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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

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 Vault Dweller's destination, not to mention, he is 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 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 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 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 bucks each way. However, the Vault Dweller 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).

The Vault Dweller needs to talk to the dwarf outside the Water Merchants' HQ.


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


  • Upon arriving at the caravan's destination the Vault Dweller has about an hour to have a look around, after that the caravan leaves and heads back home.
  • Abandoning the caravan (i.e. running to the exit grid before all hostiles have been slaughtered) will prevent the Vault Dweller from taking any further jobs with that company, as well as insulting their boss, stealing from them or destroying the caravans themselves.

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