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Cheyenne Mountain is the first part of the nineteenth and final mission in Fallout Tactics.

Walkthrough[]

The entire mission includes two other sublevels within Vault 0. This article is about the first part, the "outside" section, which is about escorting a nuclear-armed APC to the blast door of Vault 0.

Pre-mission loadout[]

The three sublevels in this chapter are sequential, meaning that once Cheyenne Mountain is entered, there is no more returning to base until the endgame, so it is essential to handpick the team and equipment wisely before leaving Bunker Epsilon for one last time.

  • Be sure to gather all needed equipment, medical supplies, and ammo before leaving. It will be their last use.
  • It is a good idea to have at least one Rad-X for each squad member, as the briefing advised.
  • A character with a decent Science skill is very helpful for the latter part. Lockpick, Traps, and Repair skills are helpful but not essential.
  • To achieve the "Good Ending," bring or collect at least 5 explosives. For the Barnaky ending, the general's locket or Barnaky's letter is required. (For details, check Calculator's Lair).
  • To use the Nuke Carrier APC as a mobile fortress, it is advised to take a member with high enough Repair skill and several super tool kits. A member with high Pilot skill may help ramming through certain choke points with sheer speed, saving some hassle of hard battle, but once again it is not essential.
Bunker entrance
Bunker entrance
Renzevous point - The bunker, serving as a nuclear blast shelter.
Renzevous point - The bunker, serving as a nuclear blast shelter.

The first objective more or less requires you to clear the path for the carrier. Enemies in this area are mostly humanoid robots except where noted. The carrier is not particularly resilient to damage, and if it is destroyed the mission will fail.

In general, the task can be completed by using the carrier APC as a mobile fortress (and keeping it repaired as needed). Alternatively, eliminate threats along the track on foot then drive all the way to the vault door. While on foot, the team can leverage several shortcuts and utilize high ground as tactical advantage.

Notable encounters along the path:

Bottom level (road heading west)[]

  • Immediately above where you start on a cliff ,there are some humanoid bot snipers along the cliff to the west. They don't always attack.
  • The road to the west of the start point forks. The southern fork has mines, the northern fork has more enemies.
  • There is a heavy turret where the road starts sloping up, and there is a generator behind the turret which will disable it.

Road along the west side of the map[]

  • There is a bunker that pops open with a few light turrets, in addition to a fair number of humanoids.

The road then winds up the map.

  • There are mines in front of one of the bridges (four, equally distributed) and hover robots firing rockets from above.
  • Be sure to clear the small farmhouse on the southeast side of the road, near the rear entrance to the safety bunker.
  • There are ladders leading up the cliff face which lead to a generator and another heavy turret, as well as a way to flank the hover bots.

The last bend in the road (the northeast corner of the map) has some major defenses, including a behemoth and two turrets. Most of the turrets during the mission are powered by generators. There are three such generators. Destroying them powers down the turrets.

Generators Cheyeene Mission
  • You can attack all these enemies from the top of the cliff, assuming you have long range weapons, patience, and ammunition to spare.

The vault door itself is guarded by a humanoid robot and two hover robots, all firing rockets. You can also snipe these from the top of the cliff relatively safely.

Once the path is clear for the carrier, move all but one member of your squad into the bunker, in which there are a few easy robot guards and several terminals providing backstories on Vault 0 (in case you haven't read about it in Buena Vista already). Order one team member (preferably a quick runner, could be a deathclaw) to drive the carrier into position. Once in place, the driver would need to get out of the carrier and run back to the bunker in under one minute, so make sure they are not encumbered and micromanage with the shortest path to take.

Before the detonation, it is recommended that all team members take at least one Rad-X. It's possible that the back door to the bunker has to close to keep the squad safe - simply climbing down the stairs won't save your team from a melting death. Once the nuke is detonated in a cutscene, the entire team will be teleported to the next area (and become irradiated if Radiation Resistance is not high enough)

Notes[]

Northwest of the entrance to this mission, near where you find the nuke carrier, there are several invisible / deactivated NPC enemies. Players using turn-based mode will encounter these deactivated NPCs as soon as they encounter the two (visible) robot humanoid enemies at the first bend in the road. These deactivated NPCs cannot be targeted or hurt, but they will fire rockets, plasma, and mini-guns at your squad, doing considerable damage as long as your squad is in range. The only way to avoid these NPCs is to play in CTB mode until you are well clear of the area they are in. This is the same game engine bug that affects the Osceolla mission after Gammorin is killed.

Video[]

Fallout_Tactics_Nuclear_Blast

Behind the scenes[]

As the mission revolves around a nuclear detonation, the phrase "Duck and Cover" is referenced several times, mostly with a mocking tone for the presumed ineffectiveness of said approach. The term originates from a 1950s civil defense film of the same name.