Complete brahmin drive

Duppo in NCR has work for you. The caravan master shows up outside the gate to Roger Westin's estate the next time the clock hits 08:00 and waits there until 14:00, although the caravan will not leave while the player remains on the map. Before talking to the caravan leader, make a save of the game and keep it, as all caravan jobs are buggy. On your way to Redding you'll face 1-4 random encounters of extremely varying difficulty (see below for caravan behavior). Upon arrival you earn, depending on how many brahmin survived: $0 (0), $1000 (1-3), $2000 (4-5) or $3000 (6-10). Caravans give no quest XP. The quest will take more than a month to complete; the amount of time it would take to walk from NCR to Redding. Walk back or take the caravan from Redding to NCR back, because there is no way of bringing the car. This is the only work Duppo will ever offer, despite him saying to 'come back in a few months'.

If caravan leaders die during a drive, the caravan ceases to run along that route.


 * Hostile encounters may stand around and not attack. The player will have to initiate combat.
 * New Reno mobsters must be killed to proceed with the caravan even though they aren't hostile.
 * Den caravans: slaves do not add to the "hostiles on map" tally when created, but decrease it when killed. Thus if you kill all of them (and it's hard to stop your fellow guards from doing so) the hostiles counter will actually drop below zero. The caravan master is a stickler for details, and will accept only zero hostiles; unfortunately also a little slow on the uptake, and not necessarily noticing when the counter reaches zero hostiles on its way to negative hostiles. The encounter becomes stuck.
 * Running off the map before the all-clear signal is given counts as abandoning the caravan and will put you on the world map. The caravan leader will effectively be dead, so you won't get any pay or more caravan jobs from him. This problem is exacerbated in the NCR-Redding caravan by the fact that the caravan leader does not give the all clear signal audibly.
 * Only the squares where encounters occur light up 'explored' on the world map.
 * Death is no obstacle to the caravan leaders' carrying out of their appointed duties; they will return from the grave to invisibly give the all-clear signal.
 * Stealing from or attacking caravan drivers or guards won't make the others attack. However, killing caravan drivers Stanwell, Wade or Savinelli turns the whole of Redding hostile.
 * Run off an encounter map a second time if returned to it.
 * Random bugs: the caravan disappears on the world map despite no obvious threat. Caravan leaders disappear upon completion. Caravan leaders will not talk to the player upon completion.

After Redding caravans, if the caravan leader has died along the way but you still make it to your destination, a clerk may or may not appear and may or may not pay you, at reduced wages. You can speak to the clerk infinitely, getting $50, $100 or $150 each time. As usual, the caravans on that route will cease.

Clicking on Hal in caravan encounters resets the "encounter counter" (as well as every other caravan variable such as the number of guards and brahmin), meaning you can literally get infinite encounters.

Some caravan encounters are better armed than their Real World Map counterparts, e.g. claim jumpers, homesteaders and prospectors in the Redding area.

Caravans have a number of guards per party member. Compared with other caravan routes, this one has one fewer guard per party member.

The NCR-Redding caravan specifically can be abandoned, or all the guards wiped out, and although it won't run anymore, reward for for completion of $1000 can still be received in Redding, provided at least one brahmin survived before the player left.