Gun Runners Caravan Package: Difference between revisions

From FOnline: Reloaded Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 32: Line 32:


== Rewards ==
== Rewards ==
* Various weapons and armor items from the lockers, including some special items with bonus stats.
* Loot from the mutants includes 1 [[Avenger Minigun]] and 1 or more [[Gatling Laser]]s
* Loot from the mutants includes an [[Avenger Minigun]] and a [[Gatling Laser]].
* Random good gear from loot lockers, with damage/crit/other bonuses
* 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]], [[14mm Pistol]], [[Plasma Pistol]], [[Laser Rifle]]
** [[14mm Pistol]]
** [[Plasma Pistol]]
** [[Laser Rifle]]
* Giving the '''unopened''' [[Metal Case]] back to [[Marshal]], you get 4000 [[XP]] and your choice of these:
* Giving the '''unopened''' [[Metal Case]] back to [[Marshal]], you get 4000 [[XP]] and your choice of these:
** [[14mm Pistol]], [[FN FAL]], [[Light Support Weapon]] and [[Laser Rifle]].
** [[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 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 [[Combat Armor]] + [[Tesla Armor]] + 2x [[Metal Armor Mark II]]
* 500 [[Reputation]] with the [[Gunrunners]]
* 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 several times on the case before you open it - you`ll receive info about explosives 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]].


== Conclusions ==
==Conclusions==
* Complete the quest as intended by giving the [[Metal Case]] to [[Marshal]]. Then get reward items (from [[Ralph]]).
* 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. Talk with a guard in [[Metal Armor]] guarding the [[BoS]] office in [[NCR]].
* Or trade the case to [[BoS]] for a [[Minigun]] blueprint and [[Plasma Pistol]] plans. Talk with a guard in [[Metal Armor]] guarding the [[BoS]] office in [[NCR]].
Line 59: Line 56:
* People have been known to steal or buy a [[Metal Case]] from someone else in order to end the quest with good news, but that leaves the other player short one [[Metal Case]]. Sooner or later, someone has to deliver bad news to [[Gunrunners]].  
* People have been known to steal or buy a [[Metal Case]] from someone else in order to end the quest with good news, but that leaves the other player short one [[Metal Case]]. Sooner or later, someone has to deliver bad news to [[Gunrunners]].  


== Notes ==
==Notes==
* If concluded as intended, this quest is repeatable after a random 6-9 hours from the moment you choose a reward from [[Ralph]].
* If concluded as intended, this quest is repeatable after a random 6-9 hours, starting from the moment you choose a reward from [[Ralph]].


{| class="mw-collapsible mw-collapsed wikitable"
{| class="mw-collapsible mw-collapsed wikitable"
! Strategy
! Strategy
|-
|-
| If you do not have anyone with high [[Lockpick]], then bring some [[Dynamite]]. Explosives can be used to blast open the locked doors in this quest. Even with inferior [[Lockpick]] skill, multiple attempts with [[Expanded Lockpick Set|Expanded Lockpicks]] might open the lockers if you're patient enough. If you do have a way to open a locked door, either with [[Lockpick]] or explosives, then you can get behind the two guards outside. To do this, move to the far right when you first enter the location, and use the hidden entrance behind the trees to enter the cave. Beat the two mutants just inside (they only have [[Power Fist]]s), and get that door open. Recharge your [[Action Points]] and run straight left to beat the laser rifle mutant and his flame-throwing partner. Now you can exit the cave via the main entrance and get a slight advantage over the two guards outside as you'll come up from behind them. This strategy can work well solo if you are tough and patient enough.
| If you do not have anyone with high [[Lockpick]], then bring some [[Dynamite]]. Explosives can be used to blast open the locked doors in this quest. Even with inferior [[Lockpick]] skill, multiple attempts with [[Expanded Lockpick Set|Expanded Lockpicks]] might open the lockers if you're patient enough. If you do have a way to open locked doors, either with [[Lockpick]] or explosives, then you can get ''behind'' the two guards outside. To do this, move to the far right when you first enter the location, and use the hidden entrance behind the trees to enter the cave. Beat the mutants just inside, and get that door open. Recharge your [[Action Points]] and run straight left to the main entrance. Now you can exit the cave there and get a slight advantage over the two guards outside as you'll come up from behind them. This strategy can work well solo if you are tough and patient enough.
|}
|}
[[Category:Quests]]
[[Category:Quests]]
[[Category:Boneyard]]
[[Category:Boneyard]]

Revision as of 21:29, 26 December 2020

Quest:
Gun Runners Caravan Package
The Quest-Giver is:
Marshal in Gunrunners
Destination: {{{access}}} {{{dest}}}
Party Access: {{{party}}} {{{shared}}}
Requirements: Level 15, and either:
Small Guns 100 or more, or
Big Guns 100 or more, or
Energy Weapons 100 or more
Completion: Turn in the Metal Case
Rewards: 4000
Plus XP from killing hostiles XP
0 Caps
? Karma
Various - see details
Repeatable: Yes {{{timer}}}
Notes: Affectionately referred to as "the GR mutie quest"
Not to be confused with Deliver the Gun Runners Package

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.

NOTE: 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.

NOTE: Once you bring friends into this quest location, they'll be able to see it on their maps too.

Spoiler
Two Super Mutants are at the top left of the map, one with a Light Support Weapon, the other with a Minigun. As long as the quest-taker does not die outside of the cave, he will be able to leave and return and thus bring some buddies to aid in clearing the place out. Inside the cave will be mutants armed with flamers, powerfists, miniguns, and some laser rifles. One uses a Gatling Laser which can be looted, as well as weapons from the other mutants. At least one mutant uses a Rocket Launcher and there is a boss mutant with high Hit Points and an Avenger Minigun.

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

If You Fail

  • The quest location is only available for a time, and will disappear after that. If you fail to get the Metal Case in time, you can report the bad news to Marshal, get yelled at, take a Reputation hit, and try again in 6-9 hours.
  • Even if you get the Metal Case but lose it, or trade it to an alternate party, you can give the bad news to Marshal as above.
  • People have been known to steal or buy a Metal Case from someone else in order to end the quest with good news, but that leaves the other player short one Metal Case. Sooner or later, someone has to deliver bad news to Gunrunners.

Notes

  • If concluded as intended, this quest is repeatable after a random 6-9 hours, starting from the moment you choose a reward from Ralph.
Strategy
If you do not have anyone with high Lockpick, then bring some Dynamite. Explosives can be used to blast open the locked doors in this quest. Even with inferior Lockpick skill, multiple attempts with Expanded Lockpicks might open the lockers if you're patient enough. If you do have a way to open locked doors, either with Lockpick or explosives, then you can get behind the two guards outside. To do this, move to the far right when you first enter the location, and use the hidden entrance behind the trees to enter the cave. Beat the mutants just inside, and get that door open. Recharge your Action Points and run straight left to the main entrance. Now you can exit the cave there and get a slight advantage over the two guards outside as you'll come up from behind them. This strategy can work well solo if you are tough and patient enough.