Caravan: Difference between revisions

From FOnline: Reloaded Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 3: Line 3:
'''Note''': It is also advised to avoid bringing your Companion followers on caravans, or at least to avoid arming them with burst weapons since they are a bit reckless in combat.
'''Note''': It is also advised to avoid bringing your Companion followers on caravans, or at least to avoid arming them with burst weapons since they are a bit reckless in combat.


'''Note''': Be aware that some of the encounters will have semi-hostile NPCs. These are the ones that yell at all players if they see any weapons armed in Slot 1. You have only a few moments to put your weapon away (or move it to Slot 2) before they go hostile and attack you. When this happens, do not expect your caravan NPCs to help you.
'''Note''': Be aware that some of the encounters will have semi-hostile NPCs. These are the ones that yell at players if they see any weapons armed in Slot 1. You have only a few moments to put your weapon away (or move it to Slot 2) before they go hostile and attack you. When this happens, do not expect your caravan NPCs to help you.
[[File:Caravan_coordinator.JPG|279px|thumb|right|Caravan coordinator in Hub]]
[[File:Caravan_coordinator.JPG|279px|thumb|right|Caravan coordinator in Hub]]



Revision as of 22:32, 11 May 2016

You can join a caravan as a guard and earn caps and xp by protecting it from wasteland threats. There is a Caravan coordinator in Hub that knows where certain caravans go, where they are now and where they are currently headed. To join a caravan as a guard, talk with the Caravan Master NPC (guy with Combat Armor and 250 hp) when he is in town. You need to be at least level 9 to join a caravan, but most of these get pretty rough so it is advised to be more fully leveled first. Bring plenty of ammo, a backup weapon, combat drugs, and super stims.

Note: It is also advised to avoid bringing your Companion followers on caravans, or at least to avoid arming them with burst weapons since they are a bit reckless in combat.

Note: Be aware that some of the encounters will have semi-hostile NPCs. These are the ones that yell at players if they see any weapons armed in Slot 1. You have only a few moments to put your weapon away (or move it to Slot 2) before they go hostile and attack you. When this happens, do not expect your caravan NPCs to help you.

Caravan coordinator in Hub

Caravans

  • Crimson Caravan
  • Far Go Traders
  • Van Graffs
  • Stockman's Association
  • Goods'n'Go
  • Hang Transportation
  • Gun Runners

Crimson Caravan

Hub<->Shady Sands<->Broken Hills<->Vault City<->New Reno

Far Go Traders

Hub<->San Francisco<->Redding<->Modoc<->Vault City<->New Reno

Van Graffs

Klamath<->Den<->Redding

Stockman's Association

Redding<->New Reno<->Shady Sands<->Junktown<->Hub

Goods'n'Go

Gecko<->Broken Hills<->New Reno<->Shady Sands

Hang Transportation

Hub<->New Adytum<->San Francisco

Gun Runners

Gun Runners<->Hub<->Shady Sands