Gun Runners Caravan Package: Difference between revisions

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== Requirements ==
== Requirements ==
* Quest-taker must be at least [[Level]] 15
* Quest-taker must be at least [[Level]] 15
* At least 4 characters total in quest party (I've tested it 3 times and you can do it solo.)
* This quest is available to a solo character, even without a party.
* Someone with decent (100+ Recommended with picks) [[Lockpick]] [[Skill]] to access the locked containers.
* To open the locked doors and access the locked containers, some decent [[Lockpick]] [[Skill]], maybe 100.


== Rewards ==
== Rewards ==
* One nice item on this quest is a [[Gatling Laser]] in high condition.
* Various weapons and armor items from the lockers, including some special items with bonus stats.
* Loot from the mutants includes an [[Avenger Minigun]] and a [[Gatling Laser]], both in excellent condition.
* The main quest item is the package itself, a [[Metal Case]] with the following [[blueprints]]:
* The main quest item is the package itself, a [[Metal Case]] with the following [[blueprints]]:
** [[Light Support Weapon]]
** [[Light Support Weapon]]
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** [[Plasma Pistol]]
** [[Plasma Pistol]]
** [[Laser Rifle]]
** [[Laser Rifle]]
* Giving the [[Metal Case]] back to Marshall, you get 4000 xp and your choice of these:
** [[14mm Pistol]], [[FN FAL]], [[Light Support Weapon]] and [[Laser Rifle]].
** Or 1000 [[5mm AP]], 300 [[.223 FMJ]], 400 [[Micro Fusion Cells]] and 300 [[7.62mm]].
** Or [[Combat Armor]] + [[Tesla Armor]] + 2x [[Metal Armor Mark II]].
** Or an assortment of various ammo
* 500 Reputation with the Gunrunners


'''Note''': The quest case is locked and also rigged with multiple explosives. If you try to open it without disabling the traps first, you'll trigger the explosives, which can destroy the precious blueprints inside. Use high [[Traps]] skill on the case before you open it - you`ll receive info about explosive being unarmed, then you can safely use lockpick.
'''Note''': The quest case is locked and also rigged with multiple explosives. If you try to open it without disabling the traps first, you'll trigger the explosives, which can destroy the precious blueprints inside. Use high [[Traps]] skill several times on the case before you open it - you`ll receive info about explosives being unarmed, then you can safely use [[Lockpick]].
 
== Giving back the Case ==
 
If you decide to give back the case you will receive:
* Your choice of:
** [[14mm Pistol]], [[FN FAL]], [[Light Support Weapon]] and [[Laser Rifle]].<br>
** 1000 [[5mm AP]], 300 [[.223 FMJ]], 400 [[Micro Fusion Cells]] and 300 [[7.62mm]].<br>
** [[Combat Armor]] + [[Tesla Armor]] + 2x [[Metal Armor Mark II]].<br>
* 500 Reputation with the Gunrunners
* 250 experience points.


== Conclusions ==
== Conclusions ==
* Complete the quest by giving the metal case to [[Marshal]] and get items and reputation
* Complete the quest as intended by giving the [[Metal Case]] to [[Marshal]]. Then get reward items (from [[Ralph]]).
* Trade the case to BoS for a minigun blueprint (and Plasma Pistol plans. You need to talk to the Men in Metal armor in front of Brotherhood safehouse in NRC.)
* Or trade the case to [[BoS]] for a [[Minigun]] blueprint (and Plasma Pistol plans. You need to talk to the Men in Metal armor in front of the Brotherhood safehouse in NRC).
* Keep the case and open it to get the blueprints
* Or keep the case and open it to get the blueprints inside.
* This quest is repeatable after a random 6-9 hours after you get reward from [[Ralph]].
* This quest is repeatable after a random 6-9 hours after you get reward from [[Ralph]].
* Give the [[Metal Case]] to the [[Raiders]] faction to get some alternate items (drugs? Needs confirmation).


== Notes ==
== Notes ==
* Dying outside the cave might cause the location to despawn (Rumor not proven)
* If concluded as intended, this quest is repeatable after a random 6-9 hours from the moment you choose a reward from [[Ralph]].
* losing/giving the Gun Runners package away to another player will make the quest open until another package is given to the Gun Runners. Talking to the Gun Runners will still lower reputation but the quest will not end.
* Dying outside the cave might cause the location to disappear from the quest-taker's worldmap (Rumor not proven)
* Losing the [[Metal Case]] (or trading it to an alternate party) will keep the quest in an uncompleted state until another package is given to the Gun Runners. Talking to the Gun Runners will still lower reputation but the quest will not end.
[[Category:Quests]]
[[Category:Quests]]
[[Category:Boneyard]]
[[Category:Boneyard]]

Revision as of 20:12, 5 September 2015

At Gunrunners in Boneyard, talk with Marshal to get this quest. He'll give you a temporary location on your map just east of Boneyard where mutants have a hideout. You should expect a tough fight.

NOTES: This quest can be done in either Turn-Based or Real-Time mode, and this is determined by what mode the quest-taker is in at the time he gets the quest from Marshal. Also, the quest-taker can die during this quest and yet still see the map location as long as he dies inside the cave, but not outside. If the quest-taker dies outside the cave, he won't be able to return to the quest location.

Spoiler
Two Super Mutants are at the top left of the map, one will have a Light Support weapon, The other with a minigun. As long as the quest taker does not die at the outside of the mine the quest taker can bring back buddies to aid in clearing the place out. If you've ever cave hunted deathclaws you'll know about what to expect. Except now they shoot back. Inside the cave will be at Mutants armed with flamers, powerfists, miniguns, at least 1 Avenger and 1 Gatling Laser, and some laser rifles.

Requirements

  • Quest-taker must be at least Level 15
  • This quest is available to a solo character, even without a party.
  • To open the locked doors and access the locked containers, some decent Lockpick Skill, maybe 100.

Rewards

Note: The quest case is locked and also rigged with multiple explosives. If you try to open it without disabling the traps first, you'll trigger the explosives, which can destroy the precious blueprints inside. Use high Traps skill several times on the case before you open it - you`ll receive info about explosives being unarmed, then you can safely use Lockpick.

Conclusions

  • Complete the quest as intended by giving the Metal Case to Marshal. Then get reward items (from Ralph).
  • Or trade the case to BoS for a Minigun blueprint (and Plasma Pistol plans. You need to talk to the Men in Metal armor in front of the Brotherhood safehouse in NRC).
  • Or keep the case and open it to get the blueprints inside.
  • This quest is repeatable after a random 6-9 hours after you get reward from Ralph.
  • Give the Metal Case to the Raiders faction to get some alternate items (drugs? Needs confirmation).

Notes

  • If concluded as intended, this quest is repeatable after a random 6-9 hours from the moment you choose a reward from Ralph.
  • Dying outside the cave might cause the location to disappear from the quest-taker's worldmap (Rumor not proven)
  • Losing the Metal Case (or trading it to an alternate party) will keep the quest in an uncompleted state until another package is given to the Gun Runners. Talking to the Gun Runners will still lower reputation but the quest will not end.