Scott City ( mission ) Scott City is the eighteenth mission in " " . Walkthrough . You begin the mission on a road a fair distance away from your main objective . Again your echoboy ' s map is being jammed but this time you can take measures to get it working again by destroying four jamming towers in the area . This mission will have the largest amount of robots encountered so far , including multiple behemoth s . Also , many of the doors in this mission are locked so bringing along an expanded lock pick set wouldn ' t hurt . Optional objectives . Since the side objectives are actually the first thing you come across , it will be listed first . If you simply want to get through the mission , skip to the main objectives section . The first secondary objective is to save the captured humans . They are being kept in one of the three small buildings at the road ' s intersection . A couple humanoid robot s and hover robot s will be patrolling the road outside the fence . There may also be a behemoth wandering by so be careful to avoid it . If it does spot you , try to out - range it by shooting from a distance and as it approaches running away . On the inside of the fenced in area there will be several humanoid robots . You will also find one of the jamming towers here . Destroy it and head to the very rear building . Inside is a security robot and several human prisoners behind a ( very easy ) locked door . There is also a super mutant and a ghoul locked up in the building to the left . Now to find the rest of the jamming towers . Head across the street to the junkyard . At the top corner you will find the next tower , along with a Hover robot and a humanoid robot hiding behind some junk . Take them out and head south through the junkyard . There will be several types of robots to deal with including scurry robot s . Once you reach the south exit of the junkyard , you may meet a pacification robot . This is similar to the behemoth except less troublesome . After that , head down along the outside of the fence . Here you ' ll find the third jamming tower , which is guarded by four humanoid robots , a Hover robot , and some scurry robots . After they ' re dealt with , head back through the junkyard to the road . Walk north towards the main factory area until you spot a Nuka - Cola billboard . Behind this is that last jamming tower , a humanoid robot with a grenade launcher , and a hover robot . Now your mini - map will be working and you can continue with the main mission . Main objectives . Both objectives are in the factory complex right next to each other . The objective given to you during the briefing , to find the merchant , is exactly where it is marked ( 1 ) on the minimap , even though the vague description makes it seem as though it could be anywhere in the complex . There are three entrances to the factory area . The top left , the middle and the bottom right . Each entrance will take you into the center you need to get to and all of them will have a large amount of resistance , but some less so than others . The very left entrance is up a staircase and into a building full of loadlifter robot s and a couple humanoid robots . From here you can move through the building , through a door and a slipping past the front entrance laser turret s . The center entrance option has the largest amount of resistance . It is guarded by a variety of robots , some laser turrets that , unlike previously encountered versions , don ' t periodically raise and lower . In addition to this there is a patrolling behemoth . The very right entrance is easy to miss as you have to move right up against the edge of the map to get to a small doorway . Here you will find a room full of nine humanoid robots laying on the ground . You can either sneak through the room or run through it hugging the very bottom wall and out a door on the same wall . Once through here you will find more resistance , including a behemoth . If you don ' t think you can deal with it , duck into the next building , where most of the robots will not be able to follow . Regardless of which entrance you chose , you will have to make it to the largest center building . Either by the side doors , the front garage entrance , or the catwalks connected to the building . Note that there will be a behemoth in the large garage area . Make your way to the third floor ( the roof ) of the building . Here you will find 3 enclosed rooms or small " buildings " , along with a single humanoid robot that has an applicator of poison in its possession . The building on the very right ( the one with the soda machine at the door ) will be General Barnaky ' s corpse on a lab table . On the corpse you can find the General ' s locket , which you will want to have for the final mission . The middle building has a half dozen humanoid robots . One of these robots is wielding a MEC Gauss minigun , a very powerful weapon , but rendered nearly useless by its use of extremely rare ammunition . Also in this building is several skill books , one being on top of a desk ( not in it ) . The third building , the yellow one , has Bartholomew Kerr inside . Guarding the door is two auto - cannon s , both of which can be shot from the windows in the second building without them firing back . The merchant will be on a table barely alive . He tells you that he has not leaked any information and asks you for a mercy killing . Once he is killed , you can proceed to the exit grid . Notes . Killing Kerr heavily drops your reputation , unless you kill him with the poison found on the robot that was guarding him . You get called a murderer by General Dekker no matter how you kill him .