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{{Quest project}}
 
 
{{Infobox quest
 
{{Infobox quest
|type =repeatable
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|games =FO1
|name =Guard the caravans
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|type =side
|image =Fo_Caravans.png
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|image =Fo_Caravans.png
|location =[[Hub]]
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|location =[[The Hub]]
|given by =[[Demetre Romara]] ([[Crimson Caravan]])<br />[[Rutger]] ([[Far Go Traders]])<br />[[Master Merchant]] ([[Water Merchants]])
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|given by =[[Demetre Romara]] ([[Crimson Caravan]])<br />[[Rutger]] ([[Far Go Traders]])<br />[[Martha Rastello]] ([[Water Merchants]])
|reward =600, 400 and 200 caps respectively
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|reward =200, 400 or 600 [[Bottle cap (Fallout)|bottle cap]]s
 
}}{{Games|FO1}}
 
}}{{Games|FO1}}
  +
  +
{{quotation|That's just what we're lookin' for! [[Vault Dweller|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]]}}
   
 
'''Guard the caravans''' is a repeatable [[Fallout quests|side quest]] in ''[[Fallout]]''.
 
'''Guard the caravans''' is a repeatable [[Fallout quests|side quest]] in ''[[Fallout]]''.
   
==Background==
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==Quick walkthrough==
The [[Hub]] offers many employment opportunities for the resourceful wastelander and one of them is a semi-permanent job as a water caravan guard. There are three companies that hire additional guards and each have different routes and varying difficulty. The one common requirement is that you bring your own ammo, armor and guns. Upon arriving at the caravan's destination the player has about an hour to have a look around, after that the caravan leaves and heads back home.
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{{chart/start|class=mw-collapsible mw-collapsed}}
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{{chart|quest|quest=Side Quest: Guard the caravans|class=va-chart-quest}}
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{{chart| |!| }}
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{{chart|data1|data1=Speak to the caravans' owners.|class=va-chart-body}}
  +
{{chart| |!| }}
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{{chart|data1|data1=Guard the caravans against any threat.|class=va-chart-body}}
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{{chart| |!| }}
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{{chart|data1|data1=Receive your payment at the end of the destination.|class=va-chart-body}}
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{{chart| |!| }}
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{{chart|reward|reward=Reward: 200-600 [[Bottle cap (Fallout)|caps]]|class=va-chart-reward}}
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{{chart/end}}
   
Abandoning the caravan (i.e. running to the exit grid before all hostiles have been slaughtered) will prevent the player from taking any further jobs with that company, as will insulting their boss, stealing from them or killing the caravan themselves (obviously).
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==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 [[Lost Hills|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.
   
==Walkthrough==
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They only leave twice a month, on the 3rd and 17th. To get on a route, the Vault Dweller should talk to [[Keri Lee|Keri]] in their [[Hub Downtown|Downtown]] office, after getting the all-clear from her father, [[Demetre Romara|Demetre]].
===[[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 your destination, not to mention, you are guaranteed to have one. The pay is 600 Hub bucks each way, making for a total of 1200 caps both ways.
 
   
They only leave twice a month, on the 3rd and 17th. To get on a route, the player should talk to [[Keri Lee|Keri]] in their downtown office, after getting the all clear from her father, [[Demetre Romara|Demetre]].
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===Far Go Traders===
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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.
===[[Far Go Traders]]===
 
Commonly regarded as the nicest merchant company in the Hub, the Traders offer good pay (400 scripts 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 thrice 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.
 
Talk to [[Rutger]] and then to the caravan driver in their building to hook up with a caravan.
   
===[[Water Merchants]]===
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===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 bucks each way. However, the player is least likely to get an encounter on the way (5 in 10 times) and they leave most often (1st, 5th, 10th, 15th, 20th and 25th).
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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. Their 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 [[Water merchant trader|dwarf]] outside the [[Water Merchants (location)|Water Merchants' HQ]].
   
 
==Rewards==
 
==Rewards==
* 200, 400, or 600 [[Bottle cap (Fallout)|bottle cap]]s depending upon which company you are working for.
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200, 400 or 600 [[Bottle cap (Fallout)|bottle caps]] depending upon which company the Vault Dweller worked for.
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  +
==Notes==
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* 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.
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* 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).
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** Insulting the caravan leader.
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** Stealing from the caravan.
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** Destroying the caravans themselves.
   
 
{{Navbox quests FO1}}
 
{{Navbox quests FO1}}
{{Navbox Hub}}
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{{Navbox The Hub}}
   
 
[[Category:Fallout quests]]
 
[[Category:Fallout quests]]
[[Category:Fallout unmarked quests]]
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[[Category:The Hub]]
[[Category:Hub]]
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[[ru:Сопровождение караванов]]
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[[uk:Супровід караванів]]

Revision as of 01:56, March 15, 2020

 
Gametitle-FO1
Gametitle-FO1
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

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. Their 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 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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