Wasteland Tour

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Meet a tour guide in Hub, and sign up for a tour! It's an adventure party that walks all over the map, exploring various locations, getting into adventures, honing some standard combat skills, and learning new stuff.

Before the Tour

  • This is about the comradery, and some PvE teamwork. It's meant to be a fun adventure, and while there is sometimes some loot, it's not about the loot.
  • Patience please - some members of the tour will likely be newer here, with less trigger discipline. Friendly fire is to be expected - relax.
  • Some of the stops on the tour might be quests lined up in advance by the tour guide. In those cases, you may find a "quest item" during the mission, and the tour guide will need those to complete such quests.
    • Example 1: the metal case in the Gunrunner Mutant hideout
    • Example 2: the metal case and special keys found during the Klamath Tanker quest
    • Example 3: the tour might find a Special Encounter! Agree in advance what to do
    • Tour guide should indicate what is expected
  • Attack Formation: anytime, but even more so when inside a dungeon's interior spaces, it's important to "form a line". Snipers can stand behind the line, but anyone bursting should be on the line.
    • This helps avoid friendly fire
  • Drugs? Yes, most all members should know their drug plan, and tanks should be using Psycho and probably Beer too. Bring several rounds so you don't run out and aren't the one guy asking for handouts.
  • In case nobody else said this: welcome to Real-Time fun!
  • Bring Combat Armor for high DR/DT, and make sure it's somewhat fresh, and/or bring spare armor.
  • Who wants to run out of ammo and ask for handouts? Nobody. So bring spare ammo.
  • Weapon diversity: it's a great idea to bring a spare gun, and wise to bring a 3rd that uses different ammo.
  • Bring 30 Super Stimpaks or so. It's never clear just how many you'll need, and remember some will be to heal a teammate when he needs it the most.

The Tour

Meet in Hub when you hear it discussed on Radio 0. When the group is ready to go, tag the tour guide, and he will take us all to a nearby tent if anyone needs anything. At the tent, the group chooses a Radio Channel to use during the tour, so we're not broadcasting all our actions on Radio 0. The tent will have small amounts of ammo ready to grab, and single-round drug piles nearby. Grab what you need - don't be greedy.

We launch from the tent and go west into the Desert. We hit the following places on the tour:

  • Breakwater Farms
  • Westside Freeway
  • (Optional) The Ant Lair
  • New Reno Sewers
    • Once we all go under the street, it's typical that we get split up, and some people feel like they get lost. It's okay - work your way toward the structure north, careful about hostiles along the way, and we'll all regroup inside - that's where some loot is anyway. Then we exit together.
  • Sierra Army Depot
    • A party can get split up any place with multiple levels, so use the tour's designated radio channel to coordinate.
  • Stop somewhere for a quick break as needed. Use the conference room in a Bunker Base if available, to discuss ideas and progress.
  • Gecko Sanctuary
  • The Klamath Tanker Quest (a task lined up in advance by the Tour Guide)
  • Toxic Caves
  • Den, to eat some food!
  • Woodland Fields
  • Barter Ground for a quick break
  • (Optional) We can storm the gate at Ares and decide to move in further, dive into the silo, or move on
  • Abandoned Homestead
  • Vault 15
  • Shady Sands, to eat some food!
  • Junktown Bounty (a task lined up in advance by the Tour Guide)
  • The Maltese Falcon in Hub, to eat a meal and have a drink!
  • Dogs of LA (a task lined up in advance by the Tour Guide)
  • The Boneyard Centaur (a task lined up in advance by the Tour Guide)
  • Gunrunners Mutant Hideout (a task lined up in advance by the Tour Guide)
  • Meet at Gunrunners for a quick break
  • Whatever Telltales the group wants to fight
  • (Optional) Glow

About Your Tour Guide

Ask your tour guide about his qualifications. A good one might have the Medic perk and maximum FA to keep his party in good health. He'll likely have OD 150 or more, and some strong Doctor skill too. The best tour guides are also quite handy repairmen, and can open energy doors and locked containers. Ideally, he brings his own helpers along in cases where the tour group is smaller.