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Smugglers: Misc



Up to date as of February 01, 2010
(Redirected to Smuggler article)

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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.


Up to date as of February 04, 2010
(Redirected to Smuggler article)

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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.


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