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The Hub is, as it's moniker so aptly
describes, the "hub" of most of the quests in this game.
There are a ton of quests here, some of which I didn't see until I
went through the game for the first time. So, I will try to
go through this as thoroughly as possible.
By now you should have the location of the
Hub, if you don't either Ian or Tycho can tell you and if you don't
have either of them it is basically directly south of
Junktown. Once you arrive in the Hub one of the main things
you should do is check out the various shops around there. By
now you hopefully have picked up a bunch of stuff from your other
quests and are looking for a good place to sell it. One of
the main factors in whether you will be able to sell this stuff for
more than peanuts is whether you have a good Barter skill, so
here's hoping you tagged it like I
told you to or at least put some points into it along the
way. Head over to the Downtown area of the Hub, here is the
map just for reference. On the
corner to the south of you is the General Store run by Mitch.
He can pass along a few basic supplies and trade you some caps for
the stuff you have been lugging around. You also want to
check out Jacob the arms dealer who is over on the North Side of
Old Town. Also for Rad-X and Rad-Away as well as Stim-Paks
you should check out the local drug dealer Vance, right next to
Jacob, if you pay off the bum in front of the Maltese Falcon (the
one that goes "Pssst Come 'ere") he will give you the lowdown on
Necropolis and on Vance. Vance is in the building to the
NorthEast of Jacob and will sell you whatever you need in the way
of drugs. If you find that you don't want to pay off the bum
for access to Vance, all you have to do is when you first get
dialogue from Vance just hit the Barter button and you can trade
with him. Then just make sure you don't kill him on the way
out and you can keep going back and doing that all the
time.
I will relate the quests in the Hub in a
certain sequence, but you don't necessarily have to do them in that
order, in fact depending on your skills you might not be able to
perform some until you gain a few levels.
Thieves Guild:
An easy quest to perform if you have a decent
lockpicking skill is the Thieves Guild quest. Head over to
Old Town and go into the building on the corner across from Jacob's
weapon shop. When you go in the door in the alley there, you
should be able to see some stairs leading down. Here is a picture that will show you where the stairs
are located. Head down the stairs and you will be in a room
with a door to the south. Head for the door and use your
lockpicking skill on it. If you are able to pick the next two
locks you are into the Thieves Guild Headquarters. Head for
the back room and talk to their leader Loxley. Take the
quest that he offers and head over to the Heights. Before you
actually go to the Heights though you should rest until 1800 hours
(evening). Then walk over into the Heights. This gets
most of Hightower's guards out of the way and Hightower himself is
out of the way of your intended target. Walk around to the
door of Hightower's building (the building that is south of you
when you enter Old Town) and talk to the guard at the door.
Convince him that you need to see Mr. Hightower and he will let you
in. Depending on your Speech skill and Intelligence you might
not be able to convince him at first, so make sure to save before
you talk to him. Once you are in head to the room to the
south and you will find another room inside that one with a locked
box in it. Use your Traps skill on the box until you have
found and disarmed the trap on it (save before you do this) and
then pick the lock. Once you have the necklace that you came
for just head back out the exit and back to the Thieves Guild.
Present your prize and collect your reward which includes
cash and a set of electronic lockpicks.
Decker:
One of the main quests in the Hub is to take
out Decker the main crime boss in the city. Head over to the
Maltese Falcon on the west side of Downtown and talk to the man in
black on the south side of the building standing in front of the
door. This is Kane. Kane will offer you a job and if
you take it you will be lead downstairs to meet with Decker.
Talk with Decker and offer to take the job which is to kill a local
merchant. Once your conversation ends you will find yourself
back upstairs, talk to Kane to get your initial payment then head
over to the southeast side of downtown where the hub police are
based. Talk with Sheriff Justin Greene, the guy in the metal
armor and tell him about the job that you were hired to do for
Decker. The Sheriff will offer you some money to help him
take down Decker, if you accept you will head over to Decker's and
have to kill him and his associates. If you take out Decker
and Kane in this battle the other associates will surrender without
a further fight. There is another way to get more out of
Decker before you kill him, but this depends on how good a liar you
are.
Instead of ratting Decker out to the cops
right away, you can go do his job of killing Hightower, best taken
care of at the 1800 hour mark so that he doesn't have many
guards. Get past the door guard and use your Sneak skill the
rest of the way (how well this will work if you are dragging Ian,
Tycho, and Dogmeat along I don't know) if you are good you can take
out Hightower and his wife and get out of the place without much of
a fight. If you have the NPC characters with you, you will
probably have to kill everyone over there which lowers your karma a
bit. What you might want to do is leave the NPC characters
behind and go in alone (Dogmeat can't be gotten rid of though
unless he is killed) this might work out better.
Anyway, once you successfully take out
Hightower head back to the Maltese Falcon and collect your
reward. You can then get another job from Decker, this time
he wants you to take out Jain the high priestess of the the
Children of The Cathedral. To do this you have to head south
to the Water Merchant's area. As you enter the area,
the Children are in the first building to the left. Move in
and take out Jain however you want, she is the robe wearer in the
back room in the southwest corner of the building. Once this
is done head back to Decker and get your reward. That is the
last of Decker's jobs. Now head over to the hub police on the
opposite side of Downtown and talk with them. If your Speech
skill is high enough you will be able to convince the police that
Decker "tried" to hire you to do a job, if they believe you, then
they will offer you the same deal as above and you can double cross
Decker and rake in a bunch of dough at the same time. You do
end up getting some lowered Karma if you do Decker's jobs and then
double cross him, but do what you want, have fun!
Take out the FLC
The guys across the street from Deckers in
the building to the south of the General Store are some seedy
characters that run a loan sharking operation. As they are
friends of Decker's they will not take too kindly to you taking him
out. If you try to speak to them after taking Decker out they
will be somewhat "hostile." Anyway, the local law enforcement
doesn't care if you take these guys out so you might as well do
so. You will need a decent lockpicking skill or a lockpick to
open up the vault that is in the back, but once you do there is a
load of stuff in there for the taking.
Thanks to Steve for reminding me to put this in.
Find The Missing Caravans
Okay, to find the missing caravans you need
to go talk to Butch at the Fargo Traders. First you need to
talk to his assistant outside the doorway to the back room, if you
haven't already seen the board with job postings on it below the
Iguana On A Stick shop. Either of those should give you the
option to ask Butch about jobs although they might not even be
necessary (haven't explored those dialogue possibilites). The
Fargo Traders are located in Downtown on the west side near the
entrance to Old Town. Anyway, get into the back room and talk
with Butch, he will tell you about the job and try to give you as
little information as possible, if you press him for information he
will tell you that he thinks that the Deathclaws are stealing the
caravans if you press him further he tells you to talk to Beth at
the weapons shop. After your conversation ends talk to
Butch's assistant then head over to the weapons shop and talk to
Beth (south of the Fargo Traders on the corner), explore various
dialogue options with her especially anything to do with the
Deathclaw. When you converse with her about the Deathclaw you
will should be able to get her to reveal that the only person she
knows that has seen a Deathclaw is Harold the mutant in Old Town.
Head over to Old Town.
In a building located in the southwest of Old
Town there is a lone mutant standing in a room. Head over
there and talk with him. Ask him about the Deathclaw and he
will tell you all about his experiences with them. Once you
have finished the Deathclaw line of conversation end your
conversation with Harold (you can talk some more to him
later). Now go outside the building that Harold is in and
talk to the crazy guy that is hanging out outside the door.
Talk to him for a bit and you can get him to reveal that he has
seen a Deathclaw, then get him to take you to where he has seen
it. He will take you to a cave where you will find a
Deathclaw and a half dead mutant. Kill the Deathclaw, then
search the mutant and you will find a pipboy tape that proves that
the mutants were stealing the caravans. Leave the cave and
head back to the Fargo Traders, tell Butch about what you have
found then talk to his assistant. The assistant will not
believe your story until you give him the tape you found (make sure
not to drop it after reading it into your pipboy). Once he
gets the info from you the quest is finished. Yay.
Help Irwin Get His House Back
Head over to Downtown if you are not there
already. Now head to the south near the entrance to the
Heights. In a burnt out building across from The Maltese
Falcon you will find a man standing by himself, here is a picture for you if you are having trouble.
Talk to Irwin, he will tell you about his troubles with some
raiders that have taken over his house, if you sympathize with him
and offer to help him he will take you there. There are about
six or seven raiders armed with shotguns and pistols that you have
to take out here. When you finish taking them out you can
exit to the south and return to Irwin. He will be grateful to
you and give you the .223 pistol. This is an excellent weapon
as it has a very good range and does plenty of damage.
Definitely the best pistol that you will find.
Blackmail Iguana Bob
Also in Downtown is Iguana Bob. He is
selling his "Iguana" bits on a stick right below the FLC in a
little tent down there. If you followed my advice in
Junktown then you found out what Bob is really making his Iguana on
a stick out of and if you mention this to him you can blackmail him
into paying you off to keep quiet. This gains you some
experience although your karma will drop if you blackmail him, but
what the heck eh? You can also gain a bit of dough by
squeezing him day in and day out. I think maybe your barter
or some other skill affects how much you can get out of him.
Get More Water For The Vault
If you head over to the Water Merchants
section of town you can talk with the leader of the Water Merchants
there. She is in the middle of a large building to the
south. Ah well. here is another
picture that will give you her location. Talk to her
about your need for a water chip and she will tip you off to the
fact that Necropolis might have a water chip. She will also
offer to send water up to the Vault which will extend the time that
you have to find the water chip. This will also give you a
load of experience. The leader will offer to do the job for
2000 bucks, if you are convincing enough you can try to bargain her
down to either 1000 or even 500. I don't know what this
depends on but it is probably a combination of your speech skill
and charisma, maybe has something to do with the barter skill
too.
Help out the Brotherhood Member
Over in Old Town there is a building with
some seedy looking characters hanging around in it and if by chance
you happen to go inside they will try to blow your head off.
If you don't know what I am talking about you can head over to Old
Town and check out the building to the south on the corner as you
enter that section of town. You will see about four guys
hanging around in there. As I said when you open the door
they will immediately start firing. If you have NPC's with
you this could end up losing them for you if you play it
wrong. I have had good luck with standing in front of the
door, opening it, getting shot at and then closing the door.
This is good because then the guys in the place come to you instead
of your guys going inside and getting shot up, which will happen
because one of the guys inside has a combat shotgun and can use it
and of course the NPC's are stupid enough to walk in there.
So, go inside get shot at and close the door and let the gentlemen
inside come open the door and get you. If you are tough
enough, just go in guns blazing.
Take out the guys in the front room and go to
the back and pick the lock on the door to let out the man inside
the back room. He will thank you and tell you that he is from
the Brotherhood of Steel and that they will be grateful and what
not that you helped him out. Suffice it to say, that you took
care of a quest for the Brotherhood without being asked. When
you finally get inside the Brotherhood it saves time. I think
that is all for the Hub, if I think of some more I will put it
up. Next I like to head over to the Glow.
The Glow
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