Gun Runners Caravan Package
Quest: Gun Runners Caravan Package | |||
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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: | First, turn in the Metal Case Then speak with Ralph for Quest Completion | ||
Rewards: | 4000 XP for completion Plus XP from killing hostiles XP 0 Caps (+500 Reputation with Gunrunners) Karma {{{reputation}}} Reputation 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.
NOTE: Once you bring friends into this quest location, they'll be able to see it on their maps too.
Spoiler |
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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
- Have someone along with strong Lockpick Skill, maybe 100 or more, to open the locked doors and access the locked containers
- Bring Expanded Lockpick Sets to help with picking
Rewards
- Loot from the mutants includes 1 Avenger Minigun and 1 or more Gatling Lasers
- Random good gear from loot lockers, with damage/crit/other bonuses
- 3 Howitzer Shells
- The main quest item is the package itself, a Metal Case with the following blueprints:
- 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
- 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
- 500 Reputation with the Gunrunners
Detailed loot |
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During one of my quest runs, I acquired the following loot. You may anticipate obtaining similar items while undertaking this quest.
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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 speaking with Ralph to choose a reward, after giving the Metal Case to Marshal
- 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.
- Keep the case and open it after disarming its Traps to get the Blueprints inside. This goes outside the terms of your quest agreement and the Gunrunners won't accept the opened Blueprints.
- 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).
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 |
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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. |