Springfield ( mission ) Springfield is a bonus mission in " " . Walkthrough . Stealth is made particularly difficult in this mission due to the large number of burning oil drums and the patrolling dogs . Many of the buildings have windows ; the civilians inside make it more likely you ' ll be detected . They also can suffer collateral damage from burst fire and shotguns . When you arrive , speak with Carino the guard . There are no enemies in the house to the West but there is a chest with some ammunition . Approach the barricade across the road . Through the gap you can see the buggy outside Joe ' s Tavern . A number of raiders and dogs patrol it and a lone ranger lurks in the alleyway behind the Tavern . Shotguns and burst - fire may damage the buggy so use targeted shot s and try to draw the enemy into an ambush waiting behind the barricade . Jump in the buggy and drive it to safety somewhere near Carino ( but not too close to the edge of the map as that becomes a fast travel zone ) . You can return to the buggy throughout the mission and drop off any loot to avoid getting encumbered . Sneak up the West edge of the road toward the L - shaped sandbags . From the porch of the double - story gray building you can take out the raider behind the sandbags and a whole row of them crouching behind the corrugated iron barricade . The female civilian in the South Easternmost room of this building has an AK47 you can steal . The breeze - block chapel to the South contains a pot near the front containing some ammunition . One of its occupants has Cherry Nuka - Cola . After leaving the chapel , follow the Western edge of the map up to the stairs . Near the top of the stairs is a raider who throws grenades . Follow the balcony anticlockwise : through the first room ' s window you can take out a raider crouching next to a trapped door ; the next pair of windows reveal more raiders waiting behind sandbags to ambush you . Having neutralized their threat you can walk safely through the central corridor to the middle Eastern room . Take out the raider and open the chest to receive 1000 XP . Return to the Western edge of the map . Sneak North to the pile of logs ; just to the East are two raiders guarding the alleyway . Dispatch them then sneak East to the edge of the fence . Looking back South you ' ll see the backs of two raiders hiding behind tires and a dead ghoul . There may be some 7 . 62mm ammunition lying on the ground also . The ladder stuck to the back of the Northern building takes you to a nice sandbag area where you can gather your party before assaulting the three snipers at the roof ' s edge . If you find the fight hard , shoot the gas canisters for extra area damage though you won ' t get any XP for raiders they kill . If there are any remaining patrols on the road , take them out . The central ladder leads to a generator room and an ( unlocked ) safe which gives you 1000 XP . The South edge of the roof has a fire escape leading down to a balcony with a trapped door . Sneak inside to discover a sleeping raider defended by anti - personnel mines . You can disarm and collect them . There is also a crate containing regular - flavor lockpicks . You have now defeated all the enemies in the first part of the map and can run around talking to and robbing the civilians as you please . The guy behind the counter in the two - story house ( the only remaining building West of the road ) has some drugs . Upstairs is a woman staring out the window ; you can steal from her " Papers ( no desc . ) " . One of the patrons of Joe ' s Tavern has some After Burner gum . You can take some beer from the bar . In Planet Donut you can see pre - War Donuts but you can ' t reach one of them . Upstairs is a chest . Presnell will opine and barter . You can loot her fridge . When ready , click on the fence - gate North of Planet Donut . Dogs and burning oil drums hinder stealth while raiders in trenches hinder health . Near the podium is another fence - gate which can only be unlocked by the mayor ' s dialogue . Continue South , past the executed ghouls in the firing squad range . Two of the barricades are explosive . Try to crouch and sneak up to the first sandbag wall . When you stand you can point - blank execute the raider behind it and may set off the nearby barricades . There is a disappointing crate near the South wall of Joe ' s Tavern . Head to the market area . Here you will find a super stimpak and various food items on the tables . The bar has beer and booze on the counter . A couple of civilians have gum . The tribal has antidote . Rather than walk through the fence - gate into an ambush , circumnavigate the bar anticlockwise and approach the ruins from the South . The advantage here is that you get to shoot the raiders in the back ; the disadvantage is there are anti - personnel mines . At the base of the southern steam chimney is a chest which yields 1000 XP . The campanologist in the church ' s bell - tower has a great view , but only an AK47 . You can hug the wall as you sneak toward the door , taking out the two guards at the railings when they become visible . In the church dungeon is a dead ghoul , trapped with an active Claymore . There is also a stimpak lying on the ground . To the South - West is a square breezeblock building sporting a large tank . It contains a white fridge and a crate behind a red fridge ; both replenish your ammunition . Now for the head assassin . His team is initially non - hostile until you trigger his dialogue therefore take advantage of this and position your team . The church has two tiers where you can place snipers with a good clear view . When ready , send well - armored close - range types up beside the fence - gate . This will trigger the dialogue and subsequent carnage . You get 2000 XP for killing the head assassin . Inside the building is the mayor and even more non - kosher flags . As soon as you talk to him , the fence - gate leading toward the podium opens ( though it remains locked ) and you get 3000 XP . The mayor delivers a heart - rending speech to the applause and disapproval of his subjects . You can return to Carino but he stubbornly assumes a doubting Thomas attitude , insisting that he see the mayor with the Warrior before he believes . Even planting the mayor ' s clipboard onto Carino won ' t budge his denial . As you cannot convince the mayor to move , the only way to prove you have accomplished your mission is to put all your team on the exit grid . At this point he believes as demonstrated by his speech bubbles , but you ' re already on the way to the fast travel map . Note that although the Hummer you are used to can take 6 passengers , the buggy can only take 2 . Notes . This mission is only available if you have the 4th bonus CD or installed a patch designed for this purpose . It also can be made available manually by using notepad to edit the " bos . cfg " file in the " core " directory . Find this line : codice _ 1 Change the " false " to " true " and save the file .