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(Bugs)
(Overlinking, one of the bugs can happen, I added platforms tag, but I don't know how to "verify" something.)
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Through discussion with [[Ernest Roe|Uncle Roe]] in [[Canterbury Commons]], he can be asked if the traders coming through the area could become a unified group. Proceeding with either the [[Master Trader]] perk, a high [[Barter]] skill, the [[Black Widow]] perk, or if carrying at least 250 bottlecaps, he will then offer a map showing the paths of the merchants and their various trade stops, and the option of investing into any of the caravans. Investing in a caravan allows that merchant to sell a wider variety and higher quality of items. It also raises their Repair skill, allowing them to restore gear to near perfect condition, as well as the number of [[Bottle cap (Fallout 3)|caps]] they have available for trading.
 
Through discussion with [[Ernest Roe|Uncle Roe]] in [[Canterbury Commons]], he can be asked if the traders coming through the area could become a unified group. Proceeding with either the [[Master Trader]] perk, a high [[Barter]] skill, the [[Black Widow]] perk, or if carrying at least 250 bottlecaps, he will then offer a map showing the paths of the merchants and their various trade stops, and the option of investing into any of the caravans. Investing in a caravan allows that merchant to sell a wider variety and higher quality of items. It also raises their Repair skill, allowing them to restore gear to near perfect condition, as well as the number of [[Bottle cap (Fallout 3)|caps]] they have available for trading.
   
An initial investment of 200 caps can be made in each trader, followed by a second investment of 500 caps (totaling 2,800 caps for all upgrades). The [[Master Trader]] perk discounts each investment by half to 100 caps for the first and 250 caps for the second.
+
An initial investment of 200 caps can be made in each trader, followed by a second investment of 500 caps (totaling 2,800 caps for all upgrades). The Master Trader perk discounts each investment by half to 100 caps for the first and 250 caps for the second.
   
 
The first time speaking with a merchant after investing fully in their caravan will present a gift of gratitude. The gift differs for all four caravans, one of which includes the unique helmet, [[Crow's eyebot helmet]].
 
The first time speaking with a merchant after investing fully in their caravan will present a gift of gratitude. The gift differs for all four caravans, one of which includes the unique helmet, [[Crow's eyebot helmet]].
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* Improved inventories for caravan merchants.
 
* Improved inventories for caravan merchants.
 
* Improved Repair ability for caravan merchants.
 
* Improved Repair ability for caravan merchants.
* The next time meeting him, [[Crazy Wolfgang]] will award between 2 to 6 [[Stealth Boy (Fallout 3)|Stealth Boys]], depending on the Lone Wanderer's level.
+
* The next time meeting him, Crazy Wolfgang will award between 2 to 6 [[Stealth Boy (Fallout 3)|Stealth Boys]], depending on the Lone Wanderer's level.
* The next time meeting [[Crow]], he will award [[Crow's eyebot helmet]].
+
* The next time meeting Crow, he will award Crow's eyebot helmet.
* The next time meeting [[Hoff|Doc Hoff]], he will award between 3 to 7 [[Stimpak (Fallout 3)|stimpak]]s, depending on the Lone Wanderer's level.
+
* The next time meeting Doc Hoff, he will award between 3 to 7 [[Stimpak (Fallout 3)|stimpak]]s, depending on the Lone Wanderer's level.
* The next time meeting [[Lucky Harith]], he will award a [[Mini nuke (Fallout 3)|mini nuke]].
+
* The next time meeting Lucky Harith, he will award a [[Mini nuke (Fallout 3)|mini nuke]].
   
 
==Merchant chart==
 
==Merchant chart==
Amount of caps available depends on the Lone Wanderer's [[level]], and is random to a certain degree. Caps replenish every 72 hours, but they are also retained, for example: those who routinely use [[Crazy Wolfgang]] for repairs will end up seeing higher available caps totals, in some cases ''extremely'' high.
+
Amount of caps available depends on the Lone Wanderer's [[level]], and is random to a certain degree. Caps replenish every 72 hours, but they are also retained, for example: those who routinely use Crazy Wolfgang for repairs will end up seeing higher available caps totals, in some cases ''extremely'' high.
 
:
 
:
 
{| class="va-table"
 
{| class="va-table"
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==Notes==
 
==Notes==
* If the [[Master Trader]] perk has been taken, all of the investment amounts will be halved.
+
* If the Master Trader perk has been taken, all of the investment amounts will be halved.
* When asking about the traders' locations, if any are dead, [[Ernest Roe|Uncle Roe]] will reveal that he hasn't seen them in a while or, "they must have fallen off the map." A merchant may be counted as "dead" by Uncle Roe if simply separated from his pack brahmin and/or bodyguard.
+
* When asking about the traders' locations, if any are dead, [[Ernest Roe|Uncle Roe]] will reveal that he hasn't seen them in a while or, "they must have fallen off the map." A merchant may also be counted as "dead" by Uncle Roe if simply separated from his pack brahmin and/or bodyguard.
 
* [[Agatha Egglebrecht|Agatha]] mentions all of these merchants during [[Agatha's Station|her radio]] speeches.
 
* [[Agatha Egglebrecht|Agatha]] mentions all of these merchants during [[Agatha's Station|her radio]] speeches.
 
* While the Repair upgrade and reward become effective immediately, the inventory upgrade happens with the next scheduled inventory refresh of the caravan traders (every 72h).
 
* While the Repair upgrade and reward become effective immediately, the inventory upgrade happens with the next scheduled inventory refresh of the caravan traders (every 72h).
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==Bugs==
 
==Bugs==
 
* When investing in all merchants in one conversation, it may result in the merchants' inventories and caps staying the same, but still giving rewards and higher repair skills. {{pn}} {{Verify|10:33, August 9, 2013 (UTC)}}
 
* When investing in all merchants in one conversation, it may result in the merchants' inventories and caps staying the same, but still giving rewards and higher repair skills. {{pn}} {{Verify|10:33, August 9, 2013 (UTC)}}
* When talking to each of the merchants for the first time, they might speak their normal introduction. Ending the conversation and speaking to them again will produce the correct reward dialog. {{pn}} {{Verify|10:33, August 9, 2013 (UTC)}}
+
*{{Platforms|xbox360}} When talking to each of the merchants for the first time, they might speak their normal introduction. Ending the conversation and speaking to them again will produce the correct reward dialog. {{Verify}}
* Sometimes, especially near [[Canterbury Commons]], the merchant on duty will run from the player as if running from an enemy, and the player must then run after the merchant in order to trade with them. This action will also occur if there actually ''is'' an enemy nearby, so be sure to scan carefully for any enemies; sometimes you can save the merchant from dying if they are confronted in an attack. {{pn}} {{Verify|10:33, August 9, 2013 (UTC)}}
+
* Sometimes, especially near Canterbury Commons, the merchant on duty will run from the player as if running from an enemy, and the player must then run after the merchant in order to trade with them. This action will also occur if there actually ''is'' an enemy nearby, so be sure to scan carefully for any enemies; sometimes you can save the merchant from dying if they are confronted in an attack. {{pn}} {{Verify|10:33, August 9, 2013 (UTC)}}
   
 
{{Navbox quests FO3}}
 
{{Navbox quests FO3}}

Revision as of 20:44, September 6, 2013

 
Gametitle-FO3
Gametitle-FO3

Merchant Empire is an unmarked quest in Fallout 3.

Quick walkthrough

Unmarked Quest: Merchant Empire
Speak with Uncle Roe.
Convince him of your investment with a barter check, the Black Widow or Master Trader perk or carrying at least 250 bottle caps.
Invest your caps in:
Lucky Harith twice.
Doc Hoff twice.
Crow twice.
Crazy Wolfgang twice.
Talk to Lucky Harith.
Talk to Doc Hoff.
Talk to Crow.
Talk to Crazy Wolfgang.
Reward: Improved caps-on-hand total
improved inventories
improved repair ability
Mini nuke
Reward: Improved caps-on-hand total
improved inventories
improved repair ability
3-7 stimpaks
Reward: Improved caps-on-hand total
improved inventories
improved repair ability
Crow's eyebot helmet
Reward: Improved caps-on-hand total
improved inventories
improved repair ability
2-6 Stealth Boys

Detailed walkthrough

Through discussion with Uncle Roe in Canterbury Commons, he can be asked if the traders coming through the area could become a unified group. Proceeding with either the Master Trader perk, a high Barter skill, the Black Widow perk, or if carrying at least 250 bottlecaps, he will then offer a map showing the paths of the merchants and their various trade stops, and the option of investing into any of the caravans. Investing in a caravan allows that merchant to sell a wider variety and higher quality of items. It also raises their Repair skill, allowing them to restore gear to near perfect condition, as well as the number of caps they have available for trading.

An initial investment of 200 caps can be made in each trader, followed by a second investment of 500 caps (totaling 2,800 caps for all upgrades). The Master Trader perk discounts each investment by half to 100 caps for the first and 250 caps for the second.

The first time speaking with a merchant after investing fully in their caravan will present a gift of gratitude. The gift differs for all four caravans, one of which includes the unique helmet, Crow's eyebot helmet.

Caravan merchants

The following merchants correspond to the investments:

Reward

  • Improved caps-on-hand total for caravan merchants.
  • Improved inventories for caravan merchants.
  • Improved Repair ability for caravan merchants.
  • The next time meeting him, Crazy Wolfgang will award between 2 to 6 Stealth Boys, depending on the Lone Wanderer's level.
  • The next time meeting Crow, he will award Crow's eyebot helmet.
  • The next time meeting Doc Hoff, he will award between 3 to 7 stimpaks, depending on the Lone Wanderer's level.
  • The next time meeting Lucky Harith, he will award a mini nuke.

Merchant chart

Amount of caps available depends on the Lone Wanderer's level, and is random to a certain degree. Caps replenish every 72 hours, but they are also retained, for example: those who routinely use Crazy Wolfgang for repairs will end up seeing higher available caps totals, in some cases extremely high.

Merchant Ref ID Goods sold Initial First investment Second investment
Caps Repair Caps Repair Caps Repair Max condition Investment gift
Crazy Wolfgang 00063c07 Junk ≈61-249 15 ≈222-648 50 ≈483-1197 75 85% 2-6 Stealth Boys
Crow 00063c05 Armor ≈61-249 15 ≈222-648 40 ≈483-1197 65 79% Crow's eyebot helmet
Doc Hoff 00063c06 Chems ≈161-399 15 ≈322-798 40 ≈483-1197 65 79% 3-7 stimpaks
Lucky Harith 00063c08 Weapons & Ammunition ≈161-399 20 ≈322-798 45 ≈483-1197 70 82% Mini nuke

† depends on player's level

Notes

  • If the Master Trader perk has been taken, all of the investment amounts will be halved.
  • When asking about the traders' locations, if any are dead, Uncle Roe will reveal that he hasn't seen them in a while or, "they must have fallen off the map." A merchant may also be counted as "dead" by Uncle Roe if simply separated from his pack brahmin and/or bodyguard.
  • Agatha mentions all of these merchants during her radio speeches.
  • While the Repair upgrade and reward become effective immediately, the inventory upgrade happens with the next scheduled inventory refresh of the caravan traders (every 72h).
  • If the caravan guard and the caravan merchant die, their brahmin will make its way to Canterbury Commons and stay there permanently.

Bugs

  • When investing in all merchants in one conversation, it may result in the merchants' inventories and caps staying the same, but still giving rewards and higher repair skills. [platforms tag needed] [verification overdue]
  • Xbox 360Icon xbox360 When talking to each of the merchants for the first time, they might speak their normal introduction. Ending the conversation and speaking to them again will produce the correct reward dialog. [verification needed]
  • Sometimes, especially near Canterbury Commons, the merchant on duty will run from the player as if running from an enemy, and the player must then run after the merchant in order to trade with them. This action will also occur if there actually is an enemy nearby, so be sure to scan carefully for any enemies; sometimes you can save the merchant from dying if they are confronted in an attack. [platforms tag needed] [verification overdue]
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