Talk:The Courier's Mile

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Preparation (one Couriers view)[edit source]

I survived The Couriers Mile radiation by having the Rad Resistance perk, Space Suit, Breathing Mask, Constant Rad-X and a Hot Button for the Rad-Away. I survived the Deathclaws by using a Gauss Rifle from a High point at a distance. I survived the Marked Men with the Gatling Laser. The Marked Men will not follow you back to the Lonesome Road. The area is so irradiated that the Marked Men heal VERY quickly. Explosives and standard guns do not do enough damage quickly enough to do any good.

I did it with multiple stealth boys and Christine's COS rifle. Ulysses' mask, stealth suit mkII and hotkeyed rad-x and radaway. That is until I was jumping up on the area with the overturned truck to loot the ammo boxes when I got stuck in a crack... couldn't get out and had to reload my last save, which was the auto save of when I entered the place... one thing I learned from the DLC is SAVE A LOT --Living Lifeless 9 12:32, September 24, 2011 (UTC)

Fast weapons like automatics or melee with Slayer is a good way to deal with the Marked Men's ridiculous health regen. I used good ole' Knock Knock with Slayer and Piercing Strike. Of course nothing beats Deathclaws like sneak attack sniper rounds. With my Anti-Materiel Rifle, they went down just the same as the ones at the quarry. Plenty of Rad-X and Rad Away can be found on-site, so unless you take a while you can probably break even on your supplies of them. Do not give away your position by detonating the bombs; I did that my first time, and managed to aggro all the Marked Men and half the Deathclaws. ZakuuSoft 07:13, September 25, 2011 (UTC)

Just stock up on rad supplies. At Lvl 50 with rad x i had a rad resistance of 85% weaing only couriers dust (NCR), a ranger mask, and used rad x. The lead lined cases are useful for supplies and the loot like t51b, guns and ammo is definately worth the effort of fighting past the Deathclaws and marked men. --I like the noise my rifle makes "Carter190s" 16:35, September 26, 2011 (UTC) I dont wanna set the world of fire...

with a high gun skill and good ap the riot shotgun will take down death claws in 3 shots, and missels and rockets easily take care of marked men.

Power Armor confirmation[edit source]

Searched all the metal boxes of the place for power armor, but found none: can anybody confirm its existence there? -- 16:30, September 24, 2011 (UTC)Thalon

I didn't find it either. My STR without wearing anything to enhance it is 10. I'm thinking that this may have had something to do with not finding the Power Armor. --Bartlmay 17:37, September 24, 2011 (UTC)

I found them in the boxes on the very opposite side of the entry, and it was a suit of 45d with matching helmet. STR was 8. Also, I found a Tesla Cannon in another area. ZakuuSoft 07:16, September 25, 2011 (UTC)

I suspect the loot in some boxes is random: better wait for other people to confirm or deny it... -- 11:31, September 25, 2011 (UTC)Thalon

I found it too. It's in the very back to the left (Northeast, I think). It's inside a blown out building by a fridge laying on it's back and 3 or so First Aid Kits and 5 or some Ammo Boxes. There was also a Marked Man standing on the 'second floor' in my game. --The Montreal Screwjob 17:58, September 25, 2011 (UTC)

Indeed. I gawked at the box in GECK, and if you assume the road in the middle of that sector goes in North-South direction (which it doesn't IIRC), with you at the southern end of the road as you enter the area, then the box lies in the NW, at the edge of the area. There's 1 fridge, 4 ammo boxes, 2 Medi containers and 1 metal box, all in a "V" or an "A" shape on the ground. Really, just run at the end of the road, and it's in the destroyed building to your left. The armor is in 55% condition.

The Power Armor must be intermittent then. I found the Fridge and ammo cases but there was no Power Armor in any of the boxes within what I would guess to be 50 meters/yards of that area. I even went back into TCM two more times, discovering the respawns, and looked at that area to no avail. --Bartlmay 00:11, September 26, 2011 (UTC)

Ok, I found the correct box (the one around the fridge in the area corner), but it didn't contain any power armor, like the post above mine confirms, so we can assume that the loot inside the boxes of this particular area is random. -- 01:35, September 26, 2011 (UTC)Thalon

I found the metal box in the GECK (NVDLC04LootNukeMetalBox02). It has an equal chance to contain either T51b power armor and helmet (55% condition), T45d power armor and helmet (55% condition) or Combat armor and helmet, reinforced mark 2 (45, 50, 55 or 60% condition). -- 20:54, October 25, 2011 (UTC)

I had so much trouble with this. I was able to find it thanks to this talk section, so in return, I took a screen shot of what the area near the box looks like:
Good luck! Ratchetdude099 08:30, October 30, 2011 (UTC)

Respawn?[edit source]

I have revisited many areas of Lonesome Road, even after five in game days, and found that the area did not respawn. When I return to The Couriers Mile after three in game days I find that it is completely re-populated. Has anyone else found this to be correct? --Bartlmay 17:18, September 25, 2011 (UTC)

Depending whom you ask, some say creatures respawn and merchants restock in 3 days, others say it's 7 days. A few claim the respawn/resupply happens on Monday 00:00, at the very beginning of the week. One thing is certain - the game is quirky, and you can get merchants to restock simply by saving, exiting and loading in front of them. I've had creatures spawn around me upon quickload, while at the time of saving there was no one. An especially memorable occasion of this happened in Gypsum Train Yard, where I found myself surrounded by a family of deathclaws. After changing to some clean pants, I lowered the difficulty and managed to survive the ensuing circus of violence, with not too many subsequent quickloads. Never save the game at the heart of a known spawn location. Anyway, good luck figuring out the inner workings of FNV spawn system, and its quirks and bugs.

A dose of Turbo (or use a GRX Implant) to around a corner, followed by a Stealth Boy works well too in those circumstances. --Bartlmay 00:19, September 26, 2011 (UTC)

Red Glare Alpha Strike Mod[edit source]

I did not find this weapon mod in the military shipping crate at the southeast corner of the map. All I found in that crate was some random DLC loot, MREs and rockets and such. This may be another item (besides the power armor) that randomly spawns. I ended up having to purchase the mod from the Commissary to fully mod my weapon and get the achievement. Gator Country 02:31, September 26, 2011 (UTC)

Which building did the courier live in?[edit source]

I see what was a barber shop, liquor store, a few apparment building and a freeway overpass in the middle. I feel like the courier was just some homeless guy living under a freeway in the middle of a ghetto. And all the restidents had lead-lined cases with high tech weapons. I thought there would be a holotape from mom and dad, or a note, or a picture, or something. I know the area just got bombed but look how many other items are intact. The DLC was delayed over a month and the developers didnt even designate the couriers original house.--Robandbig 08:10, September 26, 2011 (UTC)

Why that? The courier is NOT from the divide, he/her just went there some time before its destruction for a simple delivery: its relationship with the divide seen as his/her home exist only in Ulysses' twisted mind, in a certain way (I'm trying to be vague to avoid to reveal further details about the DLC's story); btw, according to Ulysses' words he traveled a lot east (of the mojave), while the courier traveled a lot west: if we have to use a similar logic of the "courier from the divide" thing we can also presume that the courier comes from NCR territory...-- 15:54, September 26, 2011 (UTC)Thalon

I know im high.--Robandbig 08:10, September 28, 2011 (UTC)

Anyone hit this with the Scrounger perk yet?[edit source]

I assume the Scrounger perk will have a chance of affecting all the cases here, just like it does everywhere in the game, right? The difference is that these cases contain INSANE amounts of ammo compared to anywhere else in the game. I got several hundred rounds of .50 alone out of here, without the perk! Maybe it's obvious, but do you think it would be worth putting a recommendation on the page to take the perk before entering here for the first time? (Not on a hardcore character, obviously, as there's already too much ammo to carry out of there even without the perk.) 01:24, September 29, 2011 (UTC)