![]() |
Fallout 3 NPC overhaul project
This article is within the scope of the Fallout 3 NPC overhaul project. This project is dedicated to improving the quality of articles about Fallout 3 NPCs. If you want to participate, please check the project page.
|
---|
|
Smugglers are hostile NPCs encountered in the Fallout 3 add-on Point Lookout. They can be found all over Point Lookout, most prominently along the southern coast, and are more frequently encountered as the add-on's main quest line progresses. They roam Point Lookout hoping to find profit from its rumored hidden treasures.
Smugglers are surprisingly tough opponents; lower-level smugglers are on par with Talon Company Mercs in terms of combat threat, while higher-level smugglers exceed all but the elite Tesla and Hellfire soldiers of the Enclave.
Contents |
Apparel | Weapon | Other item | On death |
---|---|---|---|
Merc Outfit, Leather Armor, Combat Armor | Too many to list, see Equipment for in-depth list | - | - |
The equipment used by Smugglers is very diverse.
Melee-oriented Smugglers use virtually all Unarmed and Melee Weapons from Brass Knuckles and Power Fists to Super Sledges and Rippers. In addition, they carry Frag and Plasma Grenades. Ranged combatants employ Small Guns and Energy Weapons, from 10mm Pistols to Plasma Rifles, and Missile Launchers. Every 72 Hours, a smuggler wearing a Wasteland Legend Outfit will spawn inside the Point Lookout Lighthouse on the staircase leading to the top.
Above Herzog Mine is the mutilated corpse of a recently-shot smuggler, which has just fallen from some wooden planks. His body contains Leather Armor, Brass Knuckles and the Smuggler's Confession holotape, explaining his death in better detail. If you walk away from the mine and look up you will see two smugglers one holding the other prisoner at gun point and then see him shoot the other in the back. you can kill the smuggler with the gun but you cannot save the prisoner (because he is scripted to die automatically), both smugglers appear friendly on your map.
Sometimes if you are at the entrance to the mine and you look up, you will see the "ghost" of the smuggler above you, only to revert to a lump of meat if you climb back up to the planks. If you approach the Herzog Mine for the first time from the water and work your way up, you can actually see him fall from the planks. Also, if you walk towards the Smuggler from the Ark & Dove Cathedral, he is still standing on the planks but unresponsive. He yells out things like "hey!" and "stop that!" if you attempt to pickpocket him or shoot at him.
Smugglers appear in the Point Lookout add-on for Fallout 3.
Smuggler | ||||||||
---|---|---|---|---|---|---|---|---|
![]() |
||||||||
Classification | ||||||||
|
Contents |
The Smugglers are collectors found in The Command Post. There are three Smugglers, and while each collect Kournan Coins, the items offered and the number of requisitions vary.
Level 15 Smugglers:
Location: Command Post
Collecting: 1 Kournan Coin
Item | Stats | Value |
---|---|---|
Identification Kit | Used to identify items. (25 uses) | 50 ![]() |
Salvage Kit | Used to salvage common crafting materials from items. (25 uses) | 50 ![]() |
Bottle of Juniberry Gin | Double-click to become drunk for one minute. (1 use) | 25 ![]() |
Scroll of Adventurer's Insight | The whole party gains +50% XP from combat for 10 minutes. | 100 ![]() |
Bag | Used to increase your inventory space. | 50 ![]() |
Location: Command Post
Collecting: 3 Kournan Coins
Item | Stats | Value |
---|---|---|
Kournan Key | Unlocks Kournan chests. | 225 ![]() |
Expert Salvage Kit | Used to salvage Rare crafting materials from items, Runes from armor, and Weapon upgrades. (25 uses) | 200 ![]() |
Superior Identification Kit | Same functionality as a standard Identification Kit. (100 uses) | 250 ![]() |
Rune of Holding | Used to increase a Bag's storage capacity from 5 slots to 10. (1 use) | 250 ![]() |
Scroll of Rampager's Insight | The whole party gains double XP from combat. Rampager's Insight ends if the party fails to kill an enemy for 30 seconds. | 125 ![]() |
Scroll of Hunter's Insight | The whole party gains 175% XP from combat. Hunter's Insight ends if the party fails to kill a boss for 5 minutes. | 150 ![]() |
Location: Command Post
Collecting: 5 Kournan Coins
Item | Stats | Value |
---|---|---|
Superior Salvage Kit | Same functionality as a Expert Salvage Kit. (100 uses) | 1 ![]() |
Scroll of Hero's Insight | The whole party gains double XP from combat for 10 minutes. | 400 ![]() |
Scroll of Berserker's Insight | The whole party gains triple XP from combat. Berserker's Insight ends if the party fails to kill an enemy for 30 seconds. | 400 ![]() |
Scroll of Slayer's Insight | The whole party gains 250% XP from combat. Slayer's Insight ends if the party fails to kill a boss for 5 minutes. | 400 ![]() |
The Smuggler is a transporting speed boat that is featured in Grand Theft Auto IV's The Ballad of Gay Tony DLC.
Initially famous for transporting high grade cocaine out of Latin America, the Smuggler's blistering speed and power are now used primarily to transport investment bankers and their trophy wives on day trips to Happiness Island. - Official website description.
|
|
|||||||||||||||||||||||||||||
[Source] |
![]() |
Deep in the bowels of Installation 05 things have gotten a little out of hand. I hope you packed extra underwear. | ![]() |
Cold Storage is a Halo 3 multiplayer map. It is a remake of the Halo: Combat Evolved's Chill Out map, and was released for free on the 7th of July, 2008.
Contents |
Cold Storage was announced by Bungie at MLG San Diego on June 14th, 2008.[1] During development, it was codenamed "Smuggler". Bungie has also stated that Cold Storage will be featured in all play lists that previously required the Legendary Map Pack.
Bungie made an official statement online about the level in their Bungie Weekly Update on June 20th. It was first shown in an exhibition game between Bungie members; Lukems and Shishka, and MLG Pros; Karma and Legend[2], which served as the map's debut.
Cold Storage is a Forerunner Flood Containment Facility -- that is, a Flood cryogenic containment and research facility[3] -- located on Delta Halo. The facility has had an outbreak of the Flood Super Cell (possibly the origin of the massive Flood outbreak on Installation 05). Being derived from a Halo: Combat Evolved map, many changes needed to be made to Cold Storage to bring it into line with Halo 3's updated physics and graphic design. Many of the jumps and railings have been tweaked, like those on Blackout, but they stay well within the layout of Chill Out.
The Cold Storage Monitor in the ceiling follows players' movements, but will stop once they leave the room. It has been speculated to be a "local caretaker," designated to watch over the facility like a prison guard, similar to a "dumb" UNSC AI. The monitor will even observe invisible players which can be used to your advantage or theirs.
The Tank Form in the cryo-container will sometimes have small spasms in his tube. The room containing the Flood Pure Form is apparently where a handful of containers are brought out of storage to be examined, as several empty containers can be seen behind windows. Beyond the windows, Infection Forms can be seen running free. Being a Cryogenic Containment Facility, the temperature is low, shown by the mist at several places in the map.
The map's mood is considered "competitive", and it is best played with small FFA (Free-For-All) Slayer games or Team Doubles. Combat tends to be rather chaotic, and because of the multitude of teleporters, it is very easy to get from one area to another and smite your opponents. The only noticeable change to the map's weapon layout is that Chill Out's M6D has been replaced with a Battle Rifle.
There are only a handful of new Forge Objects available for Cold Storage, including Energy Barriers similar to the ones on Avalanche and Forge Filters that affect the color and overall tone of the map. The Soccer Ball is once again included, and the Mongoose and Ghost can be placed in as well, though the map is not especially designed for the vehicles. It is the only map that isn't from a map pack that has color filters.
The Flamethrower is available for use, but can only be added in Forge. Teleporters have a new design to them, as they now have a circular base instead of the usual three-pronged base. They also have blue-violet color rather than the usual green aura.
Before the map was revealed, it was known as Smuggler. Two transmissions about it were posted on Bungie.net.
In the 5/30/08 Bungie Weekly Update[4], the following transmission was shown:
"REPORT: CONTAINMENT FAILURE
LF.Xx.3273 research and containment facility; [delta site] has experienced catastrophic specimen containment failure. All apertures into facility will be locked until further notice. Atmosphere evacuation and [reduction of ambient temperature] protocols have already been enacted. Request maintenance and security detail [at earliest opportunity]. [8 minutes] elapsed since initial containment failure.
REPORT: CONTAINMENT FAILURE
Waiting for maintenance and security detail. [32 minutes, 9 seconds] elapsed since request.
REPORT: CONTAINMENT FAILURE
Still waiting for maintenance and security detail. [24 hours] elapsed since request.
REPORT: SECURITY BREACH
LF.Xx.3273 research and containment facility; [delta site] has experienced a security breach via emergency [slip stream space] transportation conduits. Emergency [slip stream space] transportation conduits have been placed in recursive mode to contain unauthorized hostile life forms. Request emergency security detail. Still waiting for primary maintenance and security detail. [2512332 hours, 14 minutes, 6 seconds] elapsed since initial request.
REPORT: DERELICTION OF DUTY
2401 Penitent Tangent has been lax in the areas of maintenance and security."
A new conversation was given in the 6/6/08 update.
LOG: QUERIED ADJACENT FACILITIES
LF.Xx.3273 research and containment facility [alpha, beta, gamma, epsilon, zeta, and kappa sites] have all replied [systems normal] within expected constraints. This would tend to signify that the containment failure was purely mechanical in nature; perhaps a manufacturing flaw. As no [outside agent] has accessed [delta site] in the past [874068942 hours, 4 minutes, 46 seconds]—[allowing for a 61360 hour, 54 minute, 2 second margin of error]—sabotage would seem unlikely.
LOG: REQUEST UNANSWERED
LF.Xx.3273 research and containment facility; [delta site] is currently being held at [.01 atm] / [184K]. Local maintenance and security hubs have failed to reply within expected constraints. [Bumping maintenance and security request up] to [quadrant oversight].
LOG: REQUEST UNANSWERED
LF.Xx.3273 research and containment facility; [delta site] is currently being held at [1 atm] / [278K] as atmospheric seals were showing signs of stress. [Quadrant oversight] has failed to reply within expected constraints. [Bumping maintenance and security request all the way up] to 2401 [PENITENT TANGENT].
LOG: UNAUTHORIZED ACCESS TO FACILITIES
LF.Xx.3273 research and containment facility; [delta site] emergency [slip stream space] transportation conduits have been accessed by unauthorized parties.
LOG: FILED COMPLAINT TO INSTALLATION 00
2401 [PENITENT TANGENT], monitor of Installation 05, has been lax in the areas of maintenance and security. Requests for aid in said areas have gone unanswered by both 2401 and [subservient] systems well beyond expected constraints.
The Flood on this map will sometimes react to the players. Some of these reactions are:
![]() The environment of Cold Storage. |
![]() A Containment Malfunction. |
![]() An overview of the map with weapon placements. |
![]() Overview of the map without weapon placements. |
![]() Detail of the Monitor in the Ceiling. |
![]() The Monitor in the ceiling is far larger than a normal Monitor. |
![]() Outside view of Flood infested area. |
![]() A Flood Infection Form on the outside Flood infested area. |
![]() View from other side of the Flood infested area. |
![]() A pair of Infection Forms move across the outside Flood infested area. |
![]() Views of the new map. |
![]() |
![]() |
![]() |
![]() |
|
This is the Smuggler disambiguation page.
A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes |
![]() |
![]() Smuggler (Erik Josten), now known as Atlas |
A smuggler is a person who covertly transports goods or people in violation of laws and other rules.
From the 2340s-2360s, Thomas Mallory was a smuggler with ties to the Orion Syndicate. (Kal-Dixas Spaceport)
A smuggler was someone who engaged in the clandestine shipment of goods or persons to prevent taxation or some other impediment. The goods shipped were often highly illegal or banned in some sectors.
Contents |
Smuggling, while having been a part of galactic trade for many years in the Old Republic, absolutely thrived under the Galactic Empire's strict control of goods. The nationalizing of former Separatist companies' assets, including their vast merchant fleets, greatly increased smuggling's appeal—and demand. By 3 ABY, smuggling had become so common that Imperial officers often looked the other way if they found a smuggling outfit. For example, Admiral Kendal Ozzel, dismissed the Rebel outpost Echo Base on Hoth as a smuggling operation when reports of its location arrived from an Arakyd Viper probe droid. The fact that many smugglers operated in support of the Rebellion and channeled funds to them made such distinctions even more difficult.
By far the most commonly smuggled substances were varieties of spice. Although most kinds of spice were psychoactive drugs, and most forms were illegal under the Empire, the government's main concern was not to stem the flow of spice, but to collect taxes from its shipment and distribution through legitimate channels. Weapons were another commonly smuggled commodity within the Empire, whose bureaucracy strictly controlled weapons availability in order to prevent criminals and insurgents, in particular the Rebel Alliance, from becoming significant threats. Other cargo for smugglers included chak-root, stolen merchandise, and even clear water (smuggled to Rampa II). In extreme situations, smugglers delivered standard resources or food; for example, on Abregado-rae, smugglers supplied Separatists after a new regime stopped all food transports to the Separatists in the mountains in hopes of stamping out opposition. Some smugglers, such as Mirax Terrik, specialized in finding rare and sometimes illegal goods or artifacts and delivering them to their clients who hoped to avoid using "official means."
A common stereotype in the galaxy was that smugglers were usually Corellian, and indeed, there were no shortages of Corellian smugglers, but smuggling was carried out by various freight carriers and criminal organizations of all species and planetary origins. Even members of the Imperial bureaucracy and military establishment had their own smuggling organizations, while other smugglers (such as Prince Xizor of Black Sun) were important players in legitimate galactic business. Such groups as Black Sun established large networks dedicated to evading Imperial forces within the galaxy. Another set of major players in illegal trade were the Hutt Kajidics, vast criminal organizations based around the clan structure of the Hutts. The Hutts controlled a region of the galaxy in the Mid and Outer Rim which maintained independence from the Galactic Republic, and later great autonomy within the Empire; this allowed them to recruit pilots and buy ships for use in smuggling with a minimum of scrutiny, while possessing safe locations for their pilots to use. Some planets were controlled by the Hutts but nominally within the Imperial sphere of influence, such as Tatooine, which provided excellent locations to secretly funnel shipments, pilots, and supplies into Imperial space without arousing suspicion.
Smugglers had to worry about attacks from pirates and opportunists who would attempt to steal their cargo, meaning that smugglers needed to avoid some of the most lawless systems to remain safe. Also, because they were smuggling contraband, they had no hope of help from Imperial forces and could not seek the protection of the galactic authorities. Most smugglers developed keen skills to avoid trouble, and they modified their ships not only for better cargo capacity, but also for greater speed and defenses. In order to evade Imperial patrols, smugglers often used smaller and less well-known routes that skirted Imperial strong points within the galaxy. There were many of these smuggling routes, and every smuggler usually had his or her preferred ways of getting from place to place safely. Despite their precautions, many smugglers ended their career on prison worlds such as Kessel or Akrit'tar. Many smugglers were also killed during their runs - some even committed suicide to avoid being arrested and sentenced.
|
Smuggler Base Statistics
Mastery | I | II | III | IV | V | Master |
Expertise | I | II | III | IV | V | VI |
Essentials | I | II | III | IV | V | VI |
Fundamentals | I | II | III | IV | V | VI |
Table of contents |
Smuggler = Han Solo
Smugglers make their living dealing with the scum and villainy of the galaxy. While moving stolen goods, having a blaster at your side and knowing how to get out of sticky situations will keep you alive.
Smugglers can fight without weapons as easily as with a pistol. Who knows when a cantina disagreement will get ugly? With the Smuggler's clientele, you would be wise to know how and when to fight dirty.
General Skills:
Special:
Smugglers can gain Innate armor by spending expertise points Hidden Padding/Lined Pockets.
Description | Special | Level | Data |
A Quick Attack that causes bonus damage. | Fast Draw | 1.1 | |
Quick Draw | 1.4 | ||
Hip Shot | 2.1 | ||
Dirty Tricks | 2.6 | ||
Sudden Strike | 3.3 | ||
Gunslinger Shot | 3.6 | ||
Double Tap | 4.3 | ||
A powerful blast that stuns the target momentarily. | Jolting Blow | 1.2 | |
Stagger Shot | 1.5 | ||
Concussion Shot | 2.2 | ||
A hail of gunfire used to slow the enemies advance. (cone of fire) | Panic Shot | 1.3 | |
Covering Fire | 1.6 | ||
Kneecap Shot | 2.3 | ||
A short term trap that can be used to slow down an enemy temporarily. | Tripwire | 2.5 | |
Caltrops | 3.5 | ||
Tendonslicer | 4.5 | ||
Use your smuggler instincts to cure battle wounds. | Self Preservation | 2.4 | Heal: 1800 HP |
Survival Instinct | 3.4 | Heal: 3000 HP |
|
Vitality | 4.4 | Heal: 4200 HP |
|
A blaze of shots in a cone to hit multiple targets | Combat Reflexes | 3.2 | |
Multi-Target Shot | 4.2 | ||
Fan Shot | 4.6 | ||
A strike to a vital area causing the target to bleed. | Bleed | 3.1 | |
Artery Strike | 4.1 | ||
Calls in favor from a friend to help out in combat. | Call a Favor | 1.4 | |
Your connection to the shifty underworld of the Empire allows you to contact a Fence and sell items from anywhere. | Fence Items | 1.5 |
The new smuggling system puts player Smugglers into the role of running contraband across planets and space, in an effort to gain more prestige with the Underworld community. The missions obtained in this system entail delivery of a package, and the local authorities have blocked the use of Instant Travel Vehicles, Shuttleports, and Spaceports. During missions smugglers may encounter law enforcement or other criminals bent on foiling the mission. Depending on your current amount of faction points with the Underworld, you will need to speak with various NPC's to obtain smuggler missions.
NOTE: If you are incapacitated while doing a smuggler mission, the mission will fail, you will lose your front money AND you will incur negative faction points.
Tier 1
Tier 2
Tier 3
Tier 4 (PVP Missions Available)
Tier 5 (PVP Missions Available)
Hints:
See Also Contraband
See Also Contraband Items
Add historical information about this creature.
|
|
File:Badge DayJob Smuggler.png
You spend your free time smuggling in illicit black market goods earning you the Smuggler Day Job. Logging out near a ferry will earn you a random enhancement, upon each mission completion, for a short time.
File:DayJob Loot.png | Smuggler Auto: Enhancement Bonus Your time working as a smuggler has given you a keen eye for quality goods. Upon completion of a mission, while this effect has time remaining, you will be awarded an enhancement |
For every X hours, Character gains Y duration up to a maximum of two hours.
File:Badge DayJob Smuggler.png Smuggler | File:Badge DayJob Auctioneer.png Template:DayJobBadge |
File:Badge DayJobAcc Entreprenaur.png Template:DayJobBadge |
|