Join up with the Crimson Caravan Company as spy for 3-Some

Join up with the Crimson Caravan Company as spy for 3-Some was going to be a quest in Van Buren.

Background
Similar to the above, but this is just checking if the player actually joins up with Crimson. Call it a little incentive booster.

Walkthrough
Once officially joined with 3-Some, Enzo will let the player in more and more about the rivalry with Crimson. An offer to be a spy for 3-Some against Crimson will pop up after a couple of full employment caravan runs. If the player is Mr. Charisma (>7), then the offer will come up after one full employment caravan run. If the player accepts, Enzo will stage a fake falling out that will make the player look really good to Crimson Caravan. Once the player is working for Crimson, they will need to find evidence of Crimson's dealings with Maxson's bunker. The evidence is in the form of written ledgers; one kept by Ailis McLafferty, and the other is kept by Devon Hill at Maxson's. Both give written history of transactions between the two. These ledgers are locked away, so stealthy boy can use his magic. All other boys will need to resort to other means.

Character type completion breakdown

 * Combat, Diplomacy, Stealth Boy - If he doesn't have the stealth skills, then he can lay confront and lay waste to either Devon of Ailis – though with Ailis the player will only have to deal with her immediate goons and then some 'splainin' to Major Fleming and Gov. Dodge. After presenting the evidence, all is right in the world – for the moment.
 * Science Boy'- Just a matter of sneaking and searching when the boss isn't around. Then tell Enzo you have the evidence, which will lead to telling Major Fleming. Bye, Ailis.