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Parley Time
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Quest data
RewardRandom
 
Game tile Fallouit Shelter
Game tile Fallouit Shelter

Parley Time is a repeatable quest in Fallout Shelter.

Synopsis[]

The Horseman, War, has invited us to discuss matters of common interest. His messenger told us the Warshippers would try to kill us, but it's worth the risk to find out what he wants! Also, we should be on the lookout for Weekly Exposition reporters, and use the codeword “eagle” after they talk about Nuka-Cola.

Objectives[]

Meet with War, who invited you to talk.

Dialogue[]

  • War may have asked for you, but you still have to earn your audience with him. (_Conversation_1_NPCStart_1);
  • And that means getting through the Warshippers. (_Conversation_1_NPCStart_2);
  • Dwellers! It's go time! (_Conversation_1_NPCStart_3);
  • Absolutely. Whatever you say. I'll get right on that. (_Conversation_2_NPCEnd_1);
  • The codeword! Well he really just wants to talk, believe it or not, and set up a truce. (_Conversation_2_NPCEnd_2);
  • The codeword! Some Raiders just started using it one day, but I think someone gave them the idea. (_Conversation_2_NPCEnd_3);
  • Beagle? Eh, close enough. His confidence is easily shaken, so make him doubt himself. (_Conversation_2_NPCEnd_4);
  • Hi, there. I'm supposed to fight you, but you've caught me all alone. (_Conversation_2_NPCStart_1);
  • That's not really fair, is it? So I'll just let you by. (_Conversation_2_NPCStart_2);
  • War, may he enjoy Nuka-Cola forever, is around here somewhere. (_Conversation_2_NPCStart_3);
  • Is that okay with you? (_Conversation_2_NPCStart_4);
  • That's fine, but you should reconsider your warring ways. (_Conversation_2_Team_1);
  • The eagle has landed. Now what does War want with us? (_Conversation_2_Team_2);
  • The eagle soars on the wind. How did War get that name in the first place? (_Conversation_2_Team_3);
  • The beagle runs after the ball. Does War have any weaknesses we can take advantage of? (_Conversation_2_Team_4);
  • I DON'T TAKE ORDERS FROM Y... Sorry, I got caught up. No problem, we'll leave 'em alone. (_Conversation_3_NPCEnd_1);
  • Thank you. I try really hard, and it's nice to know the effort isn't wasted. (_Conversation_3_NPCEnd_2);
  • Drat. I try, I really do. Here, I'll give you this if you tell the Warshippers I awed you. (_Conversation_3_NPCEnd_3);
  • Only that... Sorry... ONLY THAT I WILL KILL HIM AND REIGN SUPREME. (_Conversation_3_NPCEnd_4);
  • I AM WAR, HORSEMAN OF THE APOCALYPSE, AND YOU ARE PUNY. (_Conversation_3_NPCStart_1);
  • I PROPOSE AN ALLIANCE UNTIL THE OTHER HORSEMEN ARE DEFEATED. (_Conversation_3_NPCStart_2);
  • I NEED YOU TO FIND DEATH. HIS CULTISTS ATTACKED VAULT 672. START THERE. (_Conversation_3_NPCStart_3);
  • *cough cough* I'm sorry. Talking like that is murder on the throat. Do we have a deal? (_Conversation_3_NPCStart_4);
  • Sure, but keep your Warshippers away from innocent Settlers. (_Conversation_3_Team_1);
  • Absolutely. You are, after all, the most powerful Horseman. (_Conversation_3_Team_2);
  • Okay, but are you *really* War? We were expecting more intimidation. (_Conversation_3_Team_3);
  • Yes, it's a deal. What else can you tell us about Death? (_Conversation_3_Team_4);

Template:Navbox quests FOS

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