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Smuggler: Misc



Up to date as of February 01, 2010

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race: Human
affiliation: Themselves
role: Smuggler
location: Point Lookout
appearances: Fallout 3 (add-on Point Lookout)
quests: none
karma: Evil
base id: xx00e422 (melee 1)
xx00e432 (melee 2)
xx00e42e (melee 3)
xx00e42a (melee 4)
xx00e426 (melee 5)
xx00e421 (ranged 1)
xx00e405 (ranged 2)
xx00e3fd (ranged 3)
xx00e3f5 (ranged 4)
xx00e3ed (ranged 5)

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.



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.

Smuggler at Herzog Mine

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.


  • The smugglers might have been called mercs in early development of the Point Lookout add-on. While talking to Haley in Haley's Hardware, he will talk to you about the smugglers, but instead of saying smuggler he says mercs, even though the sub titles say smuggler. Also, no other NPC mentions the smugglers.


Smugglers appear in the Point Lookout add-on for Fallout 3.


  • Sometimes the Smuggler above Herzog Mine will appear alive and friendly. If you talk with him, you will find a blank dialog box and he will say nothing. He does not fight back when attacked and you will receive experience by killing him (as much as a normal smuggler) but no karma loss/gain. He can also be pick-pocketed for Leather Armor, Brass Knuckles and the Smuggler's Confession Holotape. (Confirmed PC, Xbox 360, and PS3)
  • Smugglers may never appear at the lighthouse. (Confirmed Xbox 360)
Point Lookout (add-on)

This article uses material from the "Smuggler" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010

From GuildWiki


Species: Human
Profession: Monk or Ranger
Level(s): 14, 15



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.


Skills Used

Level 15 Smugglers:


"You seem to be having some trouble acquiring goods from legitimate channels. I am a business man at heart. I'll help you fight this underground war... for a price. If you bring me X Kournan Coins, I will give you this in return:"

Collector Items


Location: Command Post
Collecting: 1 Kournan Coin

Item Stats Value
Identification Kit Used to identify items. (25 uses) 50 Gold
Salvage Kit Used to salvage common crafting materials from items. (25 uses) 50 Gold
Bottle of Juniberry Gin Double-click to become drunk for one minute. (1 use) 25 Gold
Scroll of Adventurer's Insight The whole party gains +50% XP from combat for 10 minutes. 100 Gold
Bag Used to increase your inventory space. 50 Gold


Location: Command Post
Collecting: 3 Kournan Coins

Item Stats Value
Kournan Key Unlocks Kournan chests. 225 Gold
Expert Salvage Kit Used to salvage Rare crafting materials from items, Runes from armor, and Weapon upgrades. (25 uses) 200 Gold
Superior Identification Kit Same functionality as a standard Identification Kit. (100 uses) 250 Gold
Rune of Holding Used to increase a Bag's storage capacity from 5 slots to 10. (1 use) 250 Gold
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 Gold
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 Gold


Location: Command Post
Collecting: 5 Kournan Coins

Item Stats Value
Superior Salvage Kit Same functionality as a Expert Salvage Kit. (100 uses) 1 Platinum
Scroll of Hero's Insight The whole party gains double XP from combat for 10 minutes. 400 Gold
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 Gold
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 Gold

This article uses material from the "Smuggler" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 09, 2010

From Grand Theft Wiki

A Smuggler in a pre-release screenshot of The Ballad of Gay Tony.

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.

This article uses material from the "Smuggler" article on the GTA wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 08, 2010
(Redirected to Cold Storage (Level) article)

From Halopedia, the Halo Wiki

(86 votes)
Cold Storage

Halo 3


Installation 05


Forerunner Structure, Flood Biomass

Weapons on Map
Vehicles on map


Equipment on map
Power-ups on map
Preferred Gametypes
Recommended Number of Players
  • 2-6
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.



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

In the 5/30/08 Bungie Weekly Update[4], the following transmission was shown:

Part 1

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.

Waiting for maintenance and security detail. [32 minutes, 9 seconds] elapsed since request.

Still waiting for maintenance and security detail. [24 hours] elapsed since request.


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.

2401 Penitent Tangent has been lax in the areas of maintenance and security."

Part 2

A new conversation was given in the 6/6/08 update.

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.

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].

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].

LF.Xx.3273 research and containment facility; [delta site] emergency [slip stream space] transportation conduits have been accessed by unauthorized parties.

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 first time stamp '2512332 hours, 14 minutes, 6 seconds' is the equivalent of 290 years, 7 months, 14 minutes, 6 seconds. The second time stamp is equivalent to 99,779 years, 204 days, 6 hours, 4 minutes, 46 seconds.
  • It is possible that the "slipspace transportation conduits" are part of the teleportation grid on the Halos, which were used by 343 Guilty Spark and Cortana on Installation 04, and taken over by the Gravemind on Installation 05. It is also possible that the "slipspace transportation conduits" are referring to the teleporters on the map. That would mean that they each lead to another teleporter on the map because they are in "recursive mode". The "unauthorized access to facilities" could be referring to how the players enter the level when they spawn in multiplayer.


  • Maintaining control of the top of the map is key to victory. But make sure that you have one of your team-mates watching your rear. Due the many teleporters on the map, it is easy to be flanked.
  • Having the high ground with the Sniper Rifle is very effective on Free-For-All matches.
  • Predicting your opponent's spawn is very important, especially for Team SWAT.
  • It is very simple to find, "invisible," aka people who have active camo engaged. Simply follow the large monitor when it switches back and forth between you and the other player.
  • The bridge in the middle can be jumped on providing easier access to the other side.
  • Don't go to the lower areas unless absolutely necessary, it is easy to get bombarded with rockets or grenades
  • Hiding on the platform next to the rockets can surprise anyone that tries to secure the rockets.
  • If you jump from the ramp to the wall with all the empty test tubes inside, you will stick to a narrow ledge, here you can be easily killed, but a lot of players don't bother to look up giving you some easy assassinations.

Flood Reactions

The Flood on this map will sometimes react to the players. Some of these reactions are:

  • If you stand at the Flood Room windows for long enough, some Infection Forms will come over and scrape at the glass as if trying to attack you.
  • If you stare at the Tank Form long enough it will twitch as if it's trying to growl at you, then continue to remain motionless leading to the belief that this Tank Form is merely a prisoner and not a dead test subject. In the Q&A on, one of the level developers said, "Don't get too close" to the Tank Form, although this is likely a mock by the developers answering the questions.
  • Using the Forge Turret Glitch, it is possible to get inside the Tank Form's cryo-container. Once inside, your player model will pass through the Tank Form, yet when you melee it in the mouth, it will make squishing noises. Shooting it in the mouth will make "Flood blood" come out. Shooting anywhere else will give you the same effect as shooting a wall. Plasma Grenades can stick to the Tank Form as well, with the exception of the head.
    • The Turret Glitch can also be used to access the area with Infection Forms; immediately exiting Edit Mode after bypassing the glass windows can in some cases prevent a player from dying.


A player stuck inside the test tube.
  • It was mentioned in the ViDoc, And On the Seventh Day, which Bungie had wanted to call this map ‘‘Cold Sore’’. Bungie said, however, that this name wouldn't work.
  • Cold Storage is the second map in Halo 3 to include teleporters by default. The teleporters are blue, however, instead of common green. The Halo 2 multiplayer map, Gemini, also contained blue teleporters, as does the new Mythic map, Citadel.
  • The map's weapon layout is the same, or close to, the weapon layout on Halo: CE map Chill Out. One adjustment being the pair of grenades removed from the south-western half and the north-eastern half in the curved hallways. Originally, four grenades spawned there. The Pistol has also been replaced by a Battle Rifle, and the two Needlers in the map have been replaced with a single one.
  • A ViDoc concerning Cold Storage was released on soon after the Weekly Update of July 3rd was posted[5].
  • The large Monitor may be a reference to GLaDOS from the game Portal.
  • A part of this map's "Walls" were, until recently, used as's wallpaper. They are folded out structures that seem to be power cells of some sort.
  • Some thought the level would be a remake of Derelict because in the first message it says REPORT: DERELICTION OF DUTY. This could also be a reference to the map.
  • The name Cold Storage may have been derived from CASTLE Base's Level Scarlet's Cold Storage facilities.
  • The Large Monitor is one of very few objects that Brute Spike Grenades will not stick to, just bouncing off instead.
  • This is (so far) the only map in Halo 3 released as a stand alone, not with an entire pack.
  • Oddly, this map has tags for the Invincibility equipment in it. The item can be modded onto the level.[6]
  • Although the Monitor seems to be on a rail, it never moves.



  6. YouTube: halo 3 modded map pack (0:51)

Related Links

Internal Links

External Links

This article uses material from the "Cold Storage (Level)" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Marvel Database

Up to date as of February 09, 2010

From Marvel Database

This is the Smuggler disambiguation page.

A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes

Disambig Template Help

This article uses material from the "Smuggler" article on the Marvel Database wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

ST Expanded

Up to date as of February 07, 2010

The Star Trek Expanded Universe Database is for fanon and related content. See for the canon Star Trek wiki.

This article is a stub. Please help STEU by expanding it.

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)

External links

This article uses material from the "Smuggler" article on the ST Expanded wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 04, 2010

From Wookieepedia, the Star Wars wiki.

Sorry about the mess.

This article or section needs to be cleaned up to conform to a higher standard of article quality.

Please follow the guidelines in the Manual of Style and complete this article to the highest level of quality before continuing on smaller articles. Remove this message when finished.

A Bothan smuggler.
"I think it's occasionally good for us to remember that being a smuggler doesn't necessarily require one to be a barbarian, too."
Talon Karrde, to Mara Jade

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.



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.

Smuggled goods

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."

Many ships contained smuggling compartments.


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.

Common problems for smugglers

"Well, that's the real trick, isn't it? And it's going to cost you something extra."
Han Solo, to Obi-Wan Kenobi and Luke Skywalker

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.

Famous smuggler duo Han Solo and Chewbacca.

Famous smugglers

Known smuggling ships

The Millennium Falcon, a famous smuggling freighter.

Common smugglers hideouts

Talon Karrde, leader of one of the largest smuggling organizations.

Cantinas and pubs

Planets and other locations


This list is incomplete. You can help Wookieepedia by expanding it.


This article uses material from the "Smuggler" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

SWG Wiki

Up to date as of February 04, 2010

From SWG Wiki

Smuggler Base Statistics

  • +120 Luck
  • +20 Precision
  • +20 Strength
  • +70 Constitution
  • +30 Stamina
  • +100 Agility
Skill Tree
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:

  • Melee Combat
  • Ranged Combat
  • Dirty Tricks Techniques


  • Fence Goods – allows them to sell goods anywhere in the galaxy
  • Tendonslicer – direct damage attack that slows the opponent's movement so that you can escape

Smugglers can gain Innate armor by spending expertise points Hidden Padding/Lined Pockets.

Aurilian Village Rewards


  1. Runner (Fundamentals)
  2. Transporter (Essentials)
  3. Handler (Expertise)
  4. Smuggler (Mastery)


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

Underworld Smuggler System

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

  • 0 - 1000 Underworld Faction
  • Bestine, Tatooine
  • Barak /way -1049 -3537
    • Front Money: 500 credits
  • Reward:
    • 50 UWFP
    • 100 (With Contraband obtained from NPC's by bunkers next to Jabba's Palace) - Talk to guy just below Jabba's Palace to the south.
    • 2500 credits

Tier 2

  • 1001 - 1500 Underworld Faction
  • Keren, Naboo
  • Ogden /way 1907 2352
    • Front Money: 1,000 credits
  • Reward:
    • 25 UWFP
    • 35 UWFP (With Contraband on Corellia - see Dalya, /wp 6801 -5623)
    • 5000 credits ( 10,000 with contraband for Dalya)

Tier 3

Tier 4 (PVP Missions Available)

  • 2001 - 2500 Underworld Faction
  • Smuggler Outpost, Endor
  • Harding /way -838 1617
    • Front Money: 3,000 credits
  • Reward:
    • PVP: 30 UWFP
    • PVE: 25 UWFP
    • 15,000 Credits

Tier 5 (PVP Missions Available)


  • If you get Contraband loot (by Killing Ships in Space/Using "Search for Illict Goods" on a corpse) items in stacks of 5 you can sell them to your current dealer or get double UWFP reward (Double faction points only pertain to Tier 1 missions, Tier 2-3 only give you 10 faction points more then the base) if you transport those (no Front money charged then).
    • Once you hit tier 3 it is not worth the time to get the contraband compared to paying the guy to transport his goods.
  • It is also recommended to get Entertainer Movement Buff (Go with the Flow)& to drink Accaragm for speeding this thing up!, Also at Tier 4 and above get combat buffs to help out with damage to kill attackers. They spawn 3-4 at a time level 88 - 90.
  • Traveling over water deep enough to swim in will lower the spawn of NPCs dramatically.
  • Make sure once you hit Tier 4 that you carry a few extra vehicles just in case. (Note: my vehicles started getting disabled at Tier 2 contraband missions (Corellia), your mileage may vary.)
  • When you hit Tier 4, some missions will involve space travel (and are assigned randomly). You will not be able to select "travel" from a Starship Terminal. You must launch, hyperspace to the target planet, land, and then travel on the ground to your contact. Fortunately, these missions have an extended time limit of 30 minutes. While in space, you run the risk of being attacked by a spawn of pirates. They're Tier 3, so any accomplished pilot should be able to defeat them. However, it wastes time, so my suggestion is to use your POB that has good shields and a good engine and just outrun 'em until you can either jump into hyperspace or land, Han Solo-style.
  • If you choose to do PVP missions in Tier 4-5, make sure you watch your radar for player Bounty Hunters. Once you accept the mission you are placed on the Bounty Hunter terminals and can be hunted while you do your mission.
  • Your missions at Tier 4-5 are timed so that you have plenty of time to reach your point. If you arrive before the 2 minute mark you will have to wait to turn the mission in, watch your back at this point for player Bounty Hunters. I suggest keep moving so you are less of a target and do not expose where your end point is until you need to turn it in.

See Also Contraband
See Also Contraband Items

Underworld Smuggler Ranks

  • 1000 UWFP - Bootlegger
  • 2000 UWFP - Pirate
  • 3000 UWFP - Master Underworld Smuggler

Underworld Smuggler Rewards

  • Stat-Rewards:
    • Each rank you gain you get +200 Innate Armor/+1 Dmg/+1 WeaponRange

This article uses material from the "Smuggler" article on the SWG Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010

From TibiaWiki

This creature is in the Humans class.

130 Hit points
48 Experience points per kill

Summon/Convince: 390/390 (Illusionable)
Abilities: Melee (0-60).
Pushable: ?
Push Objects: ?
Est. Max. Damage: 60 hp per turn
Immune To: None.
Strong To:
Neutral To: Holy, Fire, Energy, Ice, Earth, Drown, Life Drain
Weak To: Physical (+5%), Death (+5%)
Sounds: "You saw something you shouldn't!"; "I will silence you forever!".
Behavior: Smugglers run in low health. Smugglers will occasionally change targets; although this only occurs if another player is close to the Smuggler. They can also move parcels, crates or boxes that are in their way.
Field Notes: Monster added in the Update 7.5.
Location: Around Dark Cathedral, Tiquanda Bandit Caves, the Outlaw Camp, Tyrsung, Yalahar and Nargor.
Strategy: Same as Wild Warrior but a bit weaker. Like Wild Warriors and Bandits (all 3 found in Dark Cathedral) these are easy to kill one at a time, but in large groups they can damage low levels fast.
Loot: 0-10 gp, 0-2 Torch, Meat, Ham, Knife, Bag, Combat Knife, Leather Helmet, Leather Legs, Short Sword, 0-5 Raspberries (semi-rare), Sword (semi-rare), Deer Trophy (very rare). (Loot Statistics)
See also: Creatures.
Add historical information about this creature.
Creature Types of Tibia
Creature Types
of Tibia

Frogs Quara
Arachnids Insects
Demon Lords
Demon Lords The Ruthless Seven
The Ruthless Seven
Demons Triangle of Terror
Triangle of Terror
Bio- Geo-
Cryo- Hydro-
Electro- Pyro-
Elemental Lords
Elemental Lords Blobs
Amazons Outlaws
Barbarians Pirates
Monks Sorcerers
Necromancers Voodoo Cultists
Voodoo Cultists
Dwarves Goblins
Elves Orcs
Giants Trolls
Chakoyas Minotaurs
Dworcs Misc
Magical Creatures
Beholders Shapeshifters
Apes Felines
Artiodactyls Glires
Bears Misc
Canines Mutated Mammals
Mutated Mammals
Annelids Bosses
Arena Bosses
Arena Bosses Event Creatures
Event Creatures
Birds Traps
Dragons Misc
Lizards Serpents
The Undead
Ghosts Skeletons
Pharaohs Undead Humanoids
Undead Humanoids

This article uses material from the "Smuggler" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010
(Redirected to Smuggler Badge article)

From City of Heroes Wiki

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.

Day Job Bonus

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.

Accolade Requirement

File:Badge DayJob Smuggler.png Smuggler File:Badge DayJob Auctioneer.png Template:DayJobBadge
File:Badge DayJobAcc Entreprenaur.png Template:DayJobBadge

See Also

External Links

  • Smuggler Badge at City Info Tracker
  • Smuggler Badge at

This article uses material from the "Smuggler Badge" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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