- Prerequisites: None
- Rewards: Hurk Jr. as Guns for Hire, 600 Resistance Points (Whitetail Mountains)
- Details: Help Hurk get his dad’s truck back from the cult.
MISSION Commencement
One of the locations easily spotted on your world map is Fort Drubman, located on the region’s eastern side. Hurk Drubman Sr., a red-blooded American with grand
plans for a run at the U.S. Senate, yells at you. He’s got two big problems: The cult has stolen his campaign truck, and he’s got a son dumber than a coal bucket. Guess who you’re taking to help get “Nancy” the truck back?
HELP Hurk Find His Dad’s Truck
GET Hurk Safely to the Watchtower
Hurk is across the yard, praying with his rocket launcher. After a quick chat, bundle yourself into the back of his vehicle, and act as a shooter as he drives (roughly) west, to the top of the nearby mountain. He ditches the vehicle close to the Haskell Watchtower. Along the way, quickly dispatch any Peggies attempting to stop you.
APPROACH the Watchtower with Hurk
SECURE the Watchtower
Without the height advantage, and while chaperoning Hurk, who’s got a twitchy RPG trigger finger, it’s wise to tag foes (there are eight, including two snipers on the lookout balcony) with your binoculars as you move to the huge boulder at
and up to the lookout building
. From here, you can attack the cult from any direction you wish.
A good plan is to creep up below the jutting rock, using it as cover as you ascend a side trail on the promontory’s northern side
. Use the rocks to your side and above to shield you, and carefully poke your head out to shoot before hiding back. Then storm the tower’s base when you’ve removed enough foes.
Or, you can grapple the sheer cliff to the south
, before assaulting the tower’s base. Creep around to the western side and make as many stealth kills as possible before you’re spotted.
Or, you can move from cover to cover option up the main road
, and engage foes in a less-subtle manner. If the snipers become a problem, shoot them from beneath the wooden deck they’re standing on.
FIND a Better View of the Cabin
FOLLOW Hurk to the Truck
Stand on the western side of the lookout tower deck, and check the cabin below and to the west. This is where Nancy is parked. Clip onto the zip line and follow Hurk down to the ground across from the cabin. Any plans you made are thrown out the window as Hurk dashes in to commandeer the truck and tackle the four or five foes in the vicinity. If you tag them using your binoculars (quickly, as you run after Hurk), you’ll see most can call reinforcements. Try executing them immediately, en route to the back of the truck. Head to the left of the cabin, across the pond. Use rapid multi-headshots if you can. Or lob a grenade.
DRIVE the Truck Safely Back to Fort Drubman
Hurk is raring to go, so dive into the vehicle and either utilize the .50-cal machine-gun turret (recommended) or take a passenger seat. Simply aim the MG turret at foes and fire. Expect quads, pickup trucks, and a couple of blockades as Hurk lurches down the hill to the tarmac road below. Then expect a helicopter between you and Fort Drubman; rake that with machine-gun fire until it explodes.
TALK to Hurk Sr.
Back at the Fort, speak to old man Drubman, and he’s pleased with your actions—not enough to give Nancy to you but enough to lend you his son indefinitely. The mission concludes.