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{{Games|FO3}}
'''Merchants''' can be found at various [[Fallout 3 locations|locations]] throughout the [[Capital Wasteland]] in [[Timeline#2277|2277]].
 
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{{quotation|The spirits told me you'd be coming, and that you're looking to buy.|[[Crow]]}}[[File:FO3_Crow_SpiritsToldMe.ogg|noicon|135px|center]]
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'''Merchants''' can be found at various [[Fallout 3 locations|locations]] throughout the [[Capital Wasteland]], [[The Pitt (city)|the Pitt]], and [[Point Lookout (location)|Point Lookout]] in [[Timeline#2277|2277]].
   
 
<p style="text-align:center">[[File:Merchant empire.jpg|frame|Caravan Merchants from the Capital Wasteland.]]</p>
 
<p style="text-align:center">[[File:Merchant empire.jpg|frame|Caravan Merchants from the Capital Wasteland.]]</p>
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[[File:Caravan Routes.png|thumb|250px|Merchant caravan routes.]]Most towns in the wasteland have merchants selling food and drinks, with those in more prosperous settlements also offering weapons, armor, and clothing. Doctors can treat various ailments for a fee, and certain traders can repair the [[Lone Wanderer|player']]s equipment.
 
[[File:Caravan Routes.png|thumb|250px|Merchant caravan routes.]]Most towns in the wasteland have merchants selling food and drinks, with those in more prosperous settlements also offering weapons, armor, and clothing. Doctors can treat various ailments for a fee, and certain traders can repair the [[Lone Wanderer|player']]s equipment.
   
In addition to these traders, there are also four caravan merchants traveling the DC wastes, with one dedicated to food and chems, one to weapons, a third to armor, and a forth to junk items. Other wastelanders can be found selling random, and sometimes rare, items. Special encounters with doctors, chem vendors, and hunters (food vendors) are also possible when traveling. Due to the transient and vulnerable nature of traveling wasteland, it is advisable to consider the caravan merchants and wasteland scavengers a temporary system of bartering meant to be used early in the game.
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In addition to these traders, there are also four caravan merchants traveling the DC wastes, with one dedicated to food and chems, one to weapons, a third to armor, and a fourth to junk items. Other wastelanders can be found selling random, and sometimes rare, items. Special encounters with doctors, chem vendors, and hunters (food vendors) are also possible when traveling. Due to the transient and vulnerable nature of traveling wasteland, it is advisable to consider the caravan merchants and wasteland scavengers a temporary system of bartering meant to be used early in the game.
   
Merchant inventories will scale with the player's level, although certain advanced items such as power armor and plasma weapons will not normally be available. Prices are the same from store to store, but can be affected by the player's [[Barter]] skill.
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Merchant inventories will scale with the player's level, although certain advanced items such as power armor and plasma weapons will not normally be available. Prices are the same from store to store, but can also be affected by the player's [[Barter]] skill.
   
 
Merchants will have a new inventory after a period of three days, and then again after four days, in order to correspond with the length of a week. Their inventories update at 12:00 AM, although the days these updates occur vary from player to player.
 
Merchants will have a new inventory after a period of three days, and then again after four days, in order to correspond with the length of a week. Their inventories update at 12:00 AM, although the days these updates occur vary from player to player.
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* Merchants are not affected by any [[SPECIAL]] bonuses from equipment or items they use. However, they are affected by equipment they use that directly adjusts a specific [[skill]], such as Barter or [[Repair]].
 
* Merchants are not affected by any [[SPECIAL]] bonuses from equipment or items they use. However, they are affected by equipment they use that directly adjusts a specific [[skill]], such as Barter or [[Repair]].
 
* Any items sold to merchants by the player will remain in their inventories until they restock.
 
* Any items sold to merchants by the player will remain in their inventories until they restock.
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* Though merchants will buy any items the player offers, most specialized merchants(such as doctors) will not display items sold to them by the player where those items fall outside the category of their specialty. The consequence of this is that items sold in error will not be able to be bought back if the item being bartered for is outside the merchant's item specialty category.
   
 
===Merchant overview===
 
===Merchant overview===
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| {{icon|no|tooltip=Medical services}}
 
| {{icon|no|tooltip=Medical services}}
 
| {{icon|no|tooltip=Rents bed/room}}
 
| {{icon|no|tooltip=Rents bed/room}}
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| <span style="color:green;">Repairs to '''49%'''</span>
| {{icon|no|tooltip=Repair services}}
 
 
| {{icon|no|tooltip=Aid}}
 
| {{icon|no|tooltip=Aid}}
 
| {{icon|no|tooltip=Ammo}}
 
| {{icon|no|tooltip=Ammo}}
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| {{icon|no|tooltip=Medical services}}
 
| {{icon|no|tooltip=Medical services}}
 
| {{icon|no|tooltip=Rents bed/room}}
 
| {{icon|no|tooltip=Rents bed/room}}
  +
| <span style="color:green;">Repairs to '''49%'''</span>
| {{icon|no|tooltip=Repair services}}
 
 
| {{icon|no|tooltip=Aid}}
 
| {{icon|no|tooltip=Aid}}
 
| {{icon|yes|tooltip=Ammo}}
 
| {{icon|yes|tooltip=Ammo}}
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|-style="background:#D6DBC1;"
 
|-style="background:#D6DBC1;"
| [[Grouse]]
+
| [[Grouse Jurley|Grouse]]
 
| [[Paradise Falls]]
 
| [[Paradise Falls]]
 
| 8:00am to 8:00pm
 
| 8:00am to 8:00pm
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|-
 
|-
 
| [[Karl (Fallout 3)|Karl]]
 
| [[Karl (Fallout 3)|Karl]]
| [[Meresti metro station]]
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| [[Meresti Metro station]]
 
| 8:00am to 8:00pm
 
| 8:00am to 8:00pm
 
| {{icon|no|tooltip=Medical services}}
 
| {{icon|no|tooltip=Medical services}}
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| {{icon|no|tooltip=Medical services}}
 
| {{icon|no|tooltip=Medical services}}
 
| {{icon|no|tooltip=Rents bed/room}}
 
| {{icon|no|tooltip=Rents bed/room}}
  +
| <span style="color:green;">Repairs to '''49%'''</span>
| {{icon|no|tooltip=Repair services}}
 
 
| {{icon|no|tooltip=Aid}}
 
| {{icon|no|tooltip=Aid}}
 
| {{icon|yes|tooltip=Ammo}}
 
| {{icon|yes|tooltip=Ammo}}
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==Caravan merchants==
 
==Caravan merchants==
Caravan merchants are named roving salesmen that carry goods across the wasteland. They travel accompanied by a single armed [[Caravan guard (Fallout 3)|caravan guard]], and a pack [[brahmin]].
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Caravan merchants are named roving salesmen that carry goods across the wasteland. They travel accompanied by a single armed [[Caravan guard (Fallout 3)|caravan guard]], and a [[Brahmin (Fallout 3)#Pack brahmin|pack brahmin]].
   
[[Crazy Wolfgang]], [[Crow]], [[Doc Hoff]], and [[Lucky Harith]] can be encountered on their trade routes, stopping to sell their wares at various locations. Each merchant specializes in a specific category of item, and also offers repair services. Attacking any caravan merchant will result in all four caravan merchants refusing to trade with the player.
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[[Crazy Wolfgang]], [[Crow]], [[Hoff|Doc Hoff]], and [[Lucky Harith]] can be encountered on their trade routes, stopping to sell their wares at various locations. Each merchant specializes in a specific category of item, and also offers repair services. Attacking any caravan merchant will result in all four caravan merchants refusing to trade with the player.
   
 
===Caravan investment===
 
===Caravan investment===
 
{{main|Merchant Empire}}
 
{{main|Merchant Empire}}
At [[Canterbury Commons]], [[Uncle Roe]] offers the player a map showing the paths of the merchants and their various trade stops. He also gives the option of investing in any of the caravans. The player can choose to invest twice in each merchant, with 200 and then 500 caps (or 100 and then 250 with the [[Master Trader]] perk).
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At [[Canterbury Commons]], [[Ernest Roe|Uncle Roe]] offers the player a map showing the paths of the merchants and their various trade stops. He also gives the option of investing in any of the caravans. The player can choose to invest twice in each merchant, with 200 and then 500 caps (or 100 and then 250 with the [[Master Trader]] perk).
   
 
Investing in a caravan allows that merchant to sell a wider variety and higher quality of items, and increases the number of caps they have available when trading. It also raises their [[Repair]] skill (up to 75 in one case, with the second investment), allowing them to restore the player's equipment (i.e. weapons and apparel) to near perfect condition.
 
Investing in a caravan allows that merchant to sell a wider variety and higher quality of items, and increases the number of caps they have available when trading. It also raises their [[Repair]] skill (up to 75 in one case, with the second investment), allowing them to restore the player's equipment (i.e. weapons and apparel) to near perfect condition.
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|-
 
|-
| [[Doc Hoff]]
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| [[Hoff|Doc Hoff]]
 
| [[Fallout 3 consumables#Drugs|Chems]]
 
| [[Fallout 3 consumables#Drugs|Chems]]
 
| [[Schematics - Nuka grenade|Nuka grenade]]
 
| [[Schematics - Nuka grenade|Nuka grenade]]
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| [[Fallout 3 weapons|Weapons]] & [[:Category:Fallout 3 ammunition|Ammunition]]
 
| [[Fallout 3 weapons|Weapons]] & [[:Category:Fallout 3 ammunition|Ammunition]]
 
| [[Schematics - Shishkebab|Shishkebab]]
 
| [[Schematics - Shishkebab|Shishkebab]]
| '''20'''<br/>(incl. + 5 from [[Repairman jumpsuit|outfit]])
+
| '''20'''<br />(incl. + 5 from [[Repairman jumpsuit|outfit]])
| '''70'''<br/>(incl. + 5 from [[Repairman jumpsuit|outfit]])
+
| '''70'''<br />(incl. + 5 from [[Repairman jumpsuit|outfit]])
 
| '''82%'''
 
| '''82%'''
 
|}
 
|}
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===Caravan guard overview===
 
===Caravan guard overview===
 
{{Main|Caravan guard (Fallout 3)}}
 
{{Main|Caravan guard (Fallout 3)}}
All caravan guards are equipped with [[Assault rifle (Fallout 3)|R91 assault rifle]]s and [[Leather armor (Fallout 3)|leather armor]]. They are significantly better combatants than most other human non-player characters, and are roughly on par with a [[Fallout 3 Companions|non-player character companion]] or [[super mutant master]] in terms of durability.
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All caravan guards are equipped with [[Assault rifle (Fallout 3)|R91 assault rifle]]s and [[Leather armor (Fallout 3)|leather armor]]. They are significantly better combatants than most other human non-player characters, and are roughly on par with a [[Fallout 3 companions|non-player character companion]] or [[Vault 87 super mutant#Super mutant master|super mutant master]] in terms of durability.
   
 
===Caravan routes===
 
===Caravan routes===
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* [[Canterbury Commons]]
 
* [[Canterbury Commons]]
 
* [[Temple of the Union]]
 
* [[Temple of the Union]]
* [[Agatha's House]]
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* [[Agatha's house]]
 
* [[Paradise Falls]]
 
* [[Paradise Falls]]
 
* [[Arefu]]
 
* [[Arefu]]
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The merchants cycle through the caravan waypoints in the same order: Doc Hoff, Crazy Wolfgang, Crow, then Lucky Harith. They move around the game world at different rates depending on whether time passes in real game-time, or wait-time. For example, if you are looking at Doc Hoff and use the Wait feature to jump ahead 2–3 hours, Crazy Wolfgang will appear there instead. However, if you do not use the Wait feature and actually stand there in real game-time, no one will appear for the next 5+ hours.
 
The merchants cycle through the caravan waypoints in the same order: Doc Hoff, Crazy Wolfgang, Crow, then Lucky Harith. They move around the game world at different rates depending on whether time passes in real game-time, or wait-time. For example, if you are looking at Doc Hoff and use the Wait feature to jump ahead 2–3 hours, Crazy Wolfgang will appear there instead. However, if you do not use the Wait feature and actually stand there in real game-time, no one will appear for the next 5+ hours.
 
If you are outside one of the regular stop points and the merchant you want is not there, using the Wait feature to jump ahead 1–2 hours will force the next merchant in line to appear. Waiting for three days near a merchant will cause them to re-stock their inventory, while remaining in the same location.
 
   
 
Even if the caravan owner and bodyguard are dead, their pack brahmin will still follow the trade route. However, the brahmin offers no interaction options. Even if the key to the merchant's inventory is looted from his body, the dead merchant's inventory will never restock on the brahmin.
 
Even if the caravan owner and bodyguard are dead, their pack brahmin will still follow the trade route. However, the brahmin offers no interaction options. Even if the key to the merchant's inventory is looted from his body, the dead merchant's inventory will never restock on the brahmin.
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Caravan merchants have more health than standard non-player characters, and their caravan guard bodyguards are significantly tougher than normal, even wearing their basic leather armor. Both the merchants and their guards also carry a couple of stimpaks for healing wounds in combat. Pack brahmin have a large amount of health, considerably more than a regular brahmin.
 
Caravan merchants have more health than standard non-player characters, and their caravan guard bodyguards are significantly tougher than normal, even wearing their basic leather armor. Both the merchants and their guards also carry a couple of stimpaks for healing wounds in combat. Pack brahmin have a large amount of health, considerably more than a regular brahmin.
   
Nonetheless, caravan merchants are still susceptible to death due to the dangers of their routes: [[deathclaw]]s, [[yao guai]], [[Enclave soldier]]s, [[raiders]] and [[Vault 87 super mutant|super mutant]]s. Although the merchants usually slip by the danger if the player is not in the area, caravans may be attacked any time they are in the same area or cell as the player—regardless of whether they are visible or not. Certain areas of the route are extremely dangerous, for example the route from Megaton to Rivet City goes past Arlington Library and the Citadel, through Central DC, and across the [[Vault 87 super mutant|super mutant]]-infested bridge across the pipes leading into [[Jefferson Memorial]].
+
Nonetheless, caravan merchants are still susceptible to death due to the dangers of their routes: [[Deathclaw (Fallout 3)|deathclaws]], [[Yao guai (Fallout 3)|yao guai]], [[Enclave soldier (Fallout 3)|Enclave soldiers]], [[Raiders (Fallout 3)|raiders]] and [[Vault 87 super mutant|super mutant]]s. Although the merchants usually slip by the danger if the player is not in the area, caravans may be attacked any time they are in the same area or cell as the player—regardless of whether they are visible or not. Certain areas of the route are extremely dangerous. For example, the route from Megaton to Rivet City goes past Arlington Library and the Citadel, through Central DC, and across the [[Vault 87 super mutant|super mutant]]-infested bridge across the pipes leading into [[Jefferson Memorial]].
As the player progresses along the main quest and achieves higher levels, the more powerful monsters will take a toll on the caravan merchants. The [[Enclave]] will establish camps directly on the caravan route or near enough to produce an encounter, which will pose a problem if the Merchant approaches the camp while you are in the area. Late in the game, it is not uncommon to see a lone merchant without either their pack brahmin or guard. Caravan merchants do not recover health and once they or their guards die, they do not respawn.
+
As the player progresses along the main quest and achieves higher levels, the more powerful monsters will take a toll on the caravan merchants. The [[Enclave]] will establish camps directly on the caravan route or near enough to produce an encounter, like the large camp controlling the crossroad south of the Temple of the Union, which will pose a problem if the Merchant approaches the camp while you are in the area. Late in the game, it is not uncommon to see a lone merchant without either their pack brahmin or guard.
   
You can check to see if a Merchant is dead by talking with [[Uncle Roe]] and asking to invest. You cannot invest in a dead Merchant. Any surviving bodyguard will hang around Uncle Roe's house in Canterbury Commons. A dead pack brahmin, however, has been known to respawn. If the caravan merchant's brahmin survived, you may still encounter it fully stocked wandering the Wasteland.
+
You can check to see if a Merchant is dead by talking with [[Ernest Roe|Uncle Roe]] and asking to invest. You cannot invest in a dead Merchant. Any surviving bodyguard will hang around [[Uncle Roe's house]] in Canterbury Commons. A dead pack brahmin, however, has been known to respawn. If the caravan merchant's brahmin survived, you may still encounter it fully stocked wandering the Wasteland.
 
On the PC you can recover the merchant using the console. See [[Recovering missing non-player character in Fallout 3]] for details on how. However the guard and brahmin seem to exhibit AI-problems when recalled if the merchant has died once before. They will run ahead of the merchant rather than follow him around, and will get themselves killed again in seconds. Alternatively, on the PC you can set the merchants and their party to unkillable using the console command {{console|command=setessential ''BaseID'' 1}} for each of the three entities in each party. Each merchant's BaseID and those of his followers can be looked up on the [[Form_ID#Wastelands_Trader|Form ID]] Page.
 
   
 
===Increasing caravan survivability===
 
===Increasing caravan survivability===
Players may be able to stave off the demise of a caravan merchant by various means. Methods by which players may do this include forcibly providing better equipment to the merchants and their bodyguards(see [[Sneak#Pickpocketing|Pickpocketing]] and [[Planting_items#Planting_items_to_obtain_gear|Planting items]]), pre-clearing areas where they travel of enemies(See [[Fallout_3_map|locations]] that fall on caravan routes and [[Fallout 3 Enclave outposts and camps|Enclave camps]]), purposely spawning only friendly random encounters along their caravan routes(see [[Fallout_3_random_encounters|random encounters]] and their [[Fallout_3_random_encounters#Locations|locations]]), and avoiding entering map cells that they travel in altogether, when at all possible.
+
Players may be able to stave off the demise of a caravan merchant by various means. Methods by which players may do this include forcibly providing better equipment to the merchants and their bodyguards(see [[Sneak#Pickpocketing|Pickpocketing]] and [[Planting_items#Planting_items_to_obtain_gear|Planting items]]), pre-clearing areas where they travel of enemies(See [[Fallout 3 map|locations]] that fall on caravan routes and [[Fallout 3 Enclave outposts and camps|Enclave camps]]), purposely spawning only friendly random encounters along their caravan routes(see [[Fallout 3 random encounters|random encounters]] and their [[Fallout_3_random_encounters#Locations|locations]]), and avoiding entering map cells that they travel in altogether, when at all possible.
 
* Caravan merchants travel regular routes that at times, take them dangerously close to hostile enemies. Care should be taken not to trigger hostile encounters at [[Fallout_3_random_encounters#Locations|random encounter locations]] occurring along caravan routes.
 
* Caravan merchants travel regular routes that at times, take them dangerously close to hostile enemies. Care should be taken not to trigger hostile encounters at [[Fallout_3_random_encounters#Locations|random encounter locations]] occurring along caravan routes.
* Hostile enemies that are set to repeated respawn along caravan routes should be regularly cleared in areas that the player often frequents(such as map cells with settlements).
 
 
* Hostile human enemies enslaved via use of the [[Mesmetron]] and sent to [[Paradise Falls]] will not respawn. This allows the player to remove dangerous Enclave, raider, and Talon Company hostiles. The negative consequences of participating in the slave trade still apply however.
 
* Hostile human enemies enslaved via use of the [[Mesmetron]] and sent to [[Paradise Falls]] will not respawn. This allows the player to remove dangerous Enclave, raider, and Talon Company hostiles. The negative consequences of participating in the slave trade still apply however.
 
* If the player sees a caravan near an unsafe place, fast-traveling away may prevent the threat from injuring the caravan.
 
* If the player sees a caravan near an unsafe place, fast-traveling away may prevent the threat from injuring the caravan.
:If considering Planting equipment:
 
* Consider keeping the weapon class the same as what they already have equipped in order to ensure that the weapon will be useful to them. They all seem to use [[Small Guns]] class weapons so you can give them a [[Chinese assault rifle]] that is fully repaired instead of a weapon that uses [[Big Guns]] or [[Energy Weapons]] because their Small Guns skill may be higher than the other skills.
 
* The [[railway rifle]] works well, with its long range, improved limb damage and +30 critical. Its unique firing report can easily be discerned, and inform an alert player that a merchant is nearby and engaged in combat.
 
* NPCs do not actually use their ammunition when firing a weapon, but still require at least one round of appropriate ammunition in their inventory to fire said weapon.
 
* While Crazy Wolfgang and Crow are only skilled in Small Guns, Lucky Harith is skilled in both Small Guns and Energy Weapons. Doc Hoff has no tagged combat skills other than Melee Weapons, however, providing a melee weapon to him may cause him to rush at enemies, making him more susceptible to damage.
 
* [[Crow]] will not equip any weapon associated with the [[Small Guns]] skill other than a [[scoped .44 magnum]], which is his default weapon. If Crow is provided a different weapon, it must be a weapon outside of the Small Guns skill (such as a [[big guns|Big Gun]] or a [[Energy Weapon]]). However, Crow is only skilled in Small Guns, in terms of an offensive skill. This means that in order to increase his combat survivability, he would need to be provided with a better conditioned [[scoped .44 magnum]], better armor, additional [[stimpak]]s, or all of the above.
 
* While the merchants are generally only skilled in Small Guns, their bodyguards all have a 100 [[Big Guns]] skill, and can effectively wield weapons in that class. (Confirmed on Xbox 360, unknown to PC and PS3)
 
* Providing merchants and their guards with backup weapons can be useful in instances where their primary weapon is knocked out of their hands, allowing them to still be effective in combat. Be aware that a merchant's default weapon will not be in a perfect state of repair and may not be as good as one provided to them.
 
* In the case of Lucky Harith, if a different form of apparel is planted on him, his repair skill will decrease by 5, as he gets a repair bonus from the [[Red Racer jumpsuit]] he is wearing.
 
* Crazy Wolfgang's Roving trader outfit confers a +5 bonus to his barter skill. A different form of apparel planted on him will reduce the cost of his goods and services.
 
* On the PC console commands can be used to give them items. See [[Fallout 3 console commands]]. The commands are the same as those for the player, but instead of using {{console|command=player.[command]}} syntax, simply click on them and type the command or, alternatively, use PRID + RefID (the same as clicking on them). '''PC only!!'''
 
 
 
==Notes==
 
==Notes==
 
 
* Most named merchants have an associated secure container for their goods that can only be opened via a key which only appears on their person in the event of their death.
 
* Most named merchants have an associated secure container for their goods that can only be opened via a key which only appears on their person in the event of their death.
 
* If the player kills a named merchant and loots their key, everything that could be bought from them is located in their local inventory.
 
* If the player kills a named merchant and loots their key, everything that could be bought from them is located in their local inventory.
 
* If a caravanner dies and the player takes the key to his brahmin off of their corpse, and then subsequently loots the brahmin, it will say at the end of the game that the player killed the merchant, whether or not the player actually caused the merchant's death.
* If the player kills a caravan merchant and loots the key, their individual inventories are found in containers at Uncle Roe's house in Canterbury Commons, and can be taken.
 
* If a caravaneer dies and the player takes the key to his brahmin off of their corpse, and then subsequently loots the brahmin, it will say at the end of the game that the player killed the merchant, whether or not the player actually caused the merchant's death.
 
 
* Wasteland scavenger merchants generally carry their inventory on their person.
 
* Wasteland scavenger merchants generally carry their inventory on their person.
* While merchants are neutral towards the player unless antagonized, they will not drop ears (see [[Contract Killer]] for more details).
+
* While merchants are neutral towards the player unless provoked, they will not drop ears (see [[Contract Killer]] for more details).
 
* Wasteland scavenger merchants can make fairly deadly foes at early levels due to the pets and heavy weapons they occasionally have. Scavenger's yao guai are just as lethal as a regular wasteland yao guai, and a scavenger wielding a missile launcher can make short work of the unprepared. It is not recommended that a low-level character provoke them.
 
* Wasteland scavenger merchants can make fairly deadly foes at early levels due to the pets and heavy weapons they occasionally have. Scavenger's yao guai are just as lethal as a regular wasteland yao guai, and a scavenger wielding a missile launcher can make short work of the unprepared. It is not recommended that a low-level character provoke them.
 
* The Canterbury Commons caravan merchants can have the quality of the goods and services they provide improved by investing in each one's caravan(see the [[Merchant Empire]] unmarked quest for details).
 
* The Canterbury Commons caravan merchants can have the quality of the goods and services they provide improved by investing in each one's caravan(see the [[Merchant Empire]] unmarked quest for details).
  +
* The vast majority of Merchants, travelling or otherwise, will stock several [[Stimpak]]s, usually around 20.
   
 
==Bugs==
 
==Bugs==
* In some cases, the merchants will all stop moving along their routes. This appears to last the entire game, and does not prevent the player from trading with them if they can be found. While the player can no longer wait for the merchant they want, the advantage is that they will no longer have to pass enemy camps, greatly increasing the chance that the merchants will survive.
+
* {{Platforms|Xbox360}} In some cases, the merchants will all stop moving along their routes. This appears to last the entire game, and does not prevent the player from trading with them if they can be found. While the player can no longer wait for the merchant they want, the advantage is that they will no longer have to pass enemy camps, greatly increasing the chance that the merchants will survive. {{verify|verified}}
 
** This bug was fixed at least once, on the 360, by finding the location of every merchant, then fast traveling rapidly between them and then to other areas (as quickly as possible). Eventually the merchants began to rotate through their routes again.
 
** This bug was fixed at least once, on the 360, by finding the location of every merchant, then fast traveling rapidly between them and then to other areas (as quickly as possible). Eventually the merchants began to rotate through their routes again.
 
** {{Platforms|xbox360}} Another way to fix this bug is to meet [[Ben Canning]] and give him water. After 1–2 hours he will leave and take the same route as the merchants, thus unlocking all the subsequent caravans. On the other hand, if you don't want this bug to be fixed, don't talk to him and leave him alone.
 
** {{Platforms|xbox360}} Another way to fix this bug is to meet [[Ben Canning]] and give him water. After 1–2 hours he will leave and take the same route as the merchants, thus unlocking all the subsequent caravans. On the other hand, if you don't want this bug to be fixed, don't talk to him and leave him alone.
* After installing the 1.4 patch and starting a new game, the merchants seem to appear alone without a guard or brahmin escort.
+
* {{Platforms|PC}} After installing the 1.4 patch and starting a new game, the merchants seem to appear alone without a guard or brahmin escort. {{Verify|verified}}
* {{Platforms|xbox360}} When a caravan merchant is traveling alone, without a guard or brahmin, it may be a bug where the guard and/or brahmin is too far away from the caravan to spawn with it when the player waits outside of a city. In order to fix this simply run up to the caravan and wait for him to greet you. In the middle of the greeting click wait, then wait for 24 hours or so. The caravan guard and or brahmin should now be with the merchant and will travel and spawn with him.
+
* {{Platforms|ps3|xbox360}} When a caravan merchant is traveling alone, without a guard or brahmin, it may be a bug where the guard and/or brahmin is too far away from the caravan to spawn with it when the player waits outside of a city. In order to fix this simply run up to the caravan and wait for him to greet you. In the middle of the greeting click wait, then wait for 24 hours or so. The caravan guard and or brahmin should now be with the merchant and will travel and spawn with him. {{Verify|verified}}
   
 
==See also==
 
==See also==
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* [[Fallout 3 random encounters#Scavengers and wastelanders|Scavengers and wastelanders]]
 
* [[Fallout 3 random encounters#Scavengers and wastelanders|Scavengers and wastelanders]]
   
 
[[Category:Fallout 3 characters| ]]
 
[[Category:Fallout 3 characters]]
+
[[Category:Fallout 3 merchants| ]]
[[Category:Fallout 3 merchants]]
+
[[Category:Fallout 3 doctors| ]]
[[Category:Fallout 3 doctors]]
 

Revision as of 20:30, 17 March 2015

 
Gametitle-FO3
Gametitle-FO3
The spirits told me you'd be coming, and that you're looking to buy.Crow

Merchants can be found at various locations throughout the Capital Wasteland, the Pitt, and Point Lookout in 2277.

File:Merchant empire.jpg

Caravan Merchants from the Capital Wasteland.

Background

Caravan Routes

Merchant caravan routes.

Most towns in the wasteland have merchants selling food and drinks, with those in more prosperous settlements also offering weapons, armor, and clothing. Doctors can treat various ailments for a fee, and certain traders can repair the player's equipment.

In addition to these traders, there are also four caravan merchants traveling the DC wastes, with one dedicated to food and chems, one to weapons, a third to armor, and a fourth to junk items. Other wastelanders can be found selling random, and sometimes rare, items. Special encounters with doctors, chem vendors, and hunters (food vendors) are also possible when traveling. Due to the transient and vulnerable nature of traveling wasteland, it is advisable to consider the caravan merchants and wasteland scavengers a temporary system of bartering meant to be used early in the game.

Merchant inventories will scale with the player's level, although certain advanced items such as power armor and plasma weapons will not normally be available. Prices are the same from store to store, but can also be affected by the player's Barter skill.

Merchants will have a new inventory after a period of three days, and then again after four days, in order to correspond with the length of a week. Their inventories update at 12:00 AM, although the days these updates occur vary from player to player.

Any caps paid to merchants can be found in their inventories should they be killed.

Merchants

  • Merchants are not affected by any SPECIAL bonuses from equipment or items they use. However, they are affected by equipment they use that directly adjusts a specific skill, such as Barter or Repair.
  • Any items sold to merchants by the player will remain in their inventories until they restock.
  • Though merchants will buy any items the player offers, most specialized merchants(such as doctors) will not display items sold to them by the player where those items fall outside the category of their specialty. The consequence of this is that items sold in error will not be able to be bought back if the item being bartered for is outside the merchant's item specialty category.

Merchant overview

Merchant name Location Business Hours Medical services Rents bed/room Repair services Aid Ammo Apparel Misc Weapons
Ahzrukhal The Ninth Circle 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Angela Staley Gary's Galley ? Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Anthony Ling New Urban Apparel 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Bannon Potomac Attire 8:00am to 8:00pm Medical services Rents bed/room Repairs to 49% Aid Ammo Apparel Miscellaneous Weapons
Barrows The Chop Shop 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Belle Bonny The Muddy Rudder 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Bessie Lynn New Urban Apparel 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Buckingham Weatherly Hotel 24hrs Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Carol Carol's Place 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Doc Church Megaton clinic 24hrs Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Cindy Cantelli A Quick Fix 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Cutter Cutter's clinic 24hrs Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Durga The Citadel 24hrs Medical services Rents bed/room Repairs to 50% Aid Ammo Apparel Miscellaneous Weapons
Eclair Spelunkers 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Flak Flak 'N Shrapnel's ? Medical services Rents bed/room Repairs to 49% Aid Ammo Apparel Miscellaneous Weapons
Friday The Pitt (add-on) The Pitt Downtown 24hrs Medical services Rents bed/room Repairs to 47% Aid Ammo Apparel Miscellaneous Weapons
Gary Staley Gary's Galley ? Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Gob Moriarty's Saloon ? Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Greta Carol's place ? Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Grouse Paradise Falls 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo1 Apparel Miscellaneous Weapons
Gustavo Tenpenny Tower 24hrs Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Haley Point Lookout (add-on) Haley's Hardware 24hrs Medical services Rents bed/room Repairs to 100% 2 Aid Ammo Apparel Miscellaneous Weapons
Harris The Pitt (add-on) The Pitt Downtown 24hrs Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Jenny Stahl The Brass Lantern 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Joe Porter Porter's Café 24hrs Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Julius Banfield Tenpenny Tower ? Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Karl Meresti Metro station 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Knick Knack Souvenir shop 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Leo Stahl Megaton ? Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Lucy Little Lamplight office building 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Lydia Montenegro Boutique Le Chic 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Margaret Primrose Café Beau Monde 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Michael Masters Boutique Le Chic 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Moira Brown Craterside Supply 8:00am to 8:00pm Medical services Rents bed/room Repairs to 72% Aid Ammo Apparel Miscellaneous Weapons
Panada Point Lookout (add-on) House of Wares 24hrs Medical services Rents bed/room Repairs to 41% Aid Ammo Apparel Miscellaneous Weapons
Preston Rivet City clinic 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Pronto Lock and Load 24hrs Medical services Rents bed/room Repairs to 51% Aid Ammo Apparel Miscellaneous Weapons
Red Red's clinic 24hrs Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Sawbones The Citadel 24hrs Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Seagrave Holmes Rivet City Supply ? Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Shakes Federalist Lounge 24hrs Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Shrapnel Flak 'N Shrapnel's ? Medical services Rents bed/room Repairs to 49% Aid Ammo Apparel Miscellaneous Weapons
Smiling Jack Evergreen Mills 24hrs Medical services Rents bed/room Repairs to 49% Aid Ammo Apparel Miscellaneous Weapons
Sparkle Wilhelm's Wharf 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Sydney The Ninth Circle 24hrs Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Tobar Point Lookout (add-on) Pilgrim's Landing 24hrs Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Tulip Underworld Outfitters 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Vera Weatherly Weatherly Hotel 8:00am to 8:00pm Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Wasteland doctor Random encounter 24hrs Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons
Wasteland junkie Random encounter 24hrs Medical services Rents bed/room Repair services Aid Unrecognized icon name Unrecognized icon name Unrecognized icon name Unrecognized icon name
Wasteland Scavenger Various locations. See below 24hrs Medical services Rents bed/room Repair services Aid Ammo Apparel Miscellaneous Weapons

1 Sells Mesmetron power cells only. 2 Glitched, see Haley's page.

Caravan merchants

Caravan merchants are named roving salesmen that carry goods across the wasteland. They travel accompanied by a single armed caravan guard, and a pack brahmin.

Crazy Wolfgang, Crow, Doc Hoff, and Lucky Harith can be encountered on their trade routes, stopping to sell their wares at various locations. Each merchant specializes in a specific category of item, and also offers repair services. Attacking any caravan merchant will result in all four caravan merchants refusing to trade with the player.

Caravan investment

Main article: Merchant Empire

At Canterbury Commons, Uncle Roe offers the player a map showing the paths of the merchants and their various trade stops. He also gives the option of investing in any of the caravans. The player can choose to invest twice in each merchant, with 200 and then 500 caps (or 100 and then 250 with the Master Trader perk).

Investing in a caravan allows that merchant to sell a wider variety and higher quality of items, and increases the number of caps they have available when trading. It also raises their Repair skill (up to 75 in one case, with the second investment), allowing them to restore the player's equipment (i.e. weapons and apparel) to near perfect condition.

Caravan merchant overview

Caravan merchant name Goods sold Schematics sold Base Repair skill Repair skill after full investment Repairs equipment up to:
Crazy Wolfgang Junk Rock-It Launcher 15 75 85%
Crow Armor - 15 65 79%
Doc Hoff Chems Nuka grenade 15 65 79%
Lucky Harith Weapons & Ammunition Shishkebab 20
(incl. + 5 from outfit)
70
(incl. + 5 from outfit)
82%

Caravan guard overview

All caravan guards are equipped with R91 assault rifles and leather armor. They are significantly better combatants than most other human non-player characters, and are roughly on par with a non-player character companion or super mutant master in terms of durability.

Caravan routes

Caravan Routes

Caravans' route

Each caravan follows the same route across the wastelands. They often use roads even though the roads are dilapidated. In order of travel, the merchants stop just outside each of the following areas:

The merchants cycle through the caravan waypoints in the same order: Doc Hoff, Crazy Wolfgang, Crow, then Lucky Harith. They move around the game world at different rates depending on whether time passes in real game-time, or wait-time. For example, if you are looking at Doc Hoff and use the Wait feature to jump ahead 2–3 hours, Crazy Wolfgang will appear there instead. However, if you do not use the Wait feature and actually stand there in real game-time, no one will appear for the next 5+ hours.

Even if the caravan owner and bodyguard are dead, their pack brahmin will still follow the trade route. However, the brahmin offers no interaction options. Even if the key to the merchant's inventory is looted from his body, the dead merchant's inventory will never restock on the brahmin.

Caravan death and injury

Caravan merchants have more health than standard non-player characters, and their caravan guard bodyguards are significantly tougher than normal, even wearing their basic leather armor. Both the merchants and their guards also carry a couple of stimpaks for healing wounds in combat. Pack brahmin have a large amount of health, considerably more than a regular brahmin.

Nonetheless, caravan merchants are still susceptible to death due to the dangers of their routes: deathclaws, yao guai, Enclave soldiers, raiders and super mutants. Although the merchants usually slip by the danger if the player is not in the area, caravans may be attacked any time they are in the same area or cell as the player—regardless of whether they are visible or not. Certain areas of the route are extremely dangerous. For example, the route from Megaton to Rivet City goes past Arlington Library and the Citadel, through Central DC, and across the super mutant-infested bridge across the pipes leading into Jefferson Memorial. As the player progresses along the main quest and achieves higher levels, the more powerful monsters will take a toll on the caravan merchants. The Enclave will establish camps directly on the caravan route or near enough to produce an encounter, like the large camp controlling the crossroad south of the Temple of the Union, which will pose a problem if the Merchant approaches the camp while you are in the area. Late in the game, it is not uncommon to see a lone merchant without either their pack brahmin or guard.

You can check to see if a Merchant is dead by talking with Uncle Roe and asking to invest. You cannot invest in a dead Merchant. Any surviving bodyguard will hang around Uncle Roe's house in Canterbury Commons. A dead pack brahmin, however, has been known to respawn. If the caravan merchant's brahmin survived, you may still encounter it fully stocked wandering the Wasteland.

Increasing caravan survivability

Players may be able to stave off the demise of a caravan merchant by various means. Methods by which players may do this include forcibly providing better equipment to the merchants and their bodyguards(see Pickpocketing and Planting items), pre-clearing areas where they travel of enemies(See locations that fall on caravan routes and Enclave camps), purposely spawning only friendly random encounters along their caravan routes(see random encounters and their locations), and avoiding entering map cells that they travel in altogether, when at all possible.

  • Caravan merchants travel regular routes that at times, take them dangerously close to hostile enemies. Care should be taken not to trigger hostile encounters at random encounter locations occurring along caravan routes.
  • Hostile human enemies enslaved via use of the Mesmetron and sent to Paradise Falls will not respawn. This allows the player to remove dangerous Enclave, raider, and Talon Company hostiles. The negative consequences of participating in the slave trade still apply however.
  • If the player sees a caravan near an unsafe place, fast-traveling away may prevent the threat from injuring the caravan.

Notes

  • Most named merchants have an associated secure container for their goods that can only be opened via a key which only appears on their person in the event of their death.
  • If the player kills a named merchant and loots their key, everything that could be bought from them is located in their local inventory.
  • If a caravanner dies and the player takes the key to his brahmin off of their corpse, and then subsequently loots the brahmin, it will say at the end of the game that the player killed the merchant, whether or not the player actually caused the merchant's death.
  • Wasteland scavenger merchants generally carry their inventory on their person.
  • While merchants are neutral towards the player unless provoked, they will not drop ears (see Contract Killer for more details).
  • Wasteland scavenger merchants can make fairly deadly foes at early levels due to the pets and heavy weapons they occasionally have. Scavenger's yao guai are just as lethal as a regular wasteland yao guai, and a scavenger wielding a missile launcher can make short work of the unprepared. It is not recommended that a low-level character provoke them.
  • The Canterbury Commons caravan merchants can have the quality of the goods and services they provide improved by investing in each one's caravan(see the Merchant Empire unmarked quest for details).
  • The vast majority of Merchants, travelling or otherwise, will stock several Stimpaks, usually around 20.

Bugs

  • Xbox 360Xbox 360 In some cases, the merchants will all stop moving along their routes. This appears to last the entire game, and does not prevent the player from trading with them if they can be found. While the player can no longer wait for the merchant they want, the advantage is that they will no longer have to pass enemy camps, greatly increasing the chance that the merchants will survive. [verified]
    • This bug was fixed at least once, on the 360, by finding the location of every merchant, then fast traveling rapidly between them and then to other areas (as quickly as possible). Eventually the merchants began to rotate through their routes again.
    • Xbox 360Xbox 360 Another way to fix this bug is to meet Ben Canning and give him water. After 1–2 hours he will leave and take the same route as the merchants, thus unlocking all the subsequent caravans. On the other hand, if you don't want this bug to be fixed, don't talk to him and leave him alone.
  • PCPC After installing the 1.4 patch and starting a new game, the merchants seem to appear alone without a guard or brahmin escort. [verified]
  • Playstation 3Playstation 3Playstation 3 When a caravan merchant is traveling alone, without a guard or brahmin, it may be a bug where the guard and/or brahmin is too far away from the caravan to spawn with it when the player waits outside of a city. In order to fix this simply run up to the caravan and wait for him to greet you. In the middle of the greeting click wait, then wait for 24 hours or so. The caravan guard and or brahmin should now be with the merchant and will travel and spawn with him. [verified]

See also