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[[Quests]] in [[Black Rock]] are given by William (for good karma) or Justin (for bad karma), and you can undertake multiple [[quests]] simultaneously: | [[Quests]] in [[Black Rock]] are given by William (for good karma) or Justin (for bad karma), and you can undertake multiple [[quests]] simultaneously: | ||
# Help Jasmine, Make Her Leave or Kill Her: To treat Jasmine, speak with Old Man Jed, who will instruct you to find nightshade berries. These berries can be acquired from vendors, drug dealers, or found growing on tall green plants. Jed will then guide you on crafting a Blood Purifier, which requires Doctor/Science 30. You will also receive the Horsekiller poison recipe. Ensure you administer the Blood Purifier to Jasmine via her conversation portrait to cure her. | # Help Jasmine, Make Her Leave or Kill Her: To treat Jasmine, speak with Old Man Jed, who will instruct you to find nightshade berries. These berries can be acquired from vendors, drug dealers, or found growing on tall green plants (find one during the last of [[Black Rock|Black rock]] quest, Save the Caravan). Jed will then guide you on crafting a Blood Purifier, which requires Doctor/Science 30. You will also receive the Horsekiller poison recipe. Ensure you administer the Blood Purifier to Jasmine via her conversation portrait to cure her. | ||
# Help the Slaves, Make Them Leave or Kill Them: Speak to the slaves and remove their collars (Traps 35). You can offer them work around the town, which will annoy Justin and Eugene, but they are all talk and no action. Keep at least one collar for crafting a unique power fist later (see [[Lovelock]]). If you sell all the collars, you can acquire more from dead slaves or a [[SPECIAL|special]] encounter. | # Help the Slaves, Make Them Leave or Kill Them: Speak to the slaves and remove their collars (Traps 35). You can offer them work around the town, which will annoy Justin and Eugene, but they are all talk and no action. Keep at least one collar for crafting a unique power fist later (see [[Lovelock]]). If you sell all the collars, you can acquire more from dead slaves or a [[SPECIAL|special]] encounter. | ||
# Find the Missing Brahmin: Talk to the child who was guarding them. Get him to admit he fell asleep (Speech 25), or you can learn this from Jasmine. Inspect the fence for a loose plank on the upper left side, then examine the brahmin's remains. Inquire Justin about the bullets, which will lead you to Bolt. Decide how to proceed after speaking with Bolt. | # Find the Missing Brahmin: Talk to the child who was guarding them. Get him to admit he fell asleep (Speech 25), or you can learn this from Jasmine. Inspect the fence for a loose plank on the upper left side, then examine the brahmin's remains. Inquire Justin about the bullets, which will lead you to Bolt. Decide how to proceed after speaking with Bolt. | ||
# Find Out What Happened to Milo: To search for Milo you first need to go to [[Gerlach]] and talk to his wife. A note on her desk may not be accessible, but it is not essential. After obtaining the quest, speak to [[Gerlach]] about Milo's disappearance, then converse with Milo's wife, who will describe his attire. Return to [[Black Rock]] to confront Bob the Grave Diggers, who is wearing Milo's boots. Convince him to confess using either bad karma, a Speech 45, ST 8, or a good reputation in the settlement. You can discuss the matter with Eugene, Justin, or William for more context. Talking to Eugene first may lead to his departure from the raider gang (Speech 25). Otherwise, speaking with Justin or William first will cause Eugene to leave. Completing this quest grants a final task and a radio. | # Find Out What Happened to Milo: To search for Milo you first need to go to [[Gerlach]] and talk to his wife. A note on her desk may not be accessible, but it is not essential. After obtaining the quest, speak to [[Gerlach]] about Milo's disappearance, then converse with Milo's wife, who will describe his attire. Return to [[Black Rock]] to confront Bob the Grave Diggers, who is wearing Milo's boots. Convince him to confess using either bad karma, a Speech 45, ST 8, or a good reputation in the settlement. You can discuss the matter with Eugene, Justin, or William for more context. Talking to Eugene first may lead to his departure from the raider gang (Speech 25). Otherwise, speaking with Justin or William first will cause Eugene to leave. Completing this quest grants a final task and a radio. | ||
# Save the Caravan: Use the radio to find the signal location. Raiders await at the cave entrance, trapping the caravan inside. They may offer you the choice to kill the caravaneers or lure them out, resulting in bad karma. Alternatively, you can kill the raiders. Fighting them directly is challenging, so it's advisable to enter the cave. In the upper right corner, eliminate radscorpions and collect their tails. You can talk to the caravan members to learn how they became trapped and choose to lure them out, fight alongside them, or think it over. Proceed to the left side of the cavern to find a hidden exit indicated by a "warm breeze." Sneak outside to find a nightshade plant and a fireplace. Use the fireplace to poison the raiders' stew pot with either Horsekiller poison or three radscorpion tails. Return to the cave and wait an hour for the poison to take effect. Once the raiders are dead, loot their bodies and inform the caravan. Upon returning to [[Black Rock]], trade with the caravan leader, who visits every 10th day of the month. Return to William for a reward, choosing between a 20% trade discount or an upgradeable energy pistol, "Lucky." Dave, in the house next to the tents, will upgrade it if you bring him $250 worth of gecko pelts. | # Save the Caravan: Use the radio to find the signal location. Raiders await at the cave entrance, trapping the caravan inside. They may offer you the choice to kill the caravaneers or lure them out, resulting in bad karma. Alternatively, you can kill the raiders. Fighting them directly is challenging, so it's advisable to enter the cave. In the upper right corner, eliminate radscorpions and collect their tails. You can talk to the caravan members to learn how they became trapped and choose to lure them out, fight alongside them, or think it over. Proceed to the left side of the cavern to find a hidden exit indicated by a "warm breeze." Sneak outside to find a nightshade plant and a fireplace. Use the fireplace to poison the raiders' stew pot with either Horsekiller poison or three radscorpion tails. Return to the cave and wait an hour for the poison to take effect. Once the raiders are dead, loot their bodies and inform the caravan. Upon returning to [[Black Rock]], trade with the caravan leader, who visits every 10th day of the month. Return to William for a reward, choosing between a 20% trade discount or an upgradeable energy pistol, "Lucky." Dave, in the house next to the tents, will upgrade it if you bring him $250 worth of gecko pelts. | ||
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