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That's just what we're lookin' for! You like the thrill and excitement of battle don't you?! Bullets flying everywhere, whippin' by your head, blowin' your enemy in two, seein' the fear in their eyes! Ahhhh, that's the life!Demetre Romara to the Vault Dweller

Guard the caravans is a repeatable side quest in Fallout.

Quick walkthrough[]

Side Quest: Guard the caravans 
Speak to the caravans' owners. 
Guard the caravans against any threat. 
Receive your payment at the end of the destination. 
Reward: 200-600 caps 

Detailed walkthrough[]

Crimson Caravan[]

Regarded as crazy by many, the Crimson Caravan offers the greatest variety of caravan routes to work on: Junktown, Boneyard, Necropolis and the Brotherhood of Steel. Their encounters are also the hardest and require good weapons and armor to make it to the destination, not to mention, encounters are guaranteed. The pay is 600 caps each way.

They only leave twice a month, on the 3rd and 17th. To get on a route, the Vault Dweller should talk to Keri in their Downtown office, after getting the all-clear from her father, Demetre.

Far Go Traders[]

Commonly regarded as the nicest merchant company in the Hub, the Far Go Traders offer good pay (400 caps each way), have moderately difficult encounters (and a 75% chance to even have one), and work the routes to Junktown, Boneyard and the Brotherhood of Steel. They leave three times a month, on the 8th, 18th and 28th.

Talk to Rutger and then to the caravan driver in their building to hook up with a caravan.

Water Merchants[]

The biggest company in the Hub is also the least profitable, at least to guards. They only work two locations, Junktown and Adytum, and offer 200 caps each way. The Water Merchants' routes offer the least encounters (5 in 10 times), and they leave the most often (1st, 5th, 10th, 15th, 20th, and 25th).

The Vault Dweller needs to talk to the caravan driver, a dwarf, outside the Water Merchants' HQ.

Rewards[]

200, 400 or 600 bottle caps depending upon which company the Vault Dweller worked for.

Notes[]

  • Upon arriving at the caravan's destination the Vault Dweller has 2 hours to have a look around, after that the caravan leaves and heads back home.
  • The following actions will prevent the Vault Dweller from taking any further jobs with a caravan:
    • Running to the exit grid before all hostiles have been eliminated, effectively 'abandoning the caravan' (this does not happen with the Crimson Caravan, escaping from a hostile encounter only leads to the successful delivery or return travel, along with getting paid).
    • Insulting the caravan leader.
    • Stealing from the caravan.
    • Destroying the caravans themselves.
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