The Great American Heist: Difference between revisions
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|image=Nmlthraa_sw.gif | |image=Nmlthraa_sw.gif | ||
|loc=[[Hub]] Heights | |loc=[[Hub]] Heights | ||
|access=Public | |||
|dest=Hub Heights | |||
|party=n/a | |||
|shared=Fetch & dialogue quest | |||
|timer=n/a | |||
|npc=Mean Thug Leader | |npc=Mean Thug Leader | ||
|reqs=wip | |reqs=wip | ||
|complete=Do the 3 easy tasks first,<br>Plan the heist and | |complete=Do the 3 easy tasks first,<br>Plan the heist and do it right! | ||
|xp=Total 4000+ | |xp=Total 4000+ | ||
|karma=Hub Citizens -?? | |karma=Hub Citizens -?? | ||
Line 11: | Line 16: | ||
|reward=A cut of the loot | |reward=A cut of the loot | ||
|repeat=No | |repeat=No | ||
|note=Punks are in Market, Old Town, Water Merchants, | |note=The 4 Punks are in: Hub Market, Old Town,<br>Bottom of Water Merchants, and Bunker Bar | ||
}} | }} | ||
__NOTOC__ | |||
''I walked into a shady part of the [[Hub]] and stumbled upon a gang...'' | ''I walked into a shady part of the [[Hub]] and stumbled upon a gang...'' | ||
Speak with the Mean Thug Leader in [[Hub]]'s Heights, and get in a fight. Tell them you want to join their gang, and they'll ask for 200 [[Caps]] as an initiation fee. Pay that and you're in, but they immediately task you to help solve some problems... | Speak with the Mean Thug Leader in [[Hub]]'s Heights, and talk tough with him like you're ready to get in a fight. Tell them you want to join their gang, and they'll ask for 200 [[Caps]] as an initiation fee. Pay that and you're in, but they immediately task you to help solve some problems... | ||
= | =Build up the Gang= | ||
Their first problem is, they don't have enough members, so they send you to recruit four street punks. You need to be ready with black [[Leather Jacket]]s to hand out to four new members, or they won't join. The four people are all "Street Punks", but not all of them have the same appearance. | |||
{| class="mw-collapsible mw-collapsed wikitable" | {| class="mw-collapsible mw-collapsed wikitable" | ||
! | ! Recruiting Hints | ||
|- | |- | ||
| Expect to find each of the four people in a different area in [[Hub]]. One | | Expect to find each of the four people in a different area in [[Hub]]. One is in the Bunker Bar, and one is between buildings in Old Town. One is in a back alley in the Market district, and another is in Water Merchants south. Open dialogue with each of them, twice; the first time they're trying to sell you some [[Drugs]], but the second time you get a chance to recruit them. | ||
|} | |} | ||
=Pave the Way= | |||
Next, the police have been sniffing them out, and they're all about to be arrested, unless you can bribe [[Sheriff Andrew Hayden]] with 1200 [[Caps]]. | |||
=Gearing them Up= | |||
They're about to pull off a serious robbery, and they need you to provide the weapons. They will provide you with a list of guns and ammo to bring: | |||
** [[.44 Magnum Revolver]], a [[Shotgun]], a [[Sawed-Off Shotgun]], a [[10mm Pistol]], a [[Hunting Rifle]], a [[10mm SMG]] | |||
** 50 rounds each of [[.44 Magnum JHP]], [[10mm JHP]], [[.223 FMJ]], and [[12 ga. Shotgun Shells]] | |||
** Don't forget the [[Crowbar]] | |||
=Assessing Skills= | |||
They call you the smart one of the bunch so you get to assign roles to the members. Talk with Johnny the leader first. He tells you [[Jet]] addicts are fast, [[Buffout]] addicts are strong, [[Mentats]] addicts are smart, and [[Psycho]] addicts are tough, but he doesn't know much about Dave or Bobby. | |||
Talk with each addict to find where they likely fit into the plan. The [[Jet]] addict rambles on about his reflexes. The [[Buffout]] addict brags about his superior resistance to bullets. The [[Mentats]] addict is in another world. The [[Psycho]] addict informs you of his ability with tools. | |||
Then talk with Dave and Bobby, the two whose roles might be less obvious. Dave wants to breach the front door, but seems to lack confidence, and he thinks Johnny should stay outside and scout. Bobby tells you not to lose any of the addicts because less men means less arms to carry the loot. | |||
When you've determined each | =Run the Heist= | ||
When you've determined each member's specialty, plan the heist via a dialogue option called "Tactical Phase". Roles that must be assigned include: | |||
* Someone to scout the area prior to breaching the door | * Someone to scout the area prior to breaching the door | ||
* Someone to breach the door, which you might assume will be done with the [[Crowbar]] you provided | * Someone to breach the door, which you might assume will be done with the [[Crowbar]] you provided | ||
Line 40: | Line 55: | ||
* Someone else to back him up | * Someone else to back him up | ||
* One man designated as a support specialist | * One man designated as a support specialist | ||
* Someone to handle any surprises | * Someone to handle any random surprises | ||
* A get-away coordinator | * A get-away coordinator | ||
'''NOTE''': If a dialogue bug kicks you out during the tactical phase, first try moving to a different hex and re-open dialogue and try again. If that does not work, you can try logging out, closing game client, and re-launch. This bug is odd in that it can happen, and then you try again and again and it keeps happening, or you just move to other hex, try again and it works fine. If you see in dialogue that you don't like the outcome (you lost too many gang members and you'd like to try it again assigning members differently), you can exit dialogue prematurely and re-open and try it again. The dialogue kick-out bug might happen on your 2nd attempt, or maybe on the 10th, or not at all. | |||
=Outcomes= | |||
The clues you get from talking with the gang members might be trickier than you expect. Try to minimize casualties but don't be surprised if some gang members don't survive the heist, regardless of how logical you plan it. Can you run a successful heist without losing anyone? Try it, and find out. | |||
==Requirements== | ==Requirements== | ||
* | * [[IN]] 1 works | ||
==Rewards== | ==Rewards== | ||
Line 50: | Line 70: | ||
* 1000 [[XP]] for paying the bribery money to the police + a [[Metal Armor]] | * 1000 [[XP]] for paying the bribery money to the police + a [[Metal Armor]] | ||
* 750 [[XP]] for providing the weapons for the heist | * 750 [[XP]] for providing the weapons for the heist | ||
* More [[XP]] depending how successful the gang is in the robbery | * More [[XP]] depending how successful the gang is in the robbery | ||
{{NavboxQuests}} | |||
[[Category:Quests]] | [[Category:Quests]] | ||
[[Category:Hub]] | [[Category:Hub]] |
Latest revision as of 20:59, 18 February 2024
Quest: The Great American Heist | |||
---|---|---|---|
The Quest-Giver is: Mean Thug Leader in Hub Heights | |||
Destination: | Public | Hub Heights | |
Party Access: | n/a | Fetch & dialogue quest | |
Requirements: | wip | ||
Completion: | Do the 3 easy tasks first, Plan the heist and do it right! | ||
Rewards: | Total 4000+ XP ?? Caps Hub Citizens -?? Karma A cut of the loot | ||
Repeatable: | No | n/a | |
Notes: | The 4 Punks are in: Hub Market, Old Town, Bottom of Water Merchants, and Bunker Bar |
I walked into a shady part of the Hub and stumbled upon a gang...
Speak with the Mean Thug Leader in Hub's Heights, and talk tough with him like you're ready to get in a fight. Tell them you want to join their gang, and they'll ask for 200 Caps as an initiation fee. Pay that and you're in, but they immediately task you to help solve some problems...
Build up the Gang
Their first problem is, they don't have enough members, so they send you to recruit four street punks. You need to be ready with black Leather Jackets to hand out to four new members, or they won't join. The four people are all "Street Punks", but not all of them have the same appearance.
Recruiting Hints |
---|
Expect to find each of the four people in a different area in Hub. One is in the Bunker Bar, and one is between buildings in Old Town. One is in a back alley in the Market district, and another is in Water Merchants south. Open dialogue with each of them, twice; the first time they're trying to sell you some Drugs, but the second time you get a chance to recruit them. |
Pave the Way
Next, the police have been sniffing them out, and they're all about to be arrested, unless you can bribe Sheriff Andrew Hayden with 1200 Caps.
Gearing them Up
They're about to pull off a serious robbery, and they need you to provide the weapons. They will provide you with a list of guns and ammo to bring:
- .44 Magnum Revolver, a Shotgun, a Sawed-Off Shotgun, a 10mm Pistol, a Hunting Rifle, a 10mm SMG
- 50 rounds each of .44 Magnum JHP, 10mm JHP, .223 FMJ, and 12 ga. Shotgun Shells
- Don't forget the Crowbar
Assessing Skills
They call you the smart one of the bunch so you get to assign roles to the members. Talk with Johnny the leader first. He tells you Jet addicts are fast, Buffout addicts are strong, Mentats addicts are smart, and Psycho addicts are tough, but he doesn't know much about Dave or Bobby.
Talk with each addict to find where they likely fit into the plan. The Jet addict rambles on about his reflexes. The Buffout addict brags about his superior resistance to bullets. The Mentats addict is in another world. The Psycho addict informs you of his ability with tools.
Then talk with Dave and Bobby, the two whose roles might be less obvious. Dave wants to breach the front door, but seems to lack confidence, and he thinks Johnny should stay outside and scout. Bobby tells you not to lose any of the addicts because less men means less arms to carry the loot.
Run the Heist
When you've determined each member's specialty, plan the heist via a dialogue option called "Tactical Phase". Roles that must be assigned include:
- Someone to scout the area prior to breaching the door
- Someone to breach the door, which you might assume will be done with the Crowbar you provided
- Someone to rush in first
- Someone else to back him up
- One man designated as a support specialist
- Someone to handle any random surprises
- A get-away coordinator
NOTE: If a dialogue bug kicks you out during the tactical phase, first try moving to a different hex and re-open dialogue and try again. If that does not work, you can try logging out, closing game client, and re-launch. This bug is odd in that it can happen, and then you try again and again and it keeps happening, or you just move to other hex, try again and it works fine. If you see in dialogue that you don't like the outcome (you lost too many gang members and you'd like to try it again assigning members differently), you can exit dialogue prematurely and re-open and try it again. The dialogue kick-out bug might happen on your 2nd attempt, or maybe on the 10th, or not at all.
Outcomes
The clues you get from talking with the gang members might be trickier than you expect. Try to minimize casualties but don't be surprised if some gang members don't survive the heist, regardless of how logical you plan it. Can you run a successful heist without losing anyone? Try it, and find out.
Requirements
- IN 1 works
Rewards
- 1000 XP for recruiting 4 members
- 1000 XP for paying the bribery money to the police + a Metal Armor
- 750 XP for providing the weapons for the heist
- More XP depending how successful the gang is in the robbery