the river for another one among the tall
grass. Farther along there is another near a small boulder beyond the water and
another farther back near the shallow depression. Continue in the ravine and go
down into the dry depression to find two more Desert Spores.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: If you return to Crazy Joe’s Swamp later in the action, a Night Blossom or
two will have flowered again. This is one of the ingredients of the maximum
health extending formula, the Apophis Infusion recipe. Night Blossoms can also
be sold for $35 each-don’t sell em.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Before leaving the swamp area walk over to the Stanley Express mailbox. You will
hear the mechanical whine of an Authority Drone. Walk up the slope and you will
see it hovering beyond the rocky knoll. In order to hit it, align yourself with
it. Boost forward onto the smooth ramp and run up on that rough knoll on its
left. Don’t boost after going airborne or you will overshoot it. This jump is
called “Crazy” <J010> in honor of Crazy Joe, who doesn’t really seem that crazy
just a bit eccentric.

Brave the Wasted Bandit vehicles on your way back to Wellspring. Go to The Last
Chance Bar to see Sally for the bounty and then talk to Richard. He will give
you the formula for the Apophis Infusion. You will have to go to Engineering to
create the serum-you should have enough for two-and then go to your inventory to
inject it (the Use option) to extend your maximum health.

Take the Feltrite core to Mayor Clayton and he will give you the mission,
FELTRITE SAMPLE and $200 for acquiring the sample. <M026A> He wants you to take
the Feltrite to Doctor Kvasir so he can analyze it-what are those Bandits up to
now? Accept the mission and start for the Sheriff’s Office.

/ / / / / / / / / / / / DESTROY THE BOMB CATCHES <M027> \ \ \ \ \ \ \ \ \ \ \ \
Equipment provided: The RC Bomb Car Schematic and components: three RC Bomb Car
Kits; two Nanotrite Conduits, two Explosive Packs and two Small Battery Packs.
The reward upon completion will be $225.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Turn in the watchtower supply mission to Sheriff Black and he will offer another
mission. The Shrouded Clan is making remote control cars into moving bombs-you
have encountered them-and he wants you to destroy their production line. Accept
DESTROY THE BOMB CACHES <M027A> from the Sheriff. In addition to the $175
dollars for your last endeavor he also gives you the RC Bomb Car Schematic and
the components to build your own to use against the Shrouded Clan Bandits.


/ / / / / / / / / / / / / / Stanley Express <M028>\ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Rewards: $100, $150 and $200.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Before pursing any more main missions see Stanley in the cubicle under the
Sheriff’s Office’s stairwell. He has three deliveries: SETTLER POSTAL paying
$100, BANDIT POSTAL paying $150 and NORTHERN EXPRESS paying $250. Select SETTLER
POSTAL and he will be happy to pay if you can deliver on time. He calls his
delivery service The Stanley Express. You will be using one of Stanley’s armed
delivery vehicles.

SETTLER POSTAL: <SE01> There are three stops and naturally your passage won’t be
without opposition. Just follow the minimap’s path that updates as you achieve
its current objective. Kills on this route won’t earn the bounty, so avoid
rather than confront the Bandit vehicles. Just make contact with each of the
three red columns at the mailboxes to earn the $100.

BANDIT POSTAL: <SE02> There are four stops on this route and you will need to
boost and not get delayed by Bandit Vehicles. Some of the boxes are quite far
apart so hit it. Four on-time deliveries pay $150.

NORTHERN EXPRESS: <SE03> This route features six stops and starts with a
difficult jump and the delivery route takes you from one end of the map to the
other. The entire route is challenged and the only good thing is the money and
the fact that a checkpoint permits a restart without losing your previous
winnings. Successfully make six on-time deliveries and you earn $200. Good luck!
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Go to Outfitters and sell your extras to Coffer and stock up. Your pockets
should be bulging. If you have completed the Stanley Express deliveries you
should have about $3500. If you didn’t do so earlier, purchase The Medium Armor
Upgrade. Purchase both the Fat Mammas and Pop Rockets Schematics if you didn’t
earlier. For them to do you much good you will need sufficient Explosive Packs,
Buckshot and Fat Boys to fabricate the more potent ammo. Make sure you have the
components for at least one Lock Grinder. If not, purchase the fixins’ that you
don’t have-you will require an Electrical Wire Kit, a Hardware Packet and Small
Gears-don’t leave Wellspring without at least one Lock Grinder! Carry plenty of
ammo, grenades and Wingsticks-don’t be caught short, it certainly won’t go to
waste. Don’t forget ammo for your Cuprino.

Stop at the “Jobs Board” and accept the mission, CLEAN THE NORTHERN SEWERS and
then start for Mick’s garage.


/ / / / / / / / / / / DESTROY THE BOMB CATCHES <M027> \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $225. Equipment given: RC Bomb Car Schematic and components: three RC
Bomb Car Kits, two Nanotrite Conduits, two Small Battery Packs and two Explosive
Packs.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

You can now pursue both the Mayor’s and the Sheriff’s missions to the north.
Select DESTROY THE BOMB CACHES and exit Wellspring. Start for the Shrouded
Clan’s abode and waste the Bandit patrol vehicle. Stop just short of the
waypoint and hustle toward the Bunker, shot gunning the first pesky Remote
Control Bomb Car coming out of the Clan’s den.

Enter the Shrouded Clan’s stronghold before additional RC Bomb Cars emerge and
cautiously move up the long corridor. Drop the first of the five Bandits in the
open area ahead. This will alert the others and they will send three RC Bomb
Cars your way. Backpedal if necessary and shotgun them before they can get too
close. Continue sniping from the entryway. Don’t waste ammo on the guy behind
the bulletproof green window; he can’t be shot. When the carnage is completed,
loot the corpses. Loot any cars and car parts that have survived the scuffle.
Take the “Collector Card: RC Bomb Car” from the raised platform and take note of
the square opening near the red light near it. Open Engineering and build your
own RC Bomb Car and assign the option to a quick-use slot.

Deploy the RC Bomb Car into that square opening near the red light and pilot it
to the right near the flammable canisters. Explode the car to destroy the
storage units. Through the flaming breach you will now see two Bandits coming up
the lift to investigate the explosion. Snipe the Bandits and get onto the big
circular lift. Interact with the actuator to get it traveling down.

Move off the lift and stealthily turn right and check the corridor. Use a
Wingstick or a Steel-tipped Bolt to silently kill the Bandit in the corridor. As
you turn left, snipe the Bandits in the low area ahead. Use the corner for
cover. Both the Sniper Rifle and the Settler Pistol firing Fat Mammas should be
your best resource. Continue to snipe the remaining Bandits and have your
Wingsticks quick-equipped for those bold enough to charge your position.

Several Bandits in this large group of about eight will retreat to the adjacent
area. Advance cautiously and clear any that linger to the left of the storage
room. Loot the corpses and the storage area. Be sure to locate the “Collector
Card: Shrouded AR” in the corner on the storage rack.

Continue further into the stronghold and peek around the corner to eliminate the
remaining Bandits-usually two-that will try to ambush you in the adjacent
corridor. Grab the loot and move forward. Don’t miss the storeroom on your
right. Use a Lock Grinder to open the locked storage room. This room is a
treasure trove with ammo, Bandages, small objects, grenades and an Authority
Machine Gun, which vendors sell for $500.

Move ahead and take the items from the raised platform on the left and move into
the open pipe near the Bandages. After exiting you will hear voices and you will
encounter three Bandits in the open area to the left. With care you can
Wingstick one or two before they know you’re even there. Mop up-try the scoped
Authority Machine Gun out-and loot the chamber for car parts. You will hear
alerted Bandits ranting below your position.

Take note of the door on the left with the blue screen-it requires a key card.
Go down the short metal ramp near it and eliminate the two Bandit sentries in
the corridor. Move forward into the corridor and quickly enter the alcove on the
right to acquire the Key Card and many other useful items. Retrace your route to
get back up to the chamber with the door with the blue screen. If you’re spotted
just leave the enemy in your wake.

Before using the Key Card on the doorway with the blue locking mechanism, go to
the far side of the room and take the “Collector Card: Shrouded Heavy” from the
large pipe. Use the Key Card on the doorway and you will find yourself on a
balcony above another large assembly area. Grab the loot and the bottles as you
snipe the five defenders below. Watch for incoming grenades but they will
frequently fall short killing their own and demolishing your loot. Once the
assembly area below is secured, thoroughly loot it. There are numerous RC Cars,
several Explosive Packs and other useful items. An unseen Bandit will
continuously taut you as you steal their stuff.

Locate the glowing red light under the circular stairwell where you descended
and deploy another RC Bomb Car into the square opening. Pilot it to the next
flammable cache and explode it. Head into the fissure created by the explosion
and five Bandits will have returned to the area just ahead. A couple of them
will be on the upper deck and one will retreat into the side passage. Snipe them
from the flaming wreckage and then ransack the room.

Move through the circular doorway with the flashing red lights. Turn right and
go up the ramp. Three Bandits defend the area. Use the head of the ramp to
ambush them and move into the room to finish the job, using the available cover.

Start toward the corridor with the red-bordered door. Three Bandits will come
through it. Use the entry corner to snipe them and watch for one or two moving
in on you. Have a Wingstick handy.

Go through the red-bordered door, turn right and kill the Bandit near the ramp.
About eight Bandits will filter into the chamber to obstruct your passage. Stay
near the top of the short ramp to thin the enemy and have a Wingstick or the
shotgun shooting Pop Rockets handy for the bold one that comes calling.

A Bandit will be manning a turret weapon above the circular threshold. When all
visible targets are down, move in behind the metal plate on the railing ahead.
From there you can get a bead on this guy and he can’t target you. Continue
sniping into the large chamber from behind the metal plate until the chamber is
secured.

When the door on the far side opens, an armored Elite Shrouded Clan Bandit with
a minigun will come through the doorway with two other regular Bandits. Stay
near cover and toss a few grenades in his path to soften him up. Use Fat Mammas
and Pop Rockets to put him and his entourage down. Ransack the area.

Move ahead and as you start down the ramp, another armored Elite Bandit with two
sidekicks will stomp toward you. Back off and take cover in the previous
chamber. As the big guy approaches hit him with several grenades and then finish
him with Fat Mammas or Pop Rockets.

Secure the chamber by killing his sidekicks. Loot the corpses and locate the
floor opening with the glowing red light. Deploy an RC Bomb Car and pilot it to
the flammable tanks and detonate it.

Hustle through the burning wreckage. Get onto the lift and start up. Explosions
are rocking the place and the Shrouded Clan is trying to escape to the surface
by going up the ramps. They aren’t paying much attention to you so shoot only
when necessary. Use the scant cover provided by the metal crates to avoid their
attention. When the lift arrives, get off immediately. Sprint around the
walkway, blasting any Bandit in your path with Pop Rockets. Keep moving, heal if
necessary, and hustle to the exit because more Bandits will be making it to the
top of the Bunker. Killing them is secondary to escape. Enter the Wasteland for
some peace.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Select FELTRITE SAMPLE <M026> to lay a path. If the sentry tower to the south is
still intact, snipe its gunner or ram it so it doesn’t target you when you
travel the area. Drive north run up onto the ramp and ram the sentry tower near
the overpass.

Once again Scorcher Bandit vehicles will confront you and a four kill, $125
reward round should be active. The approach to Kvasir’s abode is under the
elevated roadway. As you approach it ram the sentry tower under the roadway and
then one just beyond the lab’s entry.

/ / / / / / / / / / / / / DEFIBRILLATOR UPGRADE <M029A> \ \ \ \ \ \ \ \ \ \ \
Mission acquired at Doctor Kvasir’s lab.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / /

Grab the “Collector Card: Sentry Bot” from the base of the rock ledge to the
left of the Lab’s entry and find the Desert Spore not far from the Stanley
Express mailbox. Use the call station to contact Doctor Kvasir who will swing an
entry bridge contraption into place. Cross it and interact with the lift’s
control station to get to Kvasir’s Laboratory.

Move forward and place the Feltrite sample on the counter. The mechanical arms
will tussle for it. He is very interested and will need to run tests on it,
which could take a while. You are also interesting. He examines you and detects
the Nanotrites coursing inside you-secrets, secrets-and he hasn’t seen an Ark
survivor in a long time. He warns you of the Authority and advises you of a
resistance movement-he seems quite sympathetic to the movement.

He maintains that you need a better defibrillator if long-term survival is in
your cards. He wants you to go to the hospital in the Dead City to get one. He
offers the mission, DEFIBRILLATOR UPGRADE and warns you of the danger you will
find there. He once worked in the hospital before the Authority sanctioned
abominations-horrors were housed there. He advises you that you must access the
city via the sewer system to find your way into the hospital.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

/ / / / / / / / / / / / / / / KVASIR’S SEWERS <S006> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: The skull pile loot and a Rocket Launcher.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

It is time to make a foray into the Kvasir sewer system; but, while it is near
the lab, it cannot be accessed from the chasm. Exit Kvasir’s Chasm by driving
under the highway structure. Battle any Scorcher vehicles you encounter and make
a “U’ turn and drive east onto the roadway you just passed under. This will take
you past the Northern Watchtower that you delivered supplies to earlier in the
game. Keep on the roadway and address the Scorcher patrol vehicle. When the
sentry tower appears on the right, take it out with a Rocket volley. The entry
to the Kvasir sewer system is just across the road from the tower, near the edge
of the dropoff, overlooking the lab. Do yourself a favor and park your Cuprino
east of the entry hatch near the exit hatch. It is also near the edge of the
dropoff.

Sprint to the entry hatch and enter the sewer. As you start forward to loot the
corpse, two Mutants will drop down and attack. Stay near the threshold to
channel their approach and put them down. Move ahead and go up the stairwell.
Four Mutants will be quickly upon you. As you start for the circular exits two
more will come screaming.

Go down the stairwell and one will come out of a floor grating and charge.
Several more will attack from the far side. Move ahead, exit onto the platform
and turn right into the conduit. The skull pile can be seen ahead and two Muties
will charge and then two more from a side passage as you get closer to the bone
pile. Loot the bone pile for the standard booty. The exit is via the nearby side
passage. The lack of loot in the sewer is made up for when you find the Rocket
Launcher gleaming on the landing before the exit manhole.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Exit the sewer and board your vehicle. A Scorcher Bandit patrolling the road
will quickly start targeting you. Waste the Bandit to secure the roadway and
start back toward the Northern Watchtower. Just before reaching it veer onto the
dirt roadway on the right. This will be where you tackled the Authority Drone
earlier. Park south of the highway near the towering rock outcropping. Locate
the sewer hatch near the rocks. It will be partially concealed by the dry weeds.

/ / / / / / / / / / / / / / / THE PLATEAU SEWERS <S007> \ \ \ \ \ \ \ \ \ \ \ \
Reward: About $275 worth of loot.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Start forward and a Mutie will come up the ladder well. Take the loot and drop
down. About seven or eight Mutants will begin to charge from ahead. You can
manage the rush with Wingsticks and Buckshot, but a Giant Mutant with a mortar-
like rocket Launcher will then appear as you finish the first wave. Immediately
hit him with Rockets-it will probably take four to put him down. If you haven’t
got the Rocket Launcher, use Pop Rockets to take him down. Even Wingsticks to
the head or throat can badly damage or kill the Giant. Quickly switch to your
shotgun to kill the next large wave of Mutants attacking from the far end.

Loot the corpse and take the items along the right wall of the spacious chamber.
A pair of Mutants will attack as you ransack the smaller adjoining chamber.
Enter the open doorway. Take the service corridor to a landing. Loot the items.
Turn left to be greeted by four Mutants. Continue into the conduit. Hold at the
exit and kill the three Mutants that charge. Take the items and continue through
the doorway.

When you come to another large chamber, move in far enough to lure the four
Muties who will come from a pipe to the left. Hold in the doorway and take them
out as they come to you. Grab the loot. Mutant noises can be heard as you
interact with the closed door to gain access to the large chamber beyond. About
a dozen Mutants will attack from the far side. Hold your position in the doorway
to channel them into your muzzle. Reload when possible-this wave keeps coming.

Exit via the “MAINTENANCE AREA” doorway. Half a dozen Muties will come across
the large chamber. Once again use the doorway as a chokepoint. Move into the
conduit for the standard loot from the bone pile. The exit is via the side
corridor.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Before departing from the Northern Watchtower area, drive back east, kill the
ever-present Patrol vehicle and re-locate the Kvasir Sewer exit hatch. You will
be overlooking Kvasir Chasm and there is an Authority Drone hovering just over
the dropoff as you look northwest past the exit hatch. This jump is tricky. You
must simply align yourself with the Drone, going over the edge just to the right
of the sewer hatch. You must boost a bit or you will plummet to your death in
the deep chasm, but too much boost will take you over the Drone and it is a long
drive back for another attempt. Good luck with “Science Makes You Crazy.” <J011>

You must now be low on ammo and going to the Dead City with low supplies is a
death warrant. You will also want to purchase some Rockets for your new Launcher
as well. Start back to Wellspring to re-supply. Select SALLY’S BOUNTY to lay a
path and battle the Scorcher Bandits as you make your way back to town.

Stop by the Second Chance Bar to collect from Sally and then make your way to
the Sheriff’s Office to collect the $225 for the foray into the Shrouded Clan’s
abode.

Make your way to see Coffer at Outfitters supply house. You should have well
over $4000, if you have done the Stanley deliveries and completed the Vehicle
Combat challenges. Your foray into the Dead City will be a perilous one. You
also have some sewer cleansing jobs to tackle. Take plenty of Wingsticks,
Buckshot, grenades and the components for the more potent ammo types. Take a
couple of Lock Grinders and if you’re low on Bandages, cough up a few bucks for
some. Rockets for your newly acquired Launcher are available so buy some. Don’t
forget Homing Rockets and Shields for your Cuprino.

Stop by the “Jobs Board” and collect CLEAN KVASIR’S SEWERS and CLEAN THE PLATEAU
SEWERS.

/ / / / / / / / / / / / / / STARKY’S CHALLENGE <M030> \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: The Magnum Grill, good for ramming.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Stop by the Wellspring Speedway and accept STARKY’S CHALLENGE from the cocky
gent. If you beat him he will give you the “Magnum Grill” for your Cuprino. Good
for rammin’ Bandits but it isn’t a must. It’s just nice to hear him moan and
groan when you kick his arrogant butt.

Starky’s larger vehicle isn’t as maneuverable or as fast yours, so just don’t
get hung up on the walls or get rammed too often and he is easily beaten, though
he doesn’t take the news so well

Select CLEAN THE NORTHERN SEWERS and get to Mick’s Garage and start toward the
Dead City in Scorcher Territory. Destroy any challenging Bandit vehicles as you
drive to the sewer hatch.

/ / / / / / / / / / / CLEAN THE NORTHERN SEWERS <SC005> \ \ \ \ \ \ \ \ \ \ \ \
Reward: $100 and whatever you can loot from corpses.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / /

As you move forward a pair of Muties will attack. Turn right into the corridor
for three kills. Go down the stairs and four more will charge as you pass
through the doorway. Continue ahead through the next doorway and turn right.
Three Muties will charge and the cleaning is completed.

Continue forward, turn left and left again to get back to the Wasteland. Select
DEFIBRILLATOR UPGRADE and sprint north toward your vehicle. A Scorcher Bandit
may target you. Keep going past your vehicle and go under the roadway following
the minimap path.

/ / / / / / / / / / / / / / DEFIBRILLATOR UPGRADE <M029> \ \ \ \ \ \ \ \ \ \ \ \
Reward: An upgraded defibrillator doubling your resurrection power.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Walk the drainage area under the highway structure and move into the sewer pipe
to enter the Dead City Streets.

As you emerge into daylight you will see three Mutants feeding on a corpse-take
them out. Continue along the fractured street killing another three Mutants as
big footfalls shake the highway above. When your way is blocked, kill the Mutant
that comes from the doorway and then enter it. Take the ammo and grenades and go
up the stairs.

Move through the collapsed masses of concrete and into daylight. You will get a
brief glimpse of a truly colossal Mutant. As you move ahead the cackling of
Mutants is heard and half a dozen Mutants will filter into the plaza, attacking
from the structures ahead. Wingsticks work particularly well against them in
this open area. Something big then emerges farther ahead, exploding through a
wall.

The Giant Mutant is toting a mortar-like rocket launcher. He won’t come close so
stand off and snipe. Any potent ranged weapon can do the job. Your newly
acquired Rocket Launcher will get the job done. The scoped Authority Machine
Gun, targeting his head between his rocket volleys is a good tactic and will
save other types of ammo. Ten or twelve Wingsticks to the throat will also do
the job. Just move back and forth to avoid his volleys and nibble away and he
will drop with very little danger to you.

Start across the crumbling plaza and kill the two or three additional Mutants
that jump from the structures ahead. Enter the demolished structure on the far
left side and climb the four flights of stairs. As you turn up the ramp a
gigantic hand will take a swipe at you. Don’t worry about him for now. Keep
going.

Continue into a room with both ammo and loot; but, when the entry is suddenly
blocked behind you, there is no way out. Move into the adjacent room and the
gurgling of Mutants precede an attack by eight snarling fiends. They will crash
through the boarded over windows and come up through the floor. The last of the
vile creatures will linger outside the room and will have to be shot through the
slats to allow an exit. Have the shotgun loaded with Buckshot for this
onslaught.

When the Mutants go down, exit via the newly exposed crack in the wall where the
door has fallen away. Descend through the rubble and a pair of Mutants will
fling fireballs from the balconies far ahead. Sniper them and as you proceed
three Mutants will emerge from either the drainage pipe or the rubble.

Move into the tall structure and loot the site including the dead-ended
stairwells before going down the inclined pavement into the Plaza. A wave of
four Mutants will precede the emergence of another Giant Mutant. Unlike your
last encounter, this Giant will pursue you around the plaza, using melee tactics
and slinging goo to momentarily blind you. Additional regular mutants will drift
out of the rubble to disrupt this skirmish. Use Wingsticks on the Mutants and
load Pop Rockets into the Double Barrel, hitting the goo-spewing freak whenever
you have a shot. It will only take three or four volleys to bring him down. Just
keep moving and healing if necessary. There may still be a Mutant or two to kill
after the big guy goes down.

When the Muties have all evaporated, take the “Collector Card: Kraken” from the
bloody alcove where the Giant Mutant emerged. Grab the ammo and the Cloth Rags
on the bench. The stairwell down is the only outlet, so descend and the roar of
something big can be heard as an enormous creature moves off.

Your passage will soon be impeded when you encounter a heavily barred gate. When
you try to open it, the breaker trips. Follow the power cable into the storeroom
on the right. Loot the place and don’t miss the Small Gears in the nasty-dirty
sink.

Reset the electrical breaker to power-up the gate. This summons five charging
Mutants who will attack from two sides. Kill them and activate the gate controls
and move down the stairwells to a grisly chamber festooned with hardened Mutant
slime.

The wheezing gurgle of a mummy-like Slime Mutant can be heard. These truly nasty
Mutants will puke goo and they are much more durable than your average Mutie.
Before it detects you, cook a grenade to soften it up and turn the tough critter
into mutant-burger with a Pop Rocket to the torso. If you use the Double Barrel
a single two-shell Pop Rocket blast will get the job done. Interestingly these
guys don’t immediately evaporate, so they can be looted, if they haven’t gone to
little pieces-which, by the way, is the best way to address them-the heck with
the loot.

Enter Dead City Central via the double doors. You are now in what was once a
small shopping mall–a slimy one now-and the only exit, the escalator, is gated
and has lost power. Search the premises in peace but there is precious little
loot. You can, however, find a “Collector Card: Slime Mutant” on a small table
near a bright lamp.

Before following the cable to its power source raid the locked room using a Lock
Grinder. The loot is definitely worthwhile but a snarling grunt hints that foul
creatures have discovered your incursion.

Follow the power cable from the escalator gate switch to a tightly gated
enclosure. There is no way in, so target the explosive tanks near the side door
and dash through the burning frame after the explosion. Grab all the loot and
then close the electrical breaker to power up the gate.

Start for the escalator’s control switch and the pig-like squeals of Mutants
fills the air. A Slime Mutant quickly follows the first charging Mutant. Once
they go down and you interact with the gate, a wave of half a dozen or more
fiends and another Slimer will attack. Start runnin’ and gunnin.’ Try to save
your Pop Rockets for the Slime creature by using Wingsticks on the “normal”
Mutants whenever possible. If you have to get a second wind the Defibrillator
may help out by electrocuting some of your tormentors.

When the Muties are down, go down the broken escalator to what was once a lobby.
Exit and the gate closes behind you. Go left past the sculpture and take the
ammo from the crate. Stay at the top of the stairwell. The sounds of five
foraging Mutants can be heard below. Snipe a couple and greet the rest with
Buckshot as they charge up the narrow stairwell.

Make your way down past the “HEXI NEWS” van and welcome the pair of late
arriving Mutants with some hot lead. Enter the doorway on the far left side and
move up the stairs. Go along the grisly walkway and up the stairs to an area
with several dilapidated shacks.

The gurgle of Mutants can be heard but they won’t show until you advance. Back
off and use Wingsticks and Buckshot to kill the six charging Mutants. Continue
through the dismal Mutie-town and make your way up the stairwell. Don’t miss the
locked room on the left. Use a Lock Grinder for access. It contains worthwhile
loot, including four Feltrite Crystals.

Continue up the spiral staircase and move along the walkway and through the
wreckage to a gated overlook. If you haven’t done the sewer mission where you
acquire the Rocket Launcher, take the Rocket Launcher from the dispenser. This
heralds in the Giant Mutant whose hand you seen earlier. The destructive entry
of the Giant has blocked the exit, trapping you on the small overlook. You can
re-supply your Rockets as often as necessary from the dispenser. You will likely
be visiting it often-don’t run out or you may be dry at a critical point. Make
sure to have Bandages quick equipped.

The Giant will begin to rip chunks of concrete from the building and will hurl
them at you. Dodge those concrete slabs as much as possible. When the red icon
appears on his chest, you must target it to stagger the colossus. When that hit
is registered, the King Kong-like Mutant will advance and flail at you. Get onto
the ledge if you were in the low area. The laser emanating from its head more-
or-less telegraphs the direction of the attack-so move the other way to limit
your damage. When the spot on top of his head glows and the red icon appears,
hit it with a Rocket. You will have to repeat this procedure three times to take
this big guy down and his final flailing attack is more prolonged than the
previous two.

Re-supply your Rockets before departing through the fissure on the left. Grab
the munitions and move down the stairs, taking the health supplies from the
gurney as you travel down.

Use a Wingstick on the two Mutants in the medical computer room and use a couple
of Pop Rockets on the aggressive Slime Mutant that follows them. Continue
through the trashed medical room and pass through the bloody corridor and
address the Mutant when the area opens up. Use a couple of Pop Rockets or
Wingsticks to take out the aggressive Slime Mutant. Loot the area and go up the
escalator.

Go up the broken escalator and be ready for another Mutant. He will be up near
the bloody hand, tossing fireballs while a Slime Mutant attacks. Go up the next
escalator and a Mutant will attack and be followed by another Slime Mutant.

Continue along the grisly hallway and go into the room on the left and when the
bloody door slides open go into the medical laboratory beyond. Loot the room and
then take the upgraded defibrillator from the counter.

Stay put as the building is rocked by a tremor. A Slime Mutants appearance is
preceded by disorder in the adjacent room and three Mutants will follow him,
attacking through a newly opened hole in the wall. Employ Pop Rockets to quickly
eliminate the Slimer and the three Muties that follow. Once they are down go
through that gap and down the stairwells until they are blocked. Don’t miss the
loot in the small end table. Take the corridor and loot your way to daylight.
Move straight out into the sewers to get back to the Wasteland.

Your vehicle will be a ways off since you cleansed the sewer so sprint to it to
minimize any damage you take form nearby Scorcher vehicles. Select CLEAN THE
PLATEAU SEWERS to lay a path and fight your way to the waypoint.

/ / / / / / / / / / / / / CLEAN THE PLATEAU SEWERS <SC006> \ \ \ \ \ \ \ \ \ \ \
Reward: $100 and whatever you can loot from the corpses.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Enter the sewer and move down the ladder. A half dozen Mutants will precede a
Giant Mutant. This time he will use melee tactics and spew goo as he chases you.
If you quickly dispose of the wave of regular Mutants, you can tackle him alone
It isn’t easy to get a bead on him with your Rocket launcher because of his
pursuit so tag him with Wingsticks and use Pop Rockets to put him down.

Enter the doorway in the adjoining chamber, move through the service corridor
and turn left into the large conduit. A rush of six Mutants will charge up the
slope. Back off and use Wingsticks and Buckshot to take them out.

Continue into the next large chamber and take the door on the left. Four Muties
will charge only after you enter the chamber. Continue across and enter the
doorway. A Mutie will charge from the pipe ahead. The gurgling of Mutants can be
heard even before you move through the maintenance door. You should be able to
Wingstick all three of the Mutants before they know you are there. This
concludes the mission. Make your way to the exit across the chamber and into the
conduit. Exit the sewer via the side passage.

/ / / / / / / / / / / / CLEAN KVASIR’S SEWERS <SC007> \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $100.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Get to your vehicle. Select CLEAN KVASIR’S SEWERS and blast the Scorcher patrol
as you drive to the waypoint. Once again park your vehicle southwest of it near
the exit hatch. Sprint to the waypoint and enter the sewer.

Go down the corridor and up the stairs. A wave of six or more Mutants will
attack at the top of the stairs. Go down the other stairwell, through the
corridor and Mutant sounds start as you step onto the landing. Six irate Mutants
will charge from the long conduit to the right. When they go down the cleaning
is completed. Move down the long conduit and exit via the side passage on the
right.
/ / / / / / / / / / / / / / / / / / / / / / \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \

With DEBIBRILLATOR UPGRAD selected, board your vehicle and address the nearby
Bandit patrol vehicle. You are now only a short jump from Doctor Kvasir’s Lab.
Just boost off the cliff to clear the deep chasm and you’re there. Speak with
the Doctor to complete this portion of the mission and to get the new
defibrillator installed. You now have twice the resurrection power

He explains that his research has shown that the Bandits are turning the
Feltrite into an explosive accelerator, which could have dire consequences for
the residents of the Wasteland. He has neutralized the sample but he wants you
to get it to Mayor Clayton.

Return to your vehicle and get back to Wellspring. Talk to Sally in the bar and
then go see Mayor Clayton to inform him of the ominous development. He thanks
you for your troubles and rewards you with $200.

/ / / / / / / / / / / / / / / / WELLMASTER <M031> \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Mission acquired from Mayor Clayton.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

An alarm will sound as you speak to the Mayor and he will ask you to check
things out-he thinks Carlson, the Wellmaster, is just jumpy but he gives you THE
WELLMASTER mission to be sure.

Make a quick trip to Outfitters to grab some supplies first. You should have
well over $4000 so don’t skimp. Purchase ammo, grenades and Rockets for your
Rocket Launcher. While they are expensive at 5 for $75 it is always prudent to
carry around 20. The available Viper Rockets (5 for $100) are expensive and less
useful. Make sure you are carrying the components for Lock Grinders, Wingsticks,
Fat Mammas etc. Sell all your extras including those four Feltrite Crystals.

At the “Job Board” accept the mission, A PROPOSITION. <JB05A> Re-select THE
WELLMASTER.

The Wellmaster’s building is between the bar and the Mayor’s office. Enter
Wellmasters to see Carlson. The threat to the town is real. Ghost Bandits are
ransacking the tunnels and are threatening to poison the town’s water supply. He
needs you to get the toxin before they can carry out the threat. He gives you
twelve Electro Bolts for your Desert Striker Crossbow. He tells you to shoot the
Electro Bolts into water whenever the enemy has his feet wet. Accept HIJACKED
WELL from Carlson.

/ / / / / / / / / / / / / / / / HIJACKED WELL  <M032> \ \ \ \ \ \ \ \ \ \ \ \
Reward: $200 and loot including two Feltrite Crystals and a box of Pinkies.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / /

Enter the well tunnels through the nearby hatch. Talk to the injured worker who
informs you that there are Bandits just around the corner. Equip the Crossbow
with Electro Bolts and creep forward and electrocute the Ghost Bandits in the
water below.

Descend, loot the corpses and slowly advance. Two Ghost Bandits can be heard
talking in the side room to the right of the corridor. Cook a grenade and toss
it in and then loot the room. Wingstick the Bandit that charges as you ransack
the side alcoves for loot. Take the central corridor to a ladder. When you hear
the Bandits below, equip the Crossbow, creep forward and electrocute the three
in the water below before they can scatter.

Move into the passage, go left at the “T” and use a Lock Grinder to access the
locked room. Start toward the filtration room and your presence will be noted.
Hold near the entry and use the Sniper Rifle or Settler Pistol to kill the
sniping Bandits active on the catwalk across the room. Have a Wingstick quick-
equipped for the one that charges. Move into the chamber and go up onto the
stairwell on the right. As you proceed around the walkway half a dozen Ghost
Bandits will attack and one will hang back and fire at you.

Follow the walkway around and shotgun the Bandit that charges at the turn. When
you come to a pile of bodies a lone Bandit will drop down and attack from above.
When you try to exit the gate slams shut. Four more Bandits will enter-the last
will open the exit gate as he comes at you. Have the shotgun and Wingsticks
ready for the onslaught in the small chamber.

Move out into the upper area of the filtration room. As you proceed around the
catwalks a pair of Ghost Bandits will confront you and another will fire at you
from the far side. Snipe him and expect four more Bandits to attack as you move
around the catwalk.

In the adjacent storeroom three more will attack-two will charge but one will
hang back with a ranged weapon. After killing the chargers, either snipe around
the corner or cook a grenade for the one hiding behind the crate. Loot the place
and head down the stairs.

Just around the corner six or more Bandits are infesting the long corridor and
several have ranged weapons. The floor isn’t wet enough for Electro Bolts to be
effective so use your sniper on the distant targets and Wingsticks on the
charging ones. If you maintain a position near the stairwell watch out for
grenades. They have plenty and they like to use them.

As you loot the bodies, look for a ladder in an alcove on the left. Climb the
ladder for both loot and the “Collector Card: Mine.”

Go down the stairs onto the landing and when the unsuspecting Bandits are close
together fire an Electro Bolt into the water. Move onto the stairwell and when
the Bandit walking sentry spots on the far side sees you, electrocute him when
he jumps down into the water. Descend and do the same to the three that follow.
Use the shotgun or Wingsticks if needed. There will be two more Bandits in the
side passage. Use an Electro Bolt to take them out and the gate beyond them will
open.

After you enter the adjacent room the gate closes locking you in. There are
three Bandits to deal with. One stays on the upper platform using a ranged
weapon and he may also toss grenades. His two sidekicks will charge. Hide behind
one of the columns, kill the chargers and then snipe the Bandit on the platform.

When the area seems secured, hit the control switch to lift the gate and three
more Bandits will enter and re-close it. Again, two will charge and the other
will stand off to target you from above. Yet another identical wave will follow.

When it is clear, open the gate again and two more Bandits will charge. Loot the
bodies and pass through the open gate. Go up the stairs and take the two
Feltrite Crystals near the left wall in the next room. The sounds of an intense
firefight can be heard.

Move along and a Wellspring’s commando will kill the Ghost Bandit ahead. Take
the loot and after you descend the commando will lead you to where they are
battling the Ghosts Bandits.

Use your Sniper Rifle to help annihilate the Bandits as the gate controls are
being jumpered open. When the gate opens some of the security personnel will
move in. Stay near the entry and keep sniping the Bandits that enter from the
far side. Use Wingsticks on any that charge your position. When you run out of
targets take the ammo and the “Collector Card: Valder” at the end of the passage
and then move in with your shotgun to mop up any survivors. Loot the bodies,
move onto the grated walkways and interact with the structure in the middle to
get the toxin canister out of the chemical injection system.

Stand near the injection equipment and use the control switch to activate the
lift mechanism. Climb the first two stairwells and grab the box of Pinkies in
the alcove. Continue up another flight to a wall ladder. Climb up, look up and
interact with the hatch to get topside.

/ / / / / / / / / / / / / / / DEADLY DELIVERY <M033> \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: None.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Make your way across town to report to Carlson in Wellmasters.  You are rewarded
with $200. He believes that Doctor Kvasir needs to examine the deadly toxin and
gives you the mission, DEADLY DELIVERY. Accept it and he urges you to not let it
fall into the wrong hands.

Visit the store to sell your surplus and to top off your ammo. The Dynamite
Bolts Schematic is on sale for $155-a real bargain. These Dynamite Bolts are
extremely deadly and beef up your growing arsenal immensely. Buy it and make
sure you have at least six Explosive Packs and plenty of Steel-tipped Bolts to
manufacture several batches of these deadly missiles. Six Steel-tipped bolts and
one Explosive Pack produce six Dynamite Bolts. Make sure you have plenty of
Rockets for the Cuprino’s turret. At this point, even after your purchases, you
should still have well over $3,500.

Get to Mick’s and take your vehicle into the Wasteland to see Kvasir. On the way
you will be offered a bonus mission to collect the seven Feltrite meteors whose
orbits have decayed allowing them to fall to Earth. Speed through the canyon,
boosting to pass through each of the meteorite’s smoking column before they can
dissipate. If you can get all seven, they are worth $175, but you keep as many
as you get, making it a very lucrative drive. Expect another Vehicle Combat
reward of $200 for eliminating four Scorcher Bandit vehicles near the Dead City.

Enter Kvasir’s laboratory. Seems like the ole fella’ has been a resistance
fighter since fleeing his position at the hospital. He is developing a weapon
for the resistance and this toxin may be the needed ingredient for his device,
which may be a game changer against the ruthless rule of the Authority. It is a
mind control device and the toxin may allow him to complete his formula.

/ / / / / / / / / / / / / / / SECRET DELIVERY <M034> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: The Schematic for Mind Control Bolts and the components to fabricate
six.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

He needs you to take a sample batch of his Mind Control darts to Elizabeth
Cadence whom you can find in the Wellspring bar. Accept SECRET DELIVERY and
hurry back to Wellspring, knocking out a couple of Bandit vehicles on the way.

/ / / / / / / / / / / / LIBERATE CAPTAIN MARSHALL  <M035> \ \ \ \ \ \ \ \ \ \ \
Reward: None.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Mick will warn you that Authority patrols are active in the town. Get to The
Second Chance Bar. Talk to Sally and then find Elizabeth at the end of the Bar.
She is now speaking.

She takes you in the back and informs you that Authority informants could be
anywhere. The resistance has had an eye on you and believes you should be
brought into the fold. Captain Marshall, the resistance leader, is a captive in
the old prison. He must be rescued before he is transported to Capital Prime
where he will disappear forever. Accept LIBERATE CAPTAIN MARSHALL and she will
give you a Security Card so you can get access through the perimeter gate. When
the chance arises, she wants you to test the Mind Control Bolts that Kvasir gave
you-the Authority Enforcers may look like robots but inside the metal is flesh
and blood.

Go to Outfitters to stock up. You will soon be fighting Authority Enforcers and
they are armored. Regular ammo won’t generally get the job done from this point
on. Make sure you have plenty of potent ammo like Dynamite Bolts, Pop Rockets,
HE Rockets and Fat Mammas from here on out. Although expensive the Authority
AV2X rounds are also a prudent buy, purchase an extra carton of the armor
piercing rounds if you favor the weapon. Offset some of your costs by selling
your Feltrite Crystals from the meteor storm. Go to Engineering and construct
those Mind Control Bolts as well as other potent rounds like Dynamite Bolts.
Before leaving Coffer make sure you are carrying at least five “Ingredient”
packs-things like Electrical Wire Kits, Feltrite Power Packs, Small Gears,
Hardware Packets etc. for construction of Lock Grinders and other necessaries.
As always don’t forget Rockets for your vehicle.

Get to Mick’s and follow the minimap path toward the prison’s waypoint. When you
reach the highway you will experience another Feltrite meteor storm. Race to the
smoke columns, boosting to retrieve the Feltrite while fending off the Bandit
patrols. Stop well short of the prisons entry.

There is a pair of turret gunners on the upper structure of the entry and they
aren’t easy to snipe. Use the cliff on the left as a screen and zoom in on them
with your Sniper Rifle or just fire a Rocket into their alcoves for painless
kills. An additional Authority Enforcer may also be present on the towering
structure.

Regain your vehicle, drive close and use the Security Card for entry. Go forward
and drop through the open hatch on the right and into the narrow fissure. Follow
it to the Authority Prison entry hatch. The voice on the speaker indicates that
a transfer is imminent but you have no time constraints on this mission.

There is no enemy activity in this initial area so be sure to explore. You will
find the EMP Grenade Schematic in a side room as well as other items-don’t miss
the Schematic or you will have to double back or start from your last save. Use
the new EMP Grenade Schematic to assemble some EMP grenades and assign them to a
quick-use slot.

Exit the area and follow the power cable to a room with a glowing blue Power
Generator. It feeds the deadly energy field that is blocking your passage. Toss
an EMP grenade at it to short it out. Note that EMP grenades will adhere to
surfaces. When the Generator fails, the PA voice reports a problem in grid nine-
your grid.

Move along and take the ammo and the “Collector Card: Power Supply.” The power
disruption has caused an alert. Move into the adjacent chamber. Another
Generator is feeding another energy barrier. Stay behind the stone column near
the entry and use a Dynamite Bolt to kill the Enforcer patrolling on the upper
walkway. Another Authority Enforcer, sporting a blue energy shield will enter
the chamber. He can and will pass right through the barrier.

Stay back to deal with him. You can actually snipe his exposed shoulder area
around the shield but shorting them out is surer. Don’t waste your EMP grenades
on shielded Enforcers. Short the shield with a pair of Electro Bolts, exposing
them to gunfire. Don’t hesitate to take him down. The unshielded enemy wears
body armor but is susceptible to AV2X armor penetrating rounds, Dynamite or Mind
Control Bolts, Fat Mammas or Pop Rockets once the shield fails. Even a few
close-up rounds of Buckshot will get the job done.

Once a shielded enemy’s shield fails, he will immediately move onto the glowing
blue grid on the floor. These panels are regenerating stations for their
shields, so kill any exposed Enforcer before he can regenerate his shield.

Raid the Enforcer’s corpses, if anything remains. Pulse rounds for your shotgun,
AV2X rounds even components are now common pick-ups. Pulse rounds, like Electro
Bolts, deliver a static charge as well as the wallop of a shotgun shell.

Go down the stairs on the left for some ammo and then knock out the Power
Generator with an EMP grenade to defeat the energy barrier. Three Authority
Enforcers will accost you in the next chamber. Eliminate the first. If one is
staying under cover and tossing grenades your way, try to tag the other with a
Mind Control Bolt. You can then take control of the semi-delirious Enforcer and
walk him into his buddy. Detonate him to kill them both.

There is no Power Generator in the room supplying the force field. Move into the
side room, grab the Feltrite Power Packs and the other items and toss an EMP
grenade through the window at the Power Generator in the next room.

Move through the portal and the opened gate beyond. When you see the next Power
Generator, half a dozen Authority Enforcers will repel into the room and one of
them will have a shield. Use the tall column for cover or retreat into the prior
chamber to battle them. Use Dynamite or Mind Control Bolts to quickly dispose of
them. The Enforcers will drift into the fray, so take them out as they come.
Either swap to fire Electro Bolts or Pulse rounds at the shielded Enforcer or
hit his exposed areas with a Dynamite Bolt for a quick kill.

Drop the energy barrier by knocking out the Power Generator. Take the water
purifier in the alcove and move on to the adjacent room. Take the ammo and
grenades from the crate and enter the next room. Look through the barred
windows. You will see a Power Generator on a slightly raised platform. Raid the
dark recess in the wall for some useful items and the “Collector Card: Giant
Mutant.”

As you pass into the next room, an automated turret gun activates. If you
retreat you can’t hit the Generator with an EMP grenade through the barred
windows, so quickly crouch down behind the crates near the entry to get out of
the turrets field of fire. Peek around the crate to locate the short stairwell
and sprint to the concrete pedestal to its left. This is again out of the
turrets sightline. Hit the nearby Power Generator with an EMP grenade to short
it and the turret.

As you turn the corner into the hallway, another automated ceiling-mounted
turret defends it. Sprint forward and duck into the corridor on the left. Use
the walls to shelter out of the turrets sightline. An Enforcer will soon appear
near the turret. Locate and eliminate him and then sprint forward to the end of
your sheltered corridor, again placing you out of the line of fire. Toss an EMP
grenade at the Power Generator visible through the hole in the wall to
neutralize the turret.

Another automated turret gun, mounted on the ceiling, commands the adjacent
room. The room is filled with crates so enter and sprint forward and shelter
behind the crates on the right side of the room. From that position you can
shelter behind the stacked crates and hit the Power Generator in the adjacent
room with an EMP grenade. Take the Feltrite Power Packs and AV2X ammo before
continuing on.

About half a dozen Enforcers, including a shielded Enforcer will attack in the
next room. Hide behind the crates to take them out. Hit them with a Dynamite or
Mind Control Bolt and walk him toward a buddy for a dual kill. Several of the
enemy will jump down from the catwalk into the action. Raid the corpses, if
there are any. Take the AV2X rounds from the opened cell and take out the Power
Generator to drop the energy barrier.

Continue up the three stairwells. Take the items from the niche on the right,
including the “Collector Card: EMP Grenade.” Continue into the cellblock and
three Authority Enforcers-one shielded-will need killing. Try using a Mind
Control Bolt on one of the Enforcers and walk him next to another for a double
kill. Use a couple of Pulse Rounds to drop the shield of the other Enforcer and
drop him before he can regenerate it. Note that shooting a Pop Rocket or tossing
an HE grenade near a shielded Enforcer’s feet can thrown him off balance,
exposing him to conventional fire.

Loot your way through the rooms-there are two Feltrite Crystals on a storage
rack-and when you come to another energy field a pair of Enforcers are guarding
a cellblock housing snarling Mutants and Captain Marshall. Look through the
window and two Enforcers are loitering below. Before you are spotted use a Mind
Control Bolt on one and use him as a human bomb to kill the other. If one
somehow escapes, watch for him to come up the stairwell beyond the control
console.

Drop the field with the control station. Three Mutants will be released and will
claw their way toward you. Don’t enter the cellblock. Face the walkway and
Wingstick or shotgun them as they come at you. Make your way counterclockwise
around the cellblock. You can practically smell the nastiness of the loot-less
cells. Captain Marshall will call to you from below. Continue around the
cellblock, take the loot near the stairs and go down the stairwells to the lower
cellblock.

Release Marshall with the control station to the right of the door. Security
however comes back on line, again blocking the exit. Marshall will now have to
hack the control device to facilitate your escape; but half a dozen Authority
Enforcers will start to filter into the area including a shielded one. Take
shelter behind the device and hold them off while he works. If you have Dynamite
or Mind Control Bolts, use them for sure kills.

When the enemy is down and the energy barrier defeated, Marshall grabs a weapon
and leads the way out. After descending a couple of stairwells, stop and raid
the locked room in the back area-Marshall will be impatient but will wait-take
the two Feltrite Crystals, ammo and the “Collector Card: Marshall.”

Follow Marshall and take the ammo and supplies and then continue with him into
the courtyard, exiting into the open air. You must now protect Marshall so go
for quick kills. His health meter appears on the screen.

Three Authority Enforcers will immediately challenge. Take them out and after
you advance, an Enforcer will man a turret gun on the balcony ahead and will be
supported by two more. Use the Settler Pistol equipped with Fat Mammas for one-
shot kills to the head or use a couple of rounds to their torsos.

Advance again and three more Enforcers will enter the action. Two will come down
from the balcony; the third will re-man the turret gun. When the area is
secured, Marshall will lead you to yet another energy barrier.

You must now find a way to drop the barrier. Go down and take the ammo under the
balcony overhang and then go up the opposite stairwell from Marshall. If you
stand a short distance from the energy barrier, you can just see a Power
Generator behind the turret weapon. Toss an EMP grenade at it to drop the field.
You will have to aim just below the upper frame of the door or it may fall short
and hit the rail, falling uselessly into the courtyard. Grab the ammo near the
opened portal and sprint to the far end for more ammo and the Feltrite Power
Pack on the HVAC unit-nothing will hamper your collecting it at this point.

Move around the balcony to drop the field near Marshall with the control switch
near the barrier. Marshall will now start to rig a power module to overload to
blast an opening in the prison wall; but an Authority vessel has arrived and is
dropping Enforcers into the courtyard below. Continue to keep an eye on
Marshall’s health meter.

As he works, man the turret gun on the balcony to annihilate the enemy repelling
from the ship. The gun will overheat if used too long so watch the meter atop
the screen. Note that using the turret is optional-it is much easier and safer
to shoulder your Rocket Launcher and blow them away as they land. You can
usually get them before they can deploy their shields. If given the chance, they
will take shelter behind the debris below, prolonging the ordeal.

When the area is secured, approach Marshall and he will tell you to back off and
take cover. After the blast, he goes into a service room to run a bypass but the
lift falls during the process. He is fine but he tells you that you must find
your own way out to get back to Elizabeth.

An Authority Enforcer blows the nearby door open. Take him out with a Pop Rocket
and then go through the door. Grab the items and the “Collector Card: Shield
Guard” and make your way through the corridors to the crevice where you entered
the prison.

Enter the Wasteland, climb the ladder and get to your vehicle. Battle your way
through Scorcher Territory, taking out five Bandit vehicles for the $250 reward
and Sally’s bounty. Just outside of town Elizabeth will call, saying Marshall
has already made it back.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / /

As you leave Mick’s Garage you will see Authority Drones in town and the PA is
active with Authority propaganda. Head into The Second Chance Bar, see Sally and
then enter the back entry and take the “Collector Card: Elizabeth” on your way
down the stairwells.

Captain Marshall informs you that after the prison break you are now persona non
grata to the Authority and that you can be of great help to the resistance. Like
it or not-he welcomes you to the movement. Your Ark has a computer drive that
could be invaluable to the resistance. If the Authority gets it, that could mean
disaster for both them and any Ark survivors. The drive may contain extremely
valuable information on the Arks, their locations, supply caches and DNA data.
Each acquired drive fills in a piece of the puzzle. He needs you to get back to
your Ark before the Authority locates it. Accept RECOVER THE ID DRIVE from
Marshall.

/ / / / / / / / / / / / / / RECOVER THE ID DRIVE <M036A> \ \ \ \ \ \ \ \ \ \ \ \
Mission acquired.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

They urge you to hurry but take the time to stock up on ammo before departing-
you never want to be caught short. Most of the enemies from now on will be
tougher, so stock up on supplies to manufacture the potent rounds. EMP grenades
and Pulse rounds are now available-buy a few. Top off your vehicle’s Rockets as
well. Top off your supply of Explosive Packs, Hardware Packets, etc. to
construct Lock Grinders, Wingsticks, etc. Sell all your extras including all
those Feltrite Crystals. Consider selling off most of your standard pistol ammo.
A dozen rounds sell for $3 and if you’re still using them, you better stock-up
on Bandages. If you have the, at this point, rather inadequate Assault Rifle,
sell some it its rounds-if your inventory is maxed out, you can pick up more as
you go.

See Sparky if you need Shields or you have used your Armor Restore.

You will now be returning to the Ark where the game began and the “Job Board”
has a pair of missions you can pursue while in that area. Stop at the “Job
Board” and accept both STOLEN MERCHANDISE <JB04A> and A PROPOSITION <JB05A> if
you didn’t before and accept the new job THE EXCHANGE. This mission will begin
upon acceptance.

/ / / / / / / / / / / / / / / THE EXCHANGE <JB06> \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $200.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Sheriff Black is making an exchange with the Authority. These affairs never go
well and he needs sniper cover of his own. If you can successfully complete the
task there will be a reward of $200 and a live Sheriff in Wellspring.

The exchange is taking place far below, but suddenly laser sights sweep the
Sheriff. Locate the snipers by following the red beam of their laser sights.
They will filter into the action and are distant targets. It will take two or
three shots to bring each one down. Once the action starts the two Authority
Enforcers participating in the exchange will also have to be put down. Watch the
Sheriff’s health meter and be aware that these guys shoot back.

/ / / / / / / / / / / / / / / RC PROTOTYPE <JB05B> \ \ \ \ \ \ \ \ \ \ \ \ \ \
The mission is accepted.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Select A PROPOSITION to lay a path and follow it to reach the Hager Settlement.
Elizabeth will warn you of increased Authority activity in the area. They are
now searching for your Ark and its precious information drive.

Stop and see Phallinx Hager. He will offer the mission, RC PROTOTYPE, which will
take you back to the Shrouded Bunker to steal a more powerful prototype remote
control bomb car from the Clan. Accept it and change your mission back to
RECOVER ID DRIVE. You need to retrieve it before the Authority does.

Dan isn’t at the Hager Settlement but you can say how-do to Loosum, Durer, Halek
and the others before departing for the Ark site. Throw a few Wingsticks or buy
a few items for old times sake. Depart for the Ark.

/ / / / / / / / / / / / / RECOVER THE ID DRIVE <M036> \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: None.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Select RECOVER THE ID DRIVE to lay a path. Near the Ark site an Authority ship
hovers and deploys a pair of Enforcers before moving off. Park your Cuprino at
the top of the grade. The Authority Enforcers have placed barriers below. Take
out the unsuspecting Enforcers below with Dynamite Bolts for quick kills. Follow
the path to the Ark site. Interact with the central console to retrieve the ID
Drive. An Authority Drone hovers in the sunshine outside the hatch.

Upon exiting be prepared for a pair of Authority Enforcers. Once they’re
eliminated a ship will deploy two more. Use your Sniper Rifle or Dynamite Bolts
to neutralize the threat.

With the ID Drive in hand take the time to complete STOLEN MERCHANDISE. You’re
near the entrance to the Wasted Garage and it pays a fat $200.

/ / / / / / / / / / / / / STOLEN MERCHANDISE <JB04> \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $200.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

The Wasted Clan has stolen some booze but its owner doesn’t really care about
the booze-he wants the thieves’ dead and will generously reward their
executioner.

Make your way into the Wasted Garage. Bandit voices will be prominent as you
near the first doorway. You will now be reversing the course you took into the
Wasted Garage earlier in the game. Begin sniping from the cover of the entry.
There are three Bandits in the near area of the garage. Watch for a charger as
you snipe and greet him with a Wingstick. Start deeper into the garage and snipe
the three hostiles ahead and the one on the stairwell beyond.

Go up the stairs and snipe the two Bandits from the cover of the bathroom. Move
clockwise around the area and Wingstick the charger in the hallway. There are
four Bandits in the adjacent area. One will likely greet you at the doorway.

Move clockwise along the windowed outer wall. Go up the stairwell and through
the gap in the wall. There are three Bandits in the next room and one will
charge. Snipe the other two and collect the booze and $200 for your efforts.

With no easy way out, reverse course and make your way back to the exit. This
time nobody is trying to steal your wheels, which is parked on the dusty road
above.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Select RECOVER ID DRIVE to lay a path and drive back to Wellspring, eliminating
five Bandit vehicles as you go for the $150 reward and the bounty.

Mick advises you that the Authority is looking for you. Leaving town should be
your priority. Olive, standing near the bar, says the Authority is about to
place a garrison in town, reinforcing Mick’s dire assessment of the situation.

Talk to Sally and then see Marshall in the secret room below the bar. There is
still unfinished business. He will get the drive to Lessard as soon as possible.
It seems that the Authority is using programmed Nanotrites to experiment on and
control the Mutants. They are modifying their genetics to further their own
selfish purposes. The resistance needs the experimental data stored in the Dead
City for analysis and assessment of the problem and to expose their true
intentions. As the resistance movements’ only available foot soldier, it seems,
you are to return to the dangerous Dead City to retrieve that data from a server
in the main laboratory building. Accept LOST RESEARCH DATA. <M037A> Take the
items Marshall offers and head out.

You have the option of speaking to Richard at the bar to acquire an upgrade for
the defibrillator, cutting its recharge time. Since we have been selling
Feltrite, this isn’t feasible and the task is optional-take a pass on FINDING
FELTRITE. If you are using the device enough for this to be a problem-slow down
and be more careful. Hey, listen up; the good guys are depending on you!

Before departing make sure you are very well stocked with ammo and supplies
before heading back to the Wastelands. You should have ample funds to do so-as
much as $5,000.

/ / / / / / / / / / / / / / / RC PROTOTYPE <JB05C> \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: The Advanced RC Bomb Car Schematic and its components: an RC Bomb Kit, a
Nanotrite Conduit, an Explosive Pack and one Small Battery Pack.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Select RC PROTOTYPE and exit Wellspring. Follow the minimap path to the Shrouded
Bunker. Commence operations by killing the three Bandits guarding the lift.
Silently take down the first with a Wingstick. A silent kill will allow you to
skewer the heavily armored Elite Bandit with two or three Dynamite Bolts. It
will take three Dynamite Bolts or a volley of Rockets to put him down. Kill the
last of the three Bandits and take the lift down. Two hostiles defend the
corridor ahead and they will spot you before you exit the lift. One of them will
likely retreat to ambush you as you make the turn.

As you turn left into the large storage area half a dozen Bandits will filter
into the battle from the far side and will use cover to snipe at you. One of
these will be an Elite. Continue around through the red-bordered doorway and
another pair will defend the hallway with ranged weapons.

Look down into the assembly area and snipe a couple of the five Bandits. Back
away from any grenades they throw. Several will retreat and one or more may come
up to pay you a visit. Rubble is blocking the other passages so continue through
the opened Key Card door.

A large force of Bandits, including an armored one, can be seen below the large
open windows. Use your Rocket Launcher or Dynamite Bolts on the Elite Bandit.
The splash damage from a Launcher volley may injure some of the others. Continue
sniping until the remaining Bandits retreat.

Descend the spiral stairwell and loot the area. Take the RC Bomb Car Prototype
from the table. One of the Bandits may have retreated up the staircase and will
fire down at you. Kill the hostile and move up the stairwell.

Move ahead and board the lift. Five additional Bandits won’t make your path to
the exit easy. They are spaced out in the corridors, defending the exit, so keep
eliminating them as you move forward. Exit to the Wastelands.

Return to the Hager Settlement. You will be given a six kill, $200 Vehicle
Combat round as you travel through Wasted Territory. If you make a detour by
going left at the pass where you removed the blockade for Dan early in the game,
you can check Crazy Joe’s Swamp for Night Blossoms-at least one will have
flowered.

See Phallinx at the Hager Settlement. He will give you the Schematic and the
parts to fabricate an Advanced Remote Control Bomb Car. Top off your ammo at
Halek’s store, keeping in mind that Mutants and Authority Enforcers now infest
the city. Select LOST RESEARCH DATA and set out for the Dead City.

/ / / / / / / / / / / / / / LOST RESEARCH DATA <M037> \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: None.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Follow the minimap path, waste any challenging Bandit vehicles and park near the
highway and make your way into Dead City Central. The initial pathway is linear,
so make your way into the first structure and help yourself to the bounty. You
will now be reversing your prior route out of the hospital.

Proceed up the stairs and after the lights dim a Mutant will charge. Use a
Wingstick or your Combat Shotgun loaded with Buckshot to take it down in the
narrow hallway. Move up the hospital stairwells and go through the gap and into
the laboratory where you procured the defibrillator upgrade earlier.

Continue through the gory room and the gory corridor. As you make your way
toward the escalator an Authority Drone will see you and summon seven Authority
Enforcers. Stay atop the area and snipe the Enforcers below. Shift your position
to avoid the grenades and to locate additional targets as they snipe and throw
grenades from the lower area.

When all visible targets are down, descend to the lower level and root out any
survivors. There will usually be one hiding in the area below the main lobby.
Search the corpses and return to the upper lobby for loot including the
“Collector Card: Drone” which is on a table beneath the escalator.

Continue down the escalator to the lower area and go through the door on the
left. Follow the bloody corridors into the laboratory. A blast will rock the
wall ahead. A pair of Authority Enforcers will enter via the alarming doors
ahead, and one is shielded. Use an EMP grenade or static rounds to take out the
shield. If you have a Mind Control Bolt, hit the first to appear and walk him to
his buddy for an explosive interaction ending in death for both.

As you mount the stairs the gurgling of a Mutant can be heard and an Authority
sniper will kill him before you can. Ease forward, following the beam of the
laser sight back to the sniper on the balcony. Target his head with a Fat Mamma
for a one-shot kill or knock his helmet off with a sniper round and then take
him out with a headshot. He has support near the Rocket Launcher dispenser; so
toss a grenade his way while dodging the grenades the Enforcer is lobbing your
way.

Enter the structure through the door above the launcher dispenser and follow the
beam of the laser to the Authority sniper. Quickly put him down before he spots
you. As you advance a pair of Authority Enforcers will come up from below to
challenge your passage on the narrow walkway. Snipe them from the cover of the
doorway or cook a grenade and take them out.

Continue down the stairwells and you will be among the Mutant hovels you passed
through earlier. A pair of sweeping laser sights will betray the presence of
snipers on the bridge. Locate them through the clutter and put them down before
they switch from Mutant hunting to you. Make your way through the shantytown and
go down the steps, along the gory walkway and turn right into the structure and
then go out into the open area.

An Authority ship will begin deploying forces on the far end of the area. The
three troops, one shielded, will quickly advance. Stay near the entry but be
prepared for incoming grenades. Use Dynamite Bolts on the Enforcers and hit the
shielded one with an EMP grenade or a static round or two before taking him
down.

Advance and peek around the overturned vehicle to snipe the Enforcer manning a
turret gun high and to the left near the “Speed Limit 60” sign. Sniper him-you
may encounter a “dead spot” where your shots don’t register-and go up the slope,
then the stairs to the gun emplacement. Grab the ammo near the dead gunner.
Cross the courtyard and enter the Mall.

You will hear Authority banter, so carefully move across the room and get a bead
on an Enforcer through the energy field. Take him out and then kill his
sidekick.

Go into “Ostretsov Investments” and a breach in the wall will allow you to
target the Power Generator in the next room with an EMP grenade. Stay back a bit
so it doesn’t hit the bars. It will bounce and stick to the Generator.

Move through the security lanes and locate the research data on the computer
near the bright yellow panels. The nearby door lock will de-activate. Enter the
room, take the ammo and the EMP grenades and use one on the Power Generator.
This drops the field allowing you to exit via the next set of security bays.

As you go up the escalator three Enforcers will drop down into the mall area
ahead. Kill the first one and move back down. Use the escalator as cover to kill
the aggressive one that comes down and then hunt down the third. Exit through
the double doors on the right into the street.

Move through the gory mess and go up the stairs until you reach street level.
Before leaving the stairwell you will see the laser sight of a sniper on a
balcony of the building across the street. Take him out from there and watch for
another sniper and an Enforcer jumping down to street level. You are now near
where you fought the Giant Mutant on your initial foray into the Dead City.

Move up the makeshift ramp near the red and white star emblem. Move cautiously.
An Authority Enforcer will be hiding amid the office furniture just ahead,
waiting to ambush you. In order to defeat the energy barrier you must go down
the stairwells in the nearby storeroom to locate the Power Generator. Take the
ammo and knock out the Power Generator. Go back up the stairs and through the
opened portal. Move down the stairs into the rubble.

Make your way along the faint path on the right. Go up the dilapidated stairs
and into the apartment via the wall breach. Enforcers are hunting Mutants. You
can hear them spotting the prey in the rubble below and shots are being fired.
Move down the incline to the apartment below and put a Fat Mamma into the
noggin’ of the sniper on the balcony whose focus is on the area below. As you
raid the corpse you will see a quick moving Mutant or two below.

Start down to street level via the many short stairwells. At the bottom an
Authority ship will deploy a pair of Enforcers, one sporting a shield. Hold your
ground near the stairwell to take them out.

Start for the far end of the compound and enter the tunnel created by the
crumbling concrete. Go down the stairs. Enforcers will be patrolling the open
area just ahead. Stay near the exit to eliminate the two Enforcers. Move up the
stairs to avoid any incoming grenades. A heavily armored Elite Enforcer with a
Pulse Canon will then approach. Don’t mess with this guy. As soon as he clomps
onto the scene, either hit him with Dynamite Bolts or equip your Rocket Launcher
and hammer him with Rockets. Stay in the entryway for cover to avoid the lethal
canon he wields.

Get out of the Dead City by going to the right in the depressed section of the
fractured roadway. Move up over the rubble and into the sewer and on to the
relative safety of the Wasteland.

Get back to Wellspring, battling the Scorcher Bandits who haven’t yet run out of
vehicles. Talk to Sally behind the bar and go through the back door to see
Marshall. Elizabeth has left for Subway Town to make preparations for their
arrival. It is now time for both of you to leave Wellspring, and Captain
Marshall has paved the way for a safe exit with a communications scrambler.
Accept SUBWAY TOWN <M038> and you and Captain Marshall and your vehicle are on
your way to Subway Town in his air ship.


/ / / / / / / / / / / / / / / SUBWAY TOWN  <S03> \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \


On the trip to Subway Town, Marshall reveals that he is also an Ark survivor. He
has been battling the wicked regime of the Authority ever since his revival. The
Authority has imposed totalitarian rule on the planet, a policy contrary to the
benign Ark mandate. They must be stopped at all costs. The resistance base lies
just below what is left of Crescent City-it is now dubbed Subway Town.

Follow Marshall into the Subway Town resistance base. You are introduced to the
local resistance operatives. Lessard, the technical expert, is using Marshall’s
Ark for technology, information and communications. He can use it to track
Authority communications and to communicate with other resistance cells.
Elizabeth is researching the Authority’s experimentation on the Mutants. Portman
is the arms expert. Saul is a resistance operative running the local garage. He
has your vehicle just above and he is your liaison in Subway Town. Subway Town
is sitting on a knifes edge with the Authority and the Resistance at odds and
Mayor Redstone can’t be trusted to not sell you out. Be wary of the citizenry’s
affiliations.

/ / / / / / / / / / / / / / GAINING INFLUENCE <M039> \ \ \ \ \ \ \ \ \ \ \ \
Reward: Only influence but you can steal Redstone’s “Blake Bobble Head” worth
$150.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Mayor Redstone, nevertheless, is the boss and you must get on his good side.
Accept GAINING INFLUENCE. Marshall wants you to be useful and gain his
confidence so you can get on to the real business of taking down the Authority.
Stop in Elizabeth’s lab and collect the “Collector Card: Authority Mutant” from
the tray and exit via the side tunnel where you entered. Take the lift to Saul’s
Garage.

Talk to Saul and exit the garage after his conversation. Go to the far end of
the level, move past the “Job’s Board” and go left toward the Fez Bar. Tough guy
Krug won’t let you into the bar until Redstone okays it. Turn left at the bar
and go up the stairwell. Vincent, the Mayor’s bullyboy, gives you a batch. Go in
to see the Mayor. It is plain that Redstone is a tyrant and that he has an iron
grip on the town. Steal his “Blake Bobble Head” anyway and accept the offered
mission, FOREMAN JONES. It is tendered as a test of your usefulness.

/ / / / / / / / / / / / / / FOREMAN JONES <M040> \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
This is just a transition mission to MUTANT EXPANSION.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

/ / / / / / / / / / / / / / / BRICK’S BOUNTY <M041> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $10 and one Racing Certificate per Bandit vehicle kill-double for
Authority Predators.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

You can now get into the Fez Bar so backtrack and head there. Krug stands aside.
Brick, the barkeep, is Subway Town’s Sally and he wants his liquor supply to be
stable. He offers BRICK’S BOUNTY for taking out Bandit vehicles and will pay
double for Authority Predators. Accept it and after taking out Bandit or
Authority Predators, return for your bounty.

Exit the bar, go straight ahead, turn left and go up the stairs to the next
level. Bear left at the guitar strummer and follow the corridor around to check
with Stew-the local black marketer. He has one item at a time, but it is sold at
a good discount. You can save money by checking with Stew before buying retail.

Go up the left corridor from Stew to Jani’s Supplies. The perky lass will be
your supplier in Subway Town. She has some new items including the Heavy Armor
Upgrade, the Advanced Wingstick Schematic and the Advanced Sentry Turret and
Sentry Bot Schematics. Time to spend some of that cash you been hoarding.
Purchase the Heavy Armor Upgrade for $750, The Advanced Wingstick Schematic for
$275 and the Advanced Sentry Bot Schematic for $375. Stock up on your favorite
munitions and the components to fashion them and your new attack dog-the
Advanced Sentry Bot.

The Wingstick upgrade builds sticks capable of hitting multiple targets. The
Advanced Sentry Turret Bot is a step above the Turret but isn’t worth anything
if you haven’t got the components to build them. The Advanced Sentry Bot can
really help on your foray into the Blue Line. Make sure you have the components
for three or more before leaving Jani’s. Sell all your extras including the
Bobble Head to defray costs and dump any ammo you aren’t using for cash. If you
need a Night Blossom or several to make a dose or two of the Apophis Infusion,
Jani has them-it is a good investment to extend your maximum health.

Leave Jani’s and go down the stairwell near the Mayor’s Office. Turn left at the
base of the stairwell and talk to old Norbu standing near the “Blue Line” sign.
He has extreme muscle and joint pain and has heard of a plant called Comet Bloom
that is a remedy for it. He is too old to do it himself but will give you a
handsome reward, $350, if you will get some for him. Accept COMET BLOOM from the
poor ole fella. He has information that it has been seen growing in a crater in
Gearhead Territory.

/ / / / / / / / / / / / / / / COMET BLOOM <M042A> \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Mission acquired.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Continue into the subway tunnel to find Foreman Jones at the end of the tunnel.
Muties have clawed their way into the Blue Line expansion project and he wants
you to wipe them out. Accept MUTANT EXPANSION. He tells you that you will have
to get to the troubled area by leaving town and entering the Blue Line Station
by the underground entry.

/ / / / / / / / / / / / / / MUTANT EXPANSION  <M043> \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $200, a lot of loot and six Feltrite Crystals can be found in the
mission area.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

You will now have to return to Saul’s to get your Cuprino. Exit the subway
tunnel, turn right, cross the depressed tracks and enter the garage. The
construction site is just outside the town. Drive to the end of the guardrail on
the right, park and start in on foot. Just past the sandbags, under the jutting
structure of the highway, on the right side of the path, you will find a Desert
Spore. Continue downgrade through the carnage of a past civilization and enter
The Blue Line Station.

Loot your way through the spread-out area, raiding the many corpses and
thoroughly searching every nook and cranny before and after passing through the
wrecked subway cars. Don’t miss the cash dispensers and vending machines. The
pig-like squeals of numerous Mutants are all around as you plunder. They won’t
attack so you can save your ammo as you proceed; but, if the opportunity
presents itself, kill any Mutie that lingers in your sights.

When you find the “guacamolity” café you will see lots of goodies locked inside.
Use a Pulse round or an Electro Bolt on the yellow relay box near the fenced
entry to force the gate open. You will find four Feltrite Crystals, Wingsticks,
Electro Bolts and the “Collector Card: Dyno-Mutant” inside. The cash machines in
the corridor can yield $50 or $60 as well.

Just beyond the café, before the restroom, you will find a dead-end passage
loaded with ammo and TNT. Take the TNT last. This will provoke an onslaught of
Mutants after the metal gate slams shut trapping you inside.

The first wave of five comes at you from under the nearly closed gate. Use your
Advanced Wingsticks to put them down as they crawl under the gate. When they
start coming over the railing, deploy your automated attack dog, the Advanced
Sentry Bot. The Sentry Bot is aggressive and will soon go over the rail to hunt
the Mutants surging into the lobby below. Have your shotgun handy if any get
past the ferocious little Sentry Bot. If you haven’t got a Turret or Bot, keep
busy with the shotgun and Wingsticks. After they quit coming over the rail, four
more will come down the hall. They will throw open the gate and charge. Meet
them with a barrage of Advanced Wingsticks and/or Buckshot. There are about
twenty Mutants in all during the entire encounter.

As you make the turn to the right four more Mutants will attack from the
opposite side of the concourse. Some will have lit dynamite so hit them with
Advanced Wingsticks to keep out of range of the explosives. The improved
Wingsticks may hit multiple targets and the Sentry Bot may still be active if
the Mutants didn’t destroy it-not that likely. Don’t let the dynamite Mutants
get too close.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: The Bot has a little red meter on your screen showing how much battery
life it has. You can interact with it to salvage parts to build another.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Start down the stairs and a half dozen more Muties will come charging up. Two or
more with lit dynamite. At the bottom of the stairs a Mutant will charge from
the exit door, showing you the route out. Ransack the computer room and move
into the subway car to exit.

In the next open area numerous Mutants will attack. Two will stand off and hurl
fireballs at you. Deploy a Bot as the initial wave surges at you and move to the
back corner to avoid the fireballs. Stay busy with your shotgun and Wingsticks
on the swarming fiends. Use Wingsticks to kill the fireballing Mutants as soon
as possible-the Bot should distract many of the Mutants, allowing you to do so.
Take down the dynamite toting Muties with Wingsticks before they close on you.
They may aid your cause when the explosions take out their own buddies; but your
Bot can suffer the same fate if it is caught in a blast or two.

Expect three more Mutants as you climb the stairs and turn right toward the
restroom. Take the Buckshot at the top of the stairs before continuing into the
restroom. The cackling just ahead will precede the attack of two Mutants and
another pair will charge as you turn right. A lone Mutie will drop off the wall
and charge up the incline. Turn left down the ramp for the ammo.

You will then find yourself in a large open area. Go right from the entry area
and face the steps. When the Mutants attack it will be mostly from the far end.
It is possible to handle the relentless stream of Mutants with your shotgun and
Wingsticks but that is why you have the Bot. Deploy one and have your shotgun
handy to support it.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: Don’t underestimate the killing value of your Advanced Wingsticks. They
can target multiple Mutants in this open area and will oftentimes return for
reuse. Even the Giant Mutant will succumb to around eight Wingsticks strikes to
the head or throat.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

When fifteen or twenty Mutants go down, the honking roar of something big can be
heard and a mortar toting Giant Mutant will enter the action. He will stay put
at the top of the stairwell but his escort of Muties won’t. Find cover at the
far end or behind the central clock pedestal, and, if your Bot was destroyed,
deploy another against the stream of Muties that will squeal in from the far
end.

To quickly dispatch the Giant Mutant, shoulder your Rocket Launcher or use
Dynamite Bolts. It will take four hits to drop him. Be prepared to shotgun or
Wingstick any Muties escaping the guns and claws of the Bot. The giant will
oftentimes aid your cause by killing his own little brothers with explosive
rounds but he may also get the Bot. When the Giant goes down, the influx of
Muties will stop.

Salvage your Sentry Bot and move up the wide staircase, around the wide passage
and down the incline. Muties will scamper down the slope. Go up the short
stairwell and into the short passage. When the gate closes, a horde of Mutants
will come screaming along the metal gratings from the far end. Put your back
against the wall and use the multiple targeting Advanced Wingsticks and Buckshot
to address the dozen Mutants that charge. A Bot can works magic in the narrow
corridor but using one isn’t necessary in the narrow passage.

You will soon enter a largely demolished waiting area. Move left along the
tracks and expect a Mutie to greet you and then three more in the narrow
trackway. Set the TNT charges, there are four charges to set, two on each side
of the turn. They aren’t on timers so there is no hurry. Loot the dead end track
way beyond. Go up the steps, loot the corpses and locate the detonator at the
back of the lounge.

After the explosion rocks the area, two giant Mutants will emerge one after the
other-the first to the left, the second from the right. Use Rockets to quickly
take them out because a horde of Mutants will then charge. An Advanced Sentry
Bot can greatly aid your cause at this point so deploy one if you have one.
Manage them with the shotgun and Wingsticks if you don’t. There are about twenty
to deal with. Watch your back-a few will emerge from the subway car.

It is now time to get out. Follow the power cable through the cars, the breaker
room and to the exit beyond. Move through the debris into daylight. Before
reporting to Redstone, it is time to check out the Subway Town Sewer. Make your
way back to the bridge and move onto the rocky slope on the west side of the
bridge to find the sewer hatch.

/ / / / / / / / / / / / / / / SUBWAY TOWN SEWER <S008> \ \ \ \ \  \ \ \ \ \ \ \
Reward: Approximately $300 in loot.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / /

Start along the stone walkway. Two Mutants will climb over the railing or come
through the doorway to greet you. Say hello with Advanced Wingsticks. At the
left turn, another will come over the rail. Three will charge at you along the
long walkway around the next left. Go up the stairwell and kill the Mutant and
then the one in the storeroom to the right of the stairs. Raid the shelf of
numerous small items in that storeroom and then take the other exit into the
adjoining corridor.

Two Mutants will charge from the left where the passage splits. Go into the
right tunnel and kill the two Mutants rushing toward you from the dead end
storeroom. Take the numerous small items on the shelves.

Double back and take the other fork. Two Mutants will attack as you advance
through the wet corridor and three more near the door with the bright light.
Take the side passage on the right before using the doorway. At the end you will
find another storeroom with a lot of small items on a shelf. Once again double
back and go through the doorway.

Start into the large conduit and three Mutants will charge even before you enter
the pipe and another three not far beyond. Take the loot at and beyond the left
turn and then proceed through the doorway. Two Muties will harass you before you
exit the narrow corridor and three more when you do.

Turn left on the center walkway and left again to get to a storeroom with the
bone pile with its standard loot as well as a few oil and gas cans. Continue
into the corridor on the opposite end. When the area opens up a couple Muties
will rush you and another on a walkway will toss fireballs your way. Snipe or
use a Wingstick on the fire-balling Mutant. Continue straight ahead to the exit.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Get to your vehicle and drive across the bridge to Subway Town. After leaving
the garage, cross the tracks and go down the long subway tunnel to report to
Foreman Jones.

Start back to see Mayor Redstone. Stop near the stairwell. Friday, wearing a
gasmask-like contraption, will warn you about messing with her Gearhead buddies.
At the top of the stairwell Gabe will tell you about a local businessman named
Dietrich who has a job and he will make doing it worth your while.

Vincent chides you on your little victory over the Muties as you enter the
Mayor’s office-wonder why the Mayor didn’t send him for the lil’ ole Mutie job.
Redstone is only a little impressed with your exploit and needs another job done
against a tougher foe, the Gearheads. The Gearheads are just a bunch of
Wasteland Bandits but they control the electrical supply to the town. The
Gearheads have a Plutonium/Feltrite compound that Redstone needs to end the
town’s reliance on the Gearheads for power. He has intel that it is locked up in
an old bank vault in the old city above. He gives you a key to the manager’s
office to aid your quest. Accept GEARHEAD VAULT from the cantankerous Redstone.

Exit the Mayor’s office and see Stew for his specials and then go to Jani’s
Supplies to re-stock. The Gearheads are higher tech than the other Bandits. They
wear stout body armor and deploy Sentry Bots. Take plenty of potent rounds like
Fat Mammas, Pulse Rounds, Pop Rockets, Dynamite Bolts, AV2X, HE Rockets, etc. in
order to survive the affair. Top off your Explosive Packs, Hardware Packet, etc
as well.

/ / / / / / / / / / / / / / / GEARHEAD VAULT  <M044> \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: none.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / /

The entrance to the Gearhead Vault is through the Management Office behind
Jani’s Supplies. Go behind the store, turn right at the “T” and the entry door
is marked with a blue and white “crescent” emblem. Enter and make your way
through the corridor and into The Gearhead Vault.

You will hear the gruff voices of the Gearheads as you advance. Raid the locked
room on the right using a Lock Grinder for access. Stand on the stairwell and
you will see the first of the Gearheads near the far wall. Make a headshot with
a Fat Mamma to put him down and take note of the hanging mines. Stay back on the
steps for now to avoid them because gunfire or incoming grenades can detonate
them. You don’t want to be in the blast zone. As warned, the Gearheads are tough
but also cautious. They will use cover and there is plenty in the cluttered
garage. They also like to throw grenades.

Target the Gearheads coming into your line of fire-Fat Mammas to the head are
one-shot kills. It will now take two sniper rounds to do the job-one to dislodge
the helmet and a second to kill. When the Sentry Bot shows atop the car, hit the
hanging mine to damage or destroy it and finish it, if necessary, with a sniper
or pistol round. Two hits with a Wingstick will also destroy Bots. When you have
killed four or five Gearheads, the survivors will retreat into the back area of
the garage.

Move behind the vehicles and begin sniping Bandits as they appear to snipe at
you. Toss grenades at those cowering behind cover. Be prepared for another
Sentry Bot entering the action. If you are close use a Pulse Round or snipe it
with a couple of Fat Mammas or with Wingsticks from a distance. Work your way
deeper into the garage, sniping the remaining Gearheads from the clutter.

When the garage seems secured, start toward the incline and a heavily armored
minigun toting Elite Gearhead will come clomping down it. Back off and use
Dynamite Bolts, Fat Mammas or Rockets to take him down. It will take four
Dynamite Bolts to the body to take him down. You can also target his head with a
Fat Mamma to take off the helmet. Shoot his exposed head with three more to put
him down. If you prefer, four Rockets or four humble Wingsticks will also do the
job.

Move up the incline to the next level and take the “Collector Card: Advanced
Sentry” from the white car as well as the other nearby loot. Move up the next
incline and a Gearhead will take the lift up, spotting you. A Gearhead wielding
a flaming club will then charge. The shotgun firing Pop Rockets is an effective
counter, but a Wingstick to the head or throat or a volley of Buckshot will also
suffice. Just ahead another Gearhead will need your attention near the flaming
doorway.

Flames block the triple framed doorway, so you must find a way to shut them
down. Loot the room and enter the bar. Raid the place before using the ladder to
access the level above. You will be on a wide cluttered walkway and you won’t be
alone.

A Gearhead with a flaming Club will rush you. Use an Advanced Wingstick to bring
him down. Start sniping from cover while tossing a grenade or two to help clear
the area ahead. Dynamite Bolts to the body or Fat Mammas or Wingsticks to the
head are also one-shot kills. The Gearhead Bandits will start a fighting
retreat.

About eight Gearheads will defend the circular gallery. Start a counterclockwise
circuit. Most will fire at you from cover but at least one more will charge with
a flaming club-meet him with an Advanced Wingstick. Continue around the walkway,
using the abundant cover to systematically eliminate the enemy.

When you get to another flaming barrier interact with the nearby valve to cut
off the fuel supply. Take the lift just beyond down a floor. A Gearhead will
loiter near a cash dispenser beyond the triple framed doorway. Take him out from
near the lift and the firefight will alert another Bandit in the adjacent room.
Shelter near the triple framed entryway and sniper the additional Gearheads that
will activate flame barriers and challenge you as you advance. They will also
snipe from cover and they will toss grenades. After a couple more kills the
survivors will retreat.

Move forward and snipe the remaining four or five Gearheads. Even before the
last goes down, another armored minigun toting Elite Gearhead will enter the
fray from the far end. Use Dynamite Bolts or your Rocket Launcher to put him
down. Make sure everyone is dead and then loot the area and the corpses. Don’t
forget the eight cash machines. There is a “Collector Card: Gearhead Shotgun” on
a planter in the side chamber back near your entry area.

The exit is on the far left side of the large area. When you move through the
computer rooms you will hear the heavy footfalls of a pair of minigun Gearheads
and flaming barriers will keep you in the cramped office area with them.
Eliminate the first with your Rocket Launcher-it is faster than the Crossbow-as
quick as possible. Move from office to office to avoid and then to kill the
second one. At times they will be close enough so a Rocket volley can damage
both, but don’t count on it. When both are down the flaming barriers will drop
allowing you to continue.

Before exiting the office complex, interact with the computer keyboards. There
is no interactive, but a mechanical “bonging” will sound from seven of the
computers.

As you approach the stairwell a Gearhead will kick a flaming barrel down the
steps and he will soon follow it. Step back and greet him with a Pop Rocket or
with an Advanced Wingstick to the head. Go up the stairs and when you come to
the sputtering airplane, wait until the propeller stops and sprint past it and
move into the vault. Move past the incinerator, take the gold bars worth $100
from the safe deposit box and then take the Broken Feltrite Power Cell from the
sparking device.

As you exit the vault an armored flame throwing Elite Gearhead will confront
you. His weapon doesn’t have a lot of range so knock him out with your Rocket
Launcher, with Dynamite Bolts, with Pop Rockets or with Advanced Wingsticks.

Near the airplane three Gearheads will challenge. The propeller will help you
kill them. When the propeller stops, hustle past. Just ahead the exit gate will
slam, blocking you in. On the other side of the plane a minigun Elite Gearhead
will burst through a wall. Take cover and allow him to be killed or damaged by
the propeller. If he survives or gets lucky and passes the blades, hit him with
heavy munitions to finish the job.

With the gate still in place, reverse course and exit via the rupture created by
the late minigun wielder. Move forward and as you descend the stairs two
Gearheads will enter the area below. One has a rocket launcher. Snipe them or
quickly dispose of them with Dynamite Bolts. Before descending the staircase,
jump over the low circular wall near the fallen statue and take the “Collector
Card: Gearhead Jet” from the chair. Go down the stairwell and continue around
the corridor on the left side of the chamber.

Shut off the fuel to the flaming barrier with the valve on the right. As you
move past the cash machines in the triple framed entry two Elite Gearheads with
flamethrowers will march in. Back off, wait until they are close together and
hit them with Rockets. The explosions can deal damage to both and their
flamethrowers don’t have much range. These guys move quite slowly and are also
easy prey for Pop Rockets, Wingsticks and Dynamite Bolts. If you can knock off
their helmets with a Fat Mamma or sniper round you can then decapitate them with
a Wingstick to the head or throat.

Move through the triple framed doorways and go down the incline into the garage
area. Drop down another level and reverse your inbound route to head back to
Subway Town. Before exiting, however, interact with the doorway on the left.
Jump the debris and enter the strange room to find the “Doom Marine Bobble
Head.” This unusual chamber was unlocked by your interacting with those seven
computer keyboards.

Exit the Gearhead Vault and use a Lock Grinder to raid the room as you exit onto
the concourse. The two Feltrite Crystals you find can be sold but the Night
Blossom in the sink is a needed ingredient for the Apophis Infusion that can
increase your maximum health.

Once again Mayor Redstone isn’t a happy man. The canister you acquired was empty
and he is worried that the Gearheads will blame him for the raid on their
territory-or maybe you have stolen it. He wants you to go to their power plant
and permanently redirect the electrical power leads into Subway Town. He also
wants you to decimate their ranks in the process to alleviate any possible
repercussions. He also advises you to replace your Cuprino with a tougher
vehicle. You will need to see Starky at the raceway to accomplish this. Accept
THE PRICE OF POWER and then go see Stew and then head for Jani’s to stock up.

/ / / / / / / / / / / / / THE PRICE OF POWER <M045A> \ \ \ \ \ \ \ \ \ \ \ \ \
Mission acquired.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / /

Once again you will be battling Gearheads so stock up on the components for
Advanced Wingsticks, Dynamite Bolts, Pop Rockets, EMP grenades, Bot components
etc. The enemy will only get tougher so spend some cash on the fixins’ to
manufacture the potent ammo, and buy some Rockets to keep your Rocket Launcher
relevant. If you have the other ingredients for the Apophis Injection buy
another Night Blossom to complete the serum and inject it to extend your maximum
health. Sell all your extras.

/ / / / / / / / / / / / / / / STARKY’S MONARCH <M046> \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: Starky’s Monarch, a heavily armored vehicle.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

Go down stairs and see the cocky Starky. He says his Monarch is yours if you can
beat him-he’ll never learn. Accept his challenge, the mission STARKY’S MONARCH.
Beating him is easy if you don’t get hung up on the turns. Just boost ahead of
him, grab the boost canisters and the Monarch is yours.

After acquiring the Monarch, see Sparky at the nearby counter and if you have
enough Racing Certificates buy the Heavy Armor Upgrade for the Monarch and make
sure you have enough Shields, Rockets and Pulse rounds for the Monarch’s canon.


/ / / / / / / / / / / / / / / / / / / / / / \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Subway Town “Jobs Board.” <JB07> This is a good time to check out the “Jobs
Board” and the heck with the demanding Redstone. There will be five jobs offered
during your operations in Subway Town. Each will become available after you have
visited the area involved. Since you have been to both the Blue Line Station and
the Gearhead Vault, both HELP WANTED and EVICTION NOTICE are available, taking
you back to those locations. Since you have visited the Subway Town sewer
system, CLEAN THE SUBWAY TOWN SEWER is also available.
/ / / / / / / / / / / / / / / / / / / / / \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \

Get to the “Jobs Board” not far from Saul’s garage. Accept all three available
missions. The Shrouded Clan has again attacked the Blue Line Station, and a
distress call has been sent. It was a massacre and your services are needed to
evict them. Make EVICTION NOTICE your active mission.

/ / / / / / / / / / / / / / EVICTION NOTICE  <JB08> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: None.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Get to Saul’s for your new Monarch, now sporting a powerful Pulse Canon. You
will only have to drive a short distance from the town. Start down through the
rubble and enter the Blue Line Station. As before the Shrouded Clan has been
active. Loot their victims and follow the cable into the waiting area. The Clan
is still killing the locals so keep your distance and start sniping the half
dozen Bandits. Snipe from cover into the large waiting area until the survivors
retreat. Cross the tracks and the two that retreated will obstruct your passage.

Just around the corner, the Bandits have placed an automated Turret on the metal
grating. Toss a high explosive or an EMP grenade near it to knock it out.
Advance and make the turn to the left toward the tracks. Three Bandits defend
the narrow trackway. Watch for incoming grenades. One Bandit, on the far end,
will target you with a ranged weapon. Secure the passage and move up the
incline. Kill the Bandit at the top and help the town’s security guards secure
the corridor leading into the open courtyard.

Advance and five or six Bandits will scramble, occupying the area near the
central clock. Release a Sentry Bot or take the time to Wingstick or snipe them
from cover. Raid the corpses and go up the short metal ramp. Another automated
sentry turret will fire on you from around the corner. Use an EMP or HE grenade
to knock it out. Salvage the turret for parts.

Move into the large restroom. Move through it and be prepared for five or six
Bandits in the low area. Don’t descend the stairwell. Snipe from the cover of
the corner. Locate and take out the Bandit manning the gun across the lobby at
the top of the stairs. Start sniping the Bandits as they look out from cover to
fire at you.

Exit via the short ramp into the subway car. Move through the computer room and
another automated turret will open fire as you start to exit. It is on the right
side of the doorway. Toss an EMP or HE grenade from the shelter of the computer
room.

As you enter that adjacent room another automated turret will open up from the
top of the stairwell. Sprint to find cover to the left of the stairwell and toss
another EMP or HE grenade to knock it out.

Just beyond a pair of Clansman, accompanied by a heavily armored Elite Bandit,
will challenge. Take out the two sidekicks and then the lumbering big guy with
the deadly minigun. Hit him with Dynamite Bolts or Rockets to take him down.

Continue around the corner toward the gleaming items and a Bandit will break
cover and jump over the rail. If you’re quick you can nail that first Bandit
with a Pop Rocket or a Wingstick before he gets away. Two or three Bandits will
then ambush you from behind. Seek cover and snipe them before helping yourself
to the lucrative pick-ups.

Exit the dead-end corridor, turn right and a Bandit will accost you. About half
a dozen Bandits will be in the area below the stairwell. Start sniping and when
the area is cleared, descend and be careful as you move around the right corner.
Another pair of Bandits may have retreated to defend the hallway. Beyond another
will emerge from the subway car and need killing. Pass through the subway car
and follow the cable through the next car. Make your way up the stairs and
through the corridor to the exit. Before heading back to Subway Town, make CLEAN
THE SUBWAY TOWN SEWERS active and sprint to the hatch on the rocky slope just
west of the bridge.

/ / / / / / / / / / CLEAN THE SUBWAY TOWN SEWERS <SC008> \ \ \ \ \ \ \ \ \ \ \ \
Reward: $100 and whatever you loot from the corpses.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Move onto the walkway. Use your Crossbow from your entry point to silently kill
the two milling Mutants. Move around the walkway and take down the three that
charge along the long walkway. Go up the stairs and kill the Mutant coming from
the floor grate. At the “Y” use your Crossbow to kill the two kneeling Mutants
and then the one just beyond. Don’t bother with the first corridor to the right
but you can bag two Mutants at the end of the second one.

Continue into the long conduit and four foraging Mutants won’t take notice until
you kill a couple of them with Bolts. Turn left into the narrow corridor and
kill the Mutant before the area opens up. Another pair of fireballers, this time
to the left, will need to be snipered. Continue into the narrow corridor and
four kills on the charging Mutants will complete the cleaning for $100. Continue
straight ahead to the exit.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Get to your vehicle and drive across the bridge and enter Subway Town. See Stew
for his special and then visit Jani to re-supply. Stock up. You will be taking
on Authority Enforcers in your next venture so buy accordingly.

Make HELP WANTED your active mission. Since your first venture decimated the
Gearhead Bandits in their vault stronghold, the Authority has decided to set up
shop there and they have installed Power Generators in preparation. If someone
can shut down their three mobile generators they might take a hint and move on.

/ / / / / / / / / / / / / / / HELP WANTED  <JB09> \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: None.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / /

Once again enter the Gearhead Vault via the Management Office behind Jani’s
Supplies. Take plenty of potent munitions and/or Authority Machine Gun AV2X
armor piercing rounds and a few EMP grenades.

An Authority Drone spots you as you enter, placing the Enforcers on alert. Take
cover and ambush the two Authority sentries that come to investigate. As you
make the turn to the left another Enforcer will be guarding the Power Generator.
An automated turret will also be on guard. Take the two EMP grenades from the
crate and kill the Enforcer. Toss an EMP grenade near the turret, knocking out
both the turret and the Power Generator.

As you advance two Enforcers, one shielded, will come down the incline. Take
them out and move up the incline to the next level. Climb up the rubble ramp to
the next level. Take the EMP grenades on the table.

Authority chatter can be heard as you approach the triple framed doorway. A
shielded Enforcer will approach. Knock out the shield with an EMP grenade or
static fire and take him down. There are two more Enforcers in the area. Hunt
them down and use an EMP grenade on the second Power Generator, dropping the
energy barrier.

Move through the corridor and take on the three Enforcers. One will be sniping
from atop the stairwell in the distance. Continue up the staircase and move
around the passage and ambush the patrolling Enforcer.

Continue through the corridors and go down the stairs. Two Enforcers, one
shielded, guard the last Power Generator. When one says that he has heard
something, let him enter the doorway and tag him with a Dynamite Bolt. If you
have a Mind Control Bolt, you can hit him and walk him toward his shielded buddy
for a double kill. Either way, secure the area and de-energize the last Power
Generator. Take the EMP grenades from the side room.

With the mission completed, reverse course and backtrack to get back into Subway
Town. Re-supply at Jani’s for another tussle with the tough Gearheads at the
power plant. Take plenty of potent ammo.

/ / / / / / / / / / / / / / THE PRICE OF POWER  <M045> \ \ \ \ \ \ \ \ \ \ \ \
Reward: None.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / /

With THE PRICE OF POWER selected as your active mission, enter the Wasteland and
be prepared for Bandit vehicles as you make your way to the power plant. When
you see the hovering Drone before the sharp turn to the left, ram the Sentry
Tower and be prepared for a $150 Vehicle Combat reward round, requiring five
Bandit vehicle kills. With the reward pocketed, take time to depart briefly from
the minimap‘s path by veering north and following the highway towering to your
right. Get onto it and stay left, driving off the fractured pavement and into
the Authority Drone for the standard loot. This is called “The Bunny Hop.”
<J012>

Continue on to the power plant, ramming the Sentry Tower not far from the
facility. There is an easy jump into an Authority Drone just southwest of the
power plant’s entrance. Just boost off the metal ramp for the standard booty of
the “In The Gears” jump. <J013> Yet another Drone dangles in the air not far
from the entrance. Might as well collect it. Drive northeast around the rock
face and drive up onto the ledges. You will have to locate the Drone and boost
to the edge and then fall into it. This is called the “Shock And Awe” jump.
<J014>

Park near the entrance of the power plant and take the “Collector Card: Monarch”
from near the entrance. Enter the Power Plant.

An unsuspecting, even normal acting, Gearhead is sweeping the floor near the
plant’s entrance. Decapitate him with a Wingstick. Gearheads will still succumb
to Wingsticks if you aim for the head or the neck-otherwise it may take two.

Grab the items and move down the hallway. Use the control switch on the yellow
wall box to shut down the arcing device blocking the way. The guy on the PA
speculates that Redstone has sent another guy to invade their domain.

When another energy field blocks the path, fire an Electro Bolt or Pulse Round
at the yellow switchbox on the handrail ahead to short it out. If you wait long
enough a Gearhead will shut it down as he comes for you. Continue along the
grating and go up the stairs for some items and then descend to the lower level.
Short out the energy field with static fire and then ransack the chamber.

Move up the stairwell into the offices. An Elite Gearhead with a minigun will
stomp forward. Use Dynamite Bolts or Rockets to quickly put him down. Another
Gearhead will then charge with a flaming club. Let him approach and then hit the
explosive tank on the right side of the passage or just meet him with a Pop
Rocket or a Wingstick. His buddy will hang back with a ranged weapon and must be
snipered.

Use a Lock Grinder on the locked storeroom for some useful items including two
Feltrite Crystals.

When you advance, a Gearhead from a distant catwalk will fire at you; and, if
you don’t kill him, he will drop down and advance with another Gearhead. A
Sentry Bot will fire from an overhead I-beam or will drop down and scurry toward
you. Kill the two Gearheads and then take the Bot out with a couple of Pulse
Rounds. Around the corner there is another overhead Sentry Bot. It is probably
easier to snipe the more distant Bot.

Move up the stairwell, going right to shelter behind the structure. There is a
pair Gearheads on the far side. Snipe them or target them with Dynamite Bolts.
Move around to the far end and shelter behind the metal plate on the railing.
Take down the Gearhead on the upper catwalk-above your former location-and when
the heavily armored Elite Gearhead with the minigun arrives on the lift, kill
him with Dynamite Bolts or your Rocket Launcher.

Continue around the walkway and shelter behind the rail’s plating as additional
hostiles appear ahead. Watch for a Sentry Bot scurrying toward you. Hit it with
a couple of Pulse rounds. Another pair of Gearheads will now block your way.
Snipe them-you can also throw the lever on the yellow junction box to administer
a static charge to anyone in its path. With all the hostiles down, move around
the walkway and go up the stairs.

Call the lift. This summons additional Gearheads from below. Step into the
protected alcove and equip your shotgun with Pop Rockets or Buckshot. Take out
any Gearheads that attack until the bell rings indicating that the lift is
arriving. Get on the lift and activate the controls.

You go up and up and up and when the elevator stops a Gearhead sneers that the
cables are being cut. The lift plunges and for a bit you are in darkness after
it hits. When the door squeaks partially open, crouch and move out.

Go up the stairwell for some minor loot. Move back down and as you advance
Gearheads will spot you. When they attack deploy an Advanced Sentry Bot. It
probably won’t last long but it will get their attention, allowing you to help
waste them. As you move forward a Gearhead with a flaming club will charge and
another will hang back with a ranged weapon. A Sentry Bot will challenge your
passage before you get to the stairs going down and another Bot will climb the
stairs.

Move down the stairs and turn right, climb the wall ladder, go up the stairs and
gun down the lone Gearhead. Use Pulse Rounds or EMP grenades to turn the two
Sentry Bots to salvage as come at you along the grating. Continue along the
walkway and a pair of Gearheads will jump out. Target them through the clutter.
At the far side of the catwalks three more Gearheads will target you, ducking in
and out of cover. Stay in cover the snipe them.

Move ahead and use the service corridor to get to the far side. Loot the dead
and move down the stairs. When you reach an open area, Gearhead chatter will be
heard and spinning knives will begin cycling overhead to restrict your advance.
Locate the locked room ahead and when the knives move away, sprint to the locked
room. Use a Lock Grinder to enter the storeroom. A flame throwing Elite Gearhead
will brave the knives and will quickly come for you. Use your Rocket Launcher to
hammer him. The knives may help finish him off.

Snipe the two Gearheads on the opposite side of the chamber from the cover of
the storeroom door. When both hostiles are down, get behind the central I-beam,
let the blades pass and sprint to the other side of the chamber.

Move up the stairwells and kill the two Gearheads visible through the doorway-a
third will charge with a flaming club. As you continue forward six or eight
Gearheads on the far catwalk will scramble. Quickly move left on the grated
walkway, go up the stairwell, turn left and take shelter in the alcove. Use the
duct to further protect yourself when you are targeted. Begin sniping the
Gearheads across the way. Fat Mammas and Dynamite Bolts work well. When a couple
of them come around to visit, hit them with Pop Rockets for quick kills.
Eventually one may come calling with a flaming club so be prepared for him.

When they quit coming start around but expect another wave of three or four. If
you have a Sentry Bot deploy it and/or find cover to take them out from range.
When you start down the stairs a Gearhead will attack with a flaming club if the
Bot doesn’t get him and another will snipe from cover.

Go down the stairs and into the electrical switchgear room. Go down the stairs
for some Buckshot and a suitcase and continue through the storeroom, then the
large electrical switchgear room. Go up the stairs and look out into the large
turbine bay. Kill the first unsuspecting combatant and shelter behind the metal
plate on the handrail to avoid enemy fire as you continue to snipe.

A bad guy or two with a flaming club will come calling and you may have to move
away from a grenade if you let anyone get close, but keep sniping from the
safety of the metal plate. You may have to enter the turbine bay to lure an
Elite Gearhead with a flamethrower. Use Dynamite Bolts or the Rocket Launcher to
take him out as he slowly advances. Additional Gearheads will drift into the
fray.

When you have secured the area move into the turbine bay and take out another
small group of Gearheads sniping from the switchgear room ahead. Move through
the electrical switchgear room and go up the stairs. Use your Rocket Launcher to
kill the big guy and then interact with the switchboard on the far side of the
room to reroute the power.

As you exit the switchboard, take out the charging Gearhead and go up the stairs
and onto the depressed trackway. Kill the Gearhead that emerges from the side
passage and a friendly face will tell you to give the Gearheads a taste of their
own medicine. Jump onto the ledge and move around the metal landing until you
reach a control station with three switches.

The Gearheads will enter from your right and the friendly forces will fight them
from your left. When the bad guys advance hit the right switch to chop them to
pieces and activate the center switch if they get past the blades or come from
between the turbine and generator. If they get past both, hit the left switch to
electrocute anyone near the turbine. When the skirmish is completed a friendly
will appear behind you. Go past him and turn left into the doorway and go up two
stairwells. You will find the “Collector Card: Gearhead Boss” in an open file
cabinet. Go back down, turn left and renter the Wasteland.

/ / / / / / / / / / / / / SHIPYARD SEWERS <S009> \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: Approximately $200 in loot.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Expect a seven kill, $300 Vehicle Combat round near the power plant. After the
battle drive northeast from the power plant’s entrance. You will see a green
ramp with an Authority Drone hovering just beyond. The sewer hatch is just to
the right of the ramp. Enter the Shipyard Sewers.

Take the Gas Tank from the landing and peek around the left corner. You will see
a pair of foraging Mutants. Snipe with your Crossbow and man the shotgun if
there is a survivor. Jump down and go left to loot the large chamber. Five or
six Mutants will attack from the far side. Deploy an Advanced sentry Bot to help
with the rush. If it isn’t destroyed it will follow you as you progress. Another
ten will greet you as you begin looting the adjoining chamber.

As you approach the semi-circular portal about eight more Mutants will charge.
Near the portal, enemy Wingsticks will start zipping across the chamber,
ricocheting off the walls. Another wave of half a dozen will assail you as you
near the exit door. If your Bot isn’t active, deploy another.

Take the exit. Half a dozen Mutants will attack as you enter. Take the meager
loot in the large chamber. The sounds of Mutants can be heard as you and exit
through the doorway. Wingstick the Mutant near the bone pile and face right to
address the other two that will charge. Raid the bone pile for the standard
booty. Continue along the large conduit and three more will attack before the
side passage, which takes you out of the sewer.

Select COMET BLOOM and get to your vehicle. Since you’re right there at the
“Over The Hill” jump, <J015> just align yourself with the Drone and drive over
the green makeshift ramp. Don’t boost or you may actually overshoot the Drone.

/ / / / / / / / / / / / / / / COMET BLOOM  <M042> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $350 for delivery of the Comet Bloom flower to Norbu. The two extra
flowers can be sold for $65 each.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

The Bandit patrols are getting tougher and are more maneuverable than your
Monarch, so don’t try to hunt them, let them come to you.

Follow the minimap’s path through the canyon. When Mutants appear in the road
near the waypoint, run them down. Have your shotgun equipped with Buckshot as
you search the rocks for the Comet Bloom. Four Mutants will attack as you
search. You will find two more of the flowers in side grottos across the dusty
road from the first.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: If you return later some of the Comet Bloom flowers will have bloomed
again and can be picked and sold to Jani for $65 each.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Start back to Subway Town. Expect a Bandit patrol near the “Gimmee” <J016> jump
just outside of town. Just boost onto the rock ramp and point your grill upwards
to hit the Drone. Upon your return, Saul will inform you that the Authority has
agents in town but they aren’t aware of who you are, so just lay low.

As Saul directs, take the lift down to see Captain Marshall. Stop and talk to
Elizabeth. Each time you speak to her she has new information on the Mutants.
She gives you new insights into the Authorities experimentation on the Mutants.
It seems that they, not cosmic radiation, are responsible for the Mutants and
they are the ones who have allowed them to escape into the Wasteland to
reproduce and cause widespread mayhem.

Continue to Captain Marshall. He wants you to see Lessard who has been
decrypting your ID drive. Lessard needs another drive to get the information he
needs because of damaged sectors on yours. An Ark was discovered in the Jackal
Valley and its crew was wiped out, but he believes the decrypter is still there
and probably intact. Accept Lessard’s mission, ARK EQUIPMENT <M047A> and head
for the lift.

Return to the surface and check with Norbu to deliver the Comet Bloom. You will
find him just outside the Fez Bar. He rewards you with $350. Stop at the Fez Bar
and see Brick for any bounties you have coming. Talk to Rourke before exiting.
He says General Cross of the Authority is a liar and likely is responsible for
creating the Mutants. The Authority isn’t popular in Subway Town.

Authority Enforcers are now present in force. Even the Mayor’s Office is off
limits. Continue up to see Stew for his specials and then visit Jani for
supplies. Sell all your extras including Feltrite Crystals. You should have well
over $3,500. Saving for retirement isn’t your style, so stock up on munitions-
the Jackal Clan and their Wasteland cohorts are getting tougher and tougher. You
should have everything except sufficient Night Blossom to make another Apophis
Infusuion, buy it and inject it to extend your maximum health. Sell extra ammo
for weapons you aren’t using-it will allow you to pick-up more.

Earlier you were told that the local distiller, Dietrich had a job for you. You
will find him in his small cubicle behind Jani’s place. He has a problem. Every
time he turns on his equipment the Muties show up and put a wrench in the works.
You can get in through a cave leading into the back entrance of the distillery.
He will give you the mission, ABANDONED DISTILLERY.

/ / / / / / / / / / / / / / ABANDONED DISTILLERY <M048> \ \ \ \ \ \ \ \ \ \ \ \
Reward: Dietrich’s Regenerative Infusion recipe and its ingredients-one Bandage,
one vial of “Blueshine” and two Comet Bloom flowers.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / / /

With ABANDONED DISTILLERY your active mission, exit to the Wasteland. The cave
entrance Dietrich mentioned is only a short distance from Subway Town. Park and
enter the cave. The cave is tight but the is path linear and easy to follow. You
will find a “Collector Card: Portman” on a crate as you proceed. You will soon
come to the rear entry of the distillery.

Enter and the initial chambers are deserted and show signs of long-time
abandonment. When you reach a locked door, loot the room on the right. Among the
loot is a fully assembled Lock Grinder. Use it to unlock the door allowing you
to penetrate further into the facility. Raid the small storeroom on the right
for ammo and other items.

Move ahead and as you move down the ramp the first sign of life appears when a
fast moving Mutie drops through a boarded over conveyor floor hopper. There is
no other outlet so follow it into the hopper. Crouch as you go through the short
pipe.

Equip your shotgun with Buckshot as Muties squealing like a litter of piggies
comes to your ears. There is a Mutant just ahead. Use an Advanced Wingstick to
take him out and four more will follow him. Continue through the boiler room and
kill the two Mutants charging down the stairwell.

Go up and loot the circular chamber for sellable objects before moving up the
metal stairwell. Move through the electrical breaker rooms and when you come to
a control console, Wingstick the two sniveling and unsuspecting Mutants below.
Jump over the console onto the platform below. Go down the stairs and move over
the debris and then over the rail into the brewing area.

Four Mutants will charge into your Wingsticks. Turn right after the first
distiller toward the storage room. Two more Mutants will attack and as you
ransack the storage room, two more will come over the railing and charge.

Climb the ladder on the still. The squeal of a Mutant precedes his charge on the
walkway. Climb the next ladder and a Mutie will come over the railing and
another will charge over the makeshift board walkway. Another will toss
fireballs from a tall still. Shotgun the Mutants and pick off the fireballer
with a Wingstick.

Cross the planks and be prepared for a stream of four charging Muties as you
continue around on the precarious walkways. Move over the pipes and drop down to
the metal platform. Another mob of six Mutants will straggle in from the far end
of the walkway. Hold your ground and wipe them out. Move past the stills and
kill the Mutie coming from the chute and go into it. You find yourself in a
lower area of the distillery with cart tracks. Go to the far end and go up the
stairs.

There are two jugs on the table and nearby there is an ancient still and a
broken valve. Loot the objects on the desk and take the jugs. Insert the first
jug into the still and activate the valve on the left. When the machinery comes
to life a horde of Mutants will pour over the railing near the valve. Deploy a
Sentry Bot and stand back with your shotgun to address any escaping its fury.

When the rush is over, take the first jug and put in the second jug and then
activate the valve. If you replace the first jug as soon as it is finished the
Sentry Bot will still be active and kickin’ butt. Mop up with your shotgun and
grab the second jug.

You will hear the mechanical whir of machinery as a passage opens allowing four
Mutants to crawl under the gate and into the room. Shotgun them and move along
the newly opened well-lit corridor. When you get into the old silo, jump onto
the broken ladder, go up and take the exit. Jump on the junk, crouch and go
straight ahead to the exit. Make your way back through the cave, and take your
vehicle back to Subway Town.

Head up a floor from Saul’s to see Dietrich. He will give you the fixins’ and
the Schematic for Regenerative Infusion. This potion has the ability to increase
your health regeneration for 90 seconds. See what Stew is peddling and then go
see Jani. Peddle all your extras and stock up on whatever you need.

/ / / / / / / / / / / / / / BOUNTY HUNTER <JB10> \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: Two vials of Dietrich’s “Blueshine” worth $65 each.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

Go down a level and check out the “Jobs Board.” Now that you have been to the
distillery a new job is being offered BOUNTY HUNTER. Accept both it and CLEAN
THE SHIPYARD SEWERS.

Someone is after Dietrich’s “Blueshine’ recipe and he needs them stopped before
his profits are ruined. Make BOUNTY HUNTER your active mission and get to Saul’s
garage for your ride.

Drive into the Wasteland and park near the cave that leads to the distilleries
back entrance. Move through the cave and enter the distillery.

Your prior inbound route is now blocked, so go up the crude ramp, crouch and
move into the corridor beyond. Drop down into the old silo, move along the
corridor and Wingstick the two Mutants feeding on or near the “Blueshine” recipe
thief’s body. His empty jugs are on the floor. Take them and place one in the
still and activate it with the valve. The noise once again summons a mob of
Muties. Deploy a Sentry Bot and man your shotgun and Buckshot anything escaping
the guns and claws of the robot killer.

When the still opens take the jug of “Blueshine,” place the second and start the
still. Continue to let the Sentry Bot do its thing and shotgun any Mutants that
approach you. When the exit gate raises, reverse your inbound route to get back
to Subway Town.

You can now sell the two vials of “Blueshine” to Jani for $65 each or keep them
to concoct Dietrich’s Regenerative Infusion for a 90 second heath enhancement.
You will be traveling to Jackal Canyon and they are tough customers so carry
plenty of potent munitions. See Sparky to replenish your Shields, Armor Restore
and any other vehicle items you fancy. Jackal Canyon isn’t far from Subway Town
but Bandits patrol the way. This is a good time to complete your sewer-cleaning
project. The Shipyard Sewer system is on the route. Make CLEAN THE SHIPYARD
SEWERS your active mission and make your way to Saul’s Garage for your vehicle.

/ / / / / / / / / CLEAN THE SHIPYARD SEWERS <SC009> \ \ \ \ \ \ \ \ \ \ \ \ \ \
Reward: $100.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / /

The way won’t be uncontested, so address the Bandit vehicles. Follow the minimap
path to the Shipyard sewer hatch and enter it.

Wingstick or use your Crossbow on the foraging Mutant near the entry hatch. Turn
right and look out into the large chamber. Snipe the foraging Mutant. Stay in
the conduit to address the two that charge. Move ahead and a pair of Muties will
come at you.

Half a dozen will come charging from the far side of the adjacent chamber.
Deploy a Bot or just take them with Wingsticks and your shotgun. Continue ahead
and three more will come from the drainpipe on the left. Six will challenge your
incursion after you pass through the doorway. Move across the large chamber and
exit via the closed door. Turn right into the large conduit and three more will
guard the exit hatch area.

/ / / / / / / / / / / / / / / ARK EQUIPMENT  <M047> \ \ \ \ \ \ \ \ \ \ \ \ \
No reward is given, but four Feltrite Crystals, ($100) two Night Blossoms and
other decent loot can be found. The Authority Augmenter Schematic can also be
found on Portman’s counter before departing the resistance headquarters.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

With ARK EQUIPMENT selected drive the minimap’s path. The route will again take
you near the Authority blockade where you retrieved the Comet Bloom. If it has
been some time since you were there, you can stop and probably pick a Comet
Bloom flower or two before proceeding to the nearby Jackal Canyon.

Enter the foreboding Jackal Canyon. Take the loot and the “Collector Card:
Jackal Crossbow” from the rock shelf on the left. Move through the narrow
crevice and decapitate the first Jackal with an Advanced Wingstick. At the fork
the left leg is gated so go right. When you reach the bridge move forward to
lure the two Jackals, back up and take them out. Move forward again and sprint
across the bridge and take shelter under the metal roof. Grab the items
including the “Collector Card: Jackal Club.”

Equip the Sniper Rifle or the Settler Pistol, shooting Fat Mammas, and wipe out
the six Jackals shooting fire arrows from the tall structure. When all of them
are down, activate the nearby lever to lift the gate on that left fork you
passed earlier. As you look back across the bridge a Jackal will fire at you
from a cave high on the wall to the left of the tanks. Be prepared for a
charging Jackal as you double back towards that gate you passed earlier.

Five tough Jackals will attack with melee tactics as you pass the opened gate.
Another will complicate the skirmish by firing fire arrows at you from the
distance. A Sentry Bot can help take them out and it will have their attention
while you help clear the threat. Either way, retreat out of the distant but
accurate arrow shooters range, which keeps the charging Jackals in front of you.
Snipe the arrow shooter and start that way once the hostiles are down.

Advance through the fissure and a Jackal will zip line in to attack you. You
will hear Jackals playing Tarzan ahead. Before you emerge into daylight
additional Jackals will fire at you and will begin to zipline to your side. Not
far ahead they will push two volatile barrels down the incline. Advance until
the three Jackals that come calling and shotgun them in the narrow passage. If
you retreat far enough and time it right you can get one or more in the
explosion if you target the barrels.

When you come to a platform, snipe the two distant Jackals shooting at you from
the platforms. Take the zipline across the chasm. A Jackal will target you from
below your previous position on the other side of the chasm. Use the walls of
the grotto as cover and take him out. Have your shotgun ready for another Jackal
ziplining in behind you.

Take the next zipline across to the exposed platform. Move forward and take
shelter behind the protruding rock column to stay out of the line of fire of the
Dynamite Bolts begin sent your way by a Jackal sniper near the cliff face. Use
Pop Rockets or Wingsticks to eliminate the two Jackals charging at you along the
walkway. When the walkway is clear of hostiles, address the one firing the
explosive charges at you. Duck out and locate him on the platform near the cliff
and hit him with a Dynamite Bolt of your own for a one shot kill.

Move down the crude walkways and use Pop Rockets and Wingsticks to quickly
dispose of the four charging Jackals who are also carrying ranged weapons. Duck
into the disgusting kitchen alcove for some supplies. Continue up the long metal
staging and greet the two charging Jackals with explosive rounds. Grab the Night
Blossom from the rock wall on the left. Step back onto the staging and snipe the
arrow shooters on the stacked shacks below, beyond the red banner. Continue
forward up the crude stairwell and throw the switch on the lift to start down.

Step off and use a Wingstick to decapitate the first Jackal. Kill the one on
your left and then another will charge from ahead. Take the loot in the shack on
the left. As you advance another Jackal making a Tarzan call will arrive on a
zipline as you near the shacks. Loot the two shacks.

As you start forward five or six Jackals will emerge from hatches. Back off and
hit the two propane tanks on the right to start the festivities. Deploy an
Advanced Sentry Bot. Stand off and use your shotgun to help the robot put down
the first wave. The Bot will likely be destroyed before three additional Jackals
will come from well ahead and some will have ranged weapons.

Once the area is secured move ahead and a couple more Jackals will appear before
you reach the shack at the turn. Just past the next shack two more will attack
along the long walkway. Go across the walkway and into the crevice.

When you get near the open area, stop and allow a pair of Jackals to attack in
the narrow passage before moving on. Go down the steep ramp and three Jackals
will begin shooting Dynamite Bolts at you from the platforms below. They can be
hard to hit as they tumble and roll so sniper them, use Dynamite Bolts or even
use grenades to take them out. Watch for one coming out of the side grotto and
up the steep ramp.

Move down and take the ammo in the small grotto as a couple Jackals start firing
at you from below. Take shelter behind the metal plate to avoid their fire as
you take them out. A well-thrown grenade works well. Continue down the ramp and
at the first turn two Jackals will charge up the ramp. Another pair will fire
from the platforms below. Take him out and as you start down the ramps another
hostile will enter the action, charging up to meet you.

Another pair of Jackals will obstruct your progress as you start down the system
of precarious ramps and a lone Jackal will emerge from a crude bedroom at the
bottom of the canyon. Gun him down and loot the place and the nearby one before
moving deeper into their lair. A screaming Jackal will retreat ahead.

Continue and you are now near the Ark. When the gate closes behind you, several
Jackals will defend the Ark from the grotto below. Take shelter where the cliff
juts out and watch for a Jackal charging up the incline as you begin tossing a
grenade or two.

Move down and before you reach the Ark another Jackal will charge. Loot the
grotto and make sure you find the four Feltrite Crystals among the rocks-there
are two locations. Interact with the blue-screened wall device and grab the
drive when the cabinet opens. You can also listen to the late President Davis if
you activate the communication device on the floor. Start out of the Ark and
blast the Jackal that comes calling after he announces his entry with a Tarzan
call.

Move left onto the short stairs near the Ark and take the cycle-like trolley
through the fissure. Go across the bridge and through the passage to a short
drop off. Wait for the Jackal to show below and take him out. Jump down and
another will defend the exit portal. Look up and take the Night Blossom high on
the left wall near the exit. Exit to the Wastelands.

Follow the minimap path across the rickety bridge to your vehicle and fight your
way back to Subway Town. Take the lift down to see Lessard. He will analyze the
new data. It’s the key to everything. Every Ark position and their codes are
revealed and the new data will allow them to be released to help confront the
ruthless power brokers of the Authority. The final stage is near and the first
task will be knocking out the Authority Bridge to get access to the Eastern
Wastelands.

You must now talk to Portman the weapons guy. He needs you to blow the blockade
near the ravine to the north to allow access to the Authority Bridge. This will
then allow access to Capital Prime, the Authority’s hi-tech stronghold. Accept
ASSAULT THE AUTHORITY BRIDGE. He will give you explosive charges to blow the
blockade barring entry to the eastern Wastelands. Take the Authority Augmenter
Schematic from his counter if you didn’t take it earlier.

/ / / / / / / / / / / ASSAULT ON AUTHORITY BRIDGE  <M049> \ \ \ \ \ \ \ \ \ \ \
Reward: No reward is given.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / /

Time to see Brick for any bounties due and Jani for supplies. Authority troops
are quite apparent as you move along the concourse. You will now be fighting
Authority forces so make sure you have EMP grenades and static rounds for your
shotgun and/or your Desert Crossbow. Stock up on Rockets, Pulse rounds and
Shields for your vehicle as well. Carrying at least one Armor Restore is also
highly advised. It is near the endgame so there is no reason to horde all that
cash.

Get to Saul’s and start into the Wasteland. Follow the minimap’s path. When you
approach the barrier, run down the Mutants. Park near the barrier, place the
explosive charge and quickly enter your vehicle and back away. Expect numerous
Mutants to gather near the opened barrier. Killing them isn’t required so just
run down any Mutants as you drive through the breach. Drive the narrow canyon
and blast the Bandit vehicle you encounter.

As you approach the tower an Authority Predator will attack from behind with its
Pulse Canon. Quickly turn, get a lock and return fire with your own Pulse Canon.
Drive onto the lift and interact with the control station to get the lift moving
up.

When you arrive at the bridge deck, stay near the lift. You will immediately
encounter Authority forces. Begin by sniping the Enforcer across the bridge.
When the Authority ship drops three additional Enforcers to the right, employ
EMP grenades to short their shields and take them out before they can retreat to
regenerate. If you hit an unshielded Enforcer with a Mind Control Bolt you can
walk him into his shielded comrade.

Another Authority ship will drop three more troops. Use the same tactics to take
them out. With the area secured, set the charges on the two Power Generators.
One on the end near the lift and one near the center of the bridge. When the
power goes out the barriers blocking your vehicle will retract. Don’t linger on
the bridge, Authority Predators will soon come to investigate. Watch for them as
you drive back to Subway Town to report to Portman.

Take the lift to see Portman in the resistance headquarters below. Elizabeth
will have further information on the Authorities plan to weaponize the Mutants.
Marshall emphasizes the need to strike fast while you have the element of
surprise. Portman has liberated an Authority Pulse Canon from a deceased
Enforcer and gives it to you. Take the awesome weapon. It is a death spewing
mingun, which makes your looming assault on Capital Prime, the Authorities
stronghold, easier.

Lessard uploads the security codes to give you access to the Authority’s secure
areas. Talk to Captain Marshall to accept the final mission-ASSAULT CAPITAL
PRIME. He gives you a Code-Cypher giving you access to Capital Prime’s main
gate.

/ / / / / / / / / / / / / ASSAULT ON CAPITAL PRIME  <M050> \ \ \ \ \ \ \ \ \ \ \
Upon completion of the prior mission you are given the Authority Pulse Canon and
200 Pulse rounds and 3 BFG rounds for it. The Authority Augmenter is also
available if you didn’t take it before.
\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ / / / / / / / / / / / / / / / / / / /

You will now need to go where nobody has gone and returned to tell about it. It
is unknown territory. You must penetrate the Authority stronghold and upload the
data from your ID drive to resurrect the remaining Arks. What this means isn’t
clear. The resulting conflict will likely be prolonged and difficult, because
the strength of the Authority and its Mutant monstrosities isn’t known; but the
liberation of the Arks is the resistance’s and the planets remaining citizens
best hope of liberating themselves from the stifling dominion of the Authority.

As you go for the exit, Elizabeth reinforces Marshall’s assessment of the
unknowns of Capital Prime. No one knows what deviltry they have devised with
their experimentation on the Mutants.

The Authority Pulse Canon can be your primary weapon in the looming battle but
the Sentry Bot can also provide excellent service during the final phases of the
struggle. Spend enough cash to build at least four or five. Carry plenty of
Pulse ammo for your Monarch and stock up on Shields and Armor Restore-the
passage will be challenged by tough Authority Predator vehicles. The Authority
Augmenter you got earlier from Portman can also give your weapons an extra kick
while the perk remains active-build four or five for the final task. You start
off with 200 rounds for your newly acquired Pulse Canon. You will find ammo for
it in the enemy stronghold but if you have extra cash buy some. It isn’t cheap
at $150 for 100 rounds but the end is near, one way or another-splurge! BFG
plasma rounds are three for $200. Don’t buy these, they are available in the
enemy stronghold if you favor them-I prefer the Rocket launcher. Take plenty of
Rockets for it.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Note: Having the Authority Pulse Canon makes the foray into Capital Prime
easier, but it isn’t necessary to exclusively employ it. The Enforcers will
still succumb to your other weapons as well. Dynamite Bolts, Mind Control Bolts,
Pulse rounds and Fat Mammas can also get the job done. During the 45 seconds
that the Authority Augmenter is active, your firepower is devastating to
anything in front of your gun’s muzzle.

Note: The BFG plasma rounds are extremely potent but require a charge-up
interval before they can be discharged. You can put more firepower on the
hardened Elite targets both quicker and without exposing yourself by using the
Rocket Launcher or the Pulse Canon firing Pulse rounds instead.

Note: The last two “jumps’ are located near Capital Prime. If completion of all
of the jumps is your intent, carry a large supply of Pulse rounds-fifty or
sixty-for your vehicle’s turret weapon. Spend cash for shields and several Armor
Restores as well. The Capital is protected by Authority Predators and is
dangerous enough to just drive through, let alone linger long enough to make the
two jumps. The Predators can be thinned but you can’t wipe them out. Go loaded.
These final two jumps will be detailed in the “Note” below rather than during
game action.

Note: (Capital Prime area jumps) Along the eastern margin of the Capital Prime
real estate and south of the entry there is a jump called “Off The Dune.” <J017>
Begin your run south of the large slope of white sand and boost over the sand to
hit the Drone.

South of the Capital Prime entrance there is a Drone hovering. In order to get
to it you will have to make a clockwise approach from south of it driving over
the white sand and onto the rock ledge. Align your vehicle and boost off the
edge tilting your grill up to hit the Drone. This jump is called “Near The
Heart.” <J018>
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Exit Subway Town for Capital Prime. Address the Bandit vehicle and cross the
bridge you so recently made available. Begin addressing the Authority Predators
as they challenge your passage. Engaging them all isn’t necessary or even
profitable at this point; your objective is entry into Capital Prime. The entry
is to the right of what looks like the main entrance. Interact with the control
station to enter Capital Prime.

Start forward into the service ducts with the Authority Pulse Canon equipped and
Pulse rounds loaded. Turn left at the “T” junction and follow the corridor. Jump
the obstacle and take the BFG rounds from the niche on the left. Continue ahead
and when the structure opens up, an Authority Drone spots you. Save your ammo
they can’t be hurt.

Continue into the structure to the sound of an alert being given. You will soon
encountering a couple of Authority Enforcers. The Authority Pulse Canon is
excellent against these armored troopers but Mind Control Bolts are more fun.
Hit the first Enforcer and walk him to his buddy for a dual kill. Dynamite Bolts
also work quite well. Loot the bodies, if anything remains, for additional ammo.

Push on and another Drone will spot you. A barrier will energize behind you and
three Authority Enforcers, one with a shield, will rush forward to engage you.
Take shelter behind the containers on the right side of the passage. You can
hammer the Enforcers with Pulse or AV2X rounds, dropping the shield of the other
Enforcer with an EMP grenade before taking him out. The better way to accomplish
the task is to hit the first Enforcer with a Mind Control Bolt and walk him into
his two comrades for a possible triple kill. Hammer any survivor with the Pulse
Canon. Take the AV2X ammo clips from the container.

Just beyond a Drone will hover and then move off. Kill the nearby Enforcer and
three additional Enforcers, one sporting a shield, will attack from farther
ahead. This is a good time to activate an Authority Augmenter vastly increasing
your firepower for 45 seconds. Once the influx of three Enforcers is addressed,
a heavily armored Elite Enforcer with a minigun will follow them. The alternate
fire mode of the Authority Pulse Canon is the BFG round. This administers a
powerful concussive blast, but you must hold the fire button while it charges.
It is easier to just waste him with augmented Pulse rounds.

After the big guy goes down, raid the aisle on the left for Pulse Canon and AV2X
rounds. Reverse course and continue deeper into the structure. Another patrol of
three, one shielded will next appear-your Augmenter will probably still be
active. Take them out and take the Pulse ammo from the crates at the turn.

The blue laser barrier isn’t an obstruction. Get on the platform and the tram
will take you deeper into the structure. Proceed and descend the ramp and move
cautiously forward. When a wave of Soldier Mutants appears ahead, back off and
deploy an Advanced Sentry Bot. Many of these Soldier Mutants have energy
weapons.

Provide support with your Pulse Canon so the dozen fiends don’t destroy your
fierce little robot or get to you. Salvage your Bot and move ahead. Take the BFG
and AV2X rounds and activate the control station. Go up the stairs and step onto
the platform near the glowing core.

The lift goes up. An energy barrier now blocks the path. As you step off the
platform a couple of Soldier Mutants will assault you from near the barrier and
they have ranged energy weapons. Kill them and go down the ramp on the right,
grab the Pulse Canon rounds and interact with the green console to deactivate
the energy barrier.

Go up the ramp and start toward the portal. Use the Pulse Canon or Pop Rockets
to blast the Mutie that drops down near the portal and then the one charging
down the aisle ahead. A couple more Muties will attack from dead ahead and when
you bear left two Enforcers and then four Muties will defend the passage. Some
of the Muties will use energy weapons from range.

Follow the red path and a couple more Muties will need killing. Take the Pulse
Canon rounds and drop the energy barrier with the control station on the left.
Take the lift up.

As you move forward a pair of Muties will attack over the side rails. Kill them
and go down one of the ramps. This will trigger a wave of about ten Muties,
coming from both sides. Deploy a Bot to manage one direction and face the other.
Activate the console and go back up the ramp.

Move past the central column and a pair of Authority Enforcers will obstruct the
narrow passage. A pair of Muties will join them as an Elite Authority Enforcer
appears at the far end of the passage. This is a good time to activate an
Authority Augmenter giving you 45 seconds of immensely enhanced firepower. Take
the lesser enemies out quickly before the clomping Elite Enforcer can get in
tight. Retreat if necessary to survive the onslaught and then hammer the Elite
Enforcer with Pulse rounds to quickly dispose of him.

Take the BFG and AV2X rounds; and, with the Augmenter still active, address the
four Muties that attack, two at a time, near the junction. Turn left for the
AV2X and Pulse rounds and then continue on the red path.

A pair of Authority Enforcers will appear ahead; hammer then down before they
can retreat. A pair of Muties will also attack. Wipe them out and deal with any
Enforcer who was able to retreat. Another heavily armored Elite Enforcer with a
Pulse Canon will then stalk you. Use the Pulse Canon or your Rocket Launcher to
quickly dispose of the hardened enemy. Grab the Pulse and AV2X ammo at the “T”
and take the lift up.

Move toward the control panel and activate it. When the platform arrives and the
barrier drops, step onto it and insert the drive into the ID Terminal, uploading
the Ark coordinates.

You must now activate the Satellite Positioning Terminal. It will be the green
panel on the nearby walkway. Activate it and a wave of about a dozen Soldier
Mutants will attack. Some will stand off and use ranged weapons; a few will
emerge near your position. Deploy a Sentry Bot and provide support so they don’t
quickly destroy it. Use the Pulse Canon to target the ones using ranged weapons
across the room and those emerging from the portal nearby. Use an Authority
Augmenter or two, if necessary, during this final phase of the game.

When the rush is over, you must then activate the Coordinate Decryption
Terminal, whose green panel can be seen across the room. Activate it and another
even larger wave of Mutants will filter into the chamber. If the Sentry Bot is
still active, provide support, if not deploy another and activate another
Authority Augmenter if need be. If you haven’t got another Bot, try to survive
the onslaught with the Authority Pulse Canon blazing. Many of these Muties will
also be using ranged weapons and a few will emerge from the nearby portal.

Yet another task is required: you must activate the Data Transmission Terminal
on the Nexus Core. Move onto the central platform and interact with the control
station. The upload sequence is initiated. The transmission bursts from the
transmitter and is relayed to an orbiting satellite. All over the ravaged earth,
Arks are pinpointed and begin to burst from their long-time graves.

The Ark survivor has won a great battle for the resistance, but the war isn’t
over. The iron grip of the Authority has loosened but they aren’t defeated; but
if the Ark personnel have survived cryogenesis and can be recruited into the
movement, the resistance stands a good chance against the Authority and their
Mutant fiends. Perhaps “Rage 2” is in the works and will continue the saga-
hopefully that happens and soon. Good people are still dying out there on the
vast Wastelands of planet Earth.













GameFaqs: RAGE  by SENIORBILL            Page 1 of 42