Kansas City ( mission ) Kansas City is the ninth or tenth mission in " " . Walkthrough . Some seconds after you arrive , the ghoul town will be ambushed from three directions : north , west , and south . You can talk with the Bishop three times to get some anti - radiation supplies , but as radiation is only an issue toward the end of the mission , this can wait till you ' ve cleared out the mutants . You have three objectives for this mission : To defend the cathedral you most likely want at least five team members . A sniper / machine gunner ( probably your worst squad member ) should go north , possibly with some grenades to throw . Two small - gunners , one with perfect small guns skill and one with a good bursting weapon , should go to the west . The rest should go to the south gate , preferably a sniper and two big - gun members . Focus the sniper on the heavily armored mutants , who are carrying more than just a pipe . The mutants appear from nowhere and at the south and west gates , they come in waves . North gate . This gate bears the least of the brunt of the mutant assault . It is already defended with landmines and five ghouls . The ghouls however , only take occasional pot - shots at the mutants . However , since only about six mutants attack this gate , mostly with melee weapons , it can be defended with a single member of the party . Send someone like Farsight with a sniper rifle and a shotgun . Note that it is possible to leave this gate unmanned by a team member , or at least remove them after the first few mutants . West gate . This gate is more heavily attacked , but mainly by mutants with melee weapons . There are a couple of mutant snipers on the towers , however . The attacks come in waves , about three total , separated by a little time , so don ' t think that the attack on this gate is over after the first couple of waves . Place two team members here , such as a sniper and a gunner , or two machine gunners . It is possible to trap the area in front of this barricade with landmines , but your time is probably better spent placing your other team members . South gate . This gate takes the brunt of the attack . You ' ll want the rest of your team here . They should be heavily armed snipers and big - guns types . You can put a couple of team members on the walls by this gate if you run them fast enough , though it ' s debatable whether this is worth the effort . You ' ll definitely need to push the mutants back on the ground , anyway . Destroying the mutant barricades awards a " clearing " bonus , even if there are mutants still around . There are three mutants at the extreme south end , which may or may not join in the melee . If not , you can take them out later with your full squad . Some of the mutants at this gate will have rocket launchers and miniguns . A good tactic is to use snipers to cripple an arm of such mutants so that they cannot use their big guns against you . During the invasion , you must not allow more than five ghouls to die . This is especially difficult as some of the ghouls are positioned at the front of the action . This is primarily the reason why you ' ll need to advance on mutant barricades at the south gate . Reports vary on whether fewer ghoul deaths alter the outcome . After this mission , you should be able to recruit ghouls from Brotherhood barracks . Of note , however , is that the ghouls guarding the gates are all armed with sniper rifles , so be sure to loot the bodies of any dead ghouls and / or steal some from the survivors . The later part of this mission , killing the three super mutant commanders ( one being Juggoknot ) , can be resolved using sneak or heavy guns . Simply move from tent to tent and clear it out , taking advantage of ammunition types vs . armor or bursting with a M249 SAW or a Browning M2 . You can get a Pancor Jackhammer in the tent with the third command to make it easier to sneak . Tommy gun is located in the north - east building ( at the airfield ) .