Objective:
Your objective in this adventure is to escort a caravan to Fort Westwatch
Medal requirements:
Bronze: Not 100% sure about this, but I think you just need to get to Fort Westwatch
Silver: Get to Fort Westwatch with at least 20 caravan members still alive.
Gold: Get to Fort Westwatch with all 30 caravan members alive.
Caravan Bonuses:
Fighter: Equip caravan members with weapons. They don't deal that much damage, but it does help a bit.
Explorer: Increase movement speed of the caravan, and increasing their max hp.
Scientist: Not 100% sure about this, but it seems that fewer members go missing along with fewer sandstorms
Settler: Adding max resources
Random danger for Caravan:
Tumbling/rumbling rocks, I'm not sure how they affect the caravan, but you can just body block them and they disappear.
Ambush, sometimes you'll be ambushed by either a lot of small scarab like things, or a 2-3 bigger mobs.
Plague/Poison, some caravan members will become green, use your T ability and throw at them.
Bee swarm, will affect the 3 animals in the caravan, use your T ability and throw at them.
Super heat, sometimes occur, only happened once or twice for me, but the entire desert becomes heated and drains water from your caravan rather quickly.
Gone Missin', sometimes a caravan member will get lost, your job is to find him asap. He's usually within 100-150m from the caravan (basically the distance on your minimap), and he will shout stuff like "where did the caravan go" "hey, im here" and stuff like that. If you dont find him in time, he'll die.
Food drop, X crates of food will drop, you have to pick it up else you lose all the food.
Sandstorm, Happened to me 2-3 times only, but it seems that caravan members go missing in sandstorm more frequent than if it's not a sandstorm.
Route:
There are 2 routes that works the best (IMO), one of them being a bit faster and more risky(40-50min run), the other being a bit longer and safer (50-60 min run). The second one also has more resources, a second camp and easier boss.
Route 1 (Faster):
Greenleaf Ridge, Winged Fury Crest, Rumbling Fields (through teleporter), Seaview Plateau, Uboshwa
Route 2 (Safer):
Greenleaf Ridge, Winged Fury Crest, Sandyhive, Blisterbone Staging Grounds, Uboshwa
Checkpoint danger/guide:
Greenleaf Ridge:
You'll be able to refill water with the help of Thumpers. Thumpers are some strange machine that you have to activate, like a pump of a sort. During this event, you'll be fighting some monsters here. Try to activate as many Thumpers as you can, because then water will be supplied to you faster + the mobs will aggro them before the caravan if you're too far away. Thumpers do break after 10 or so seconds of 1 monster on them.
Winged Fury Crest:
There are just a few monsters between the first and this checkpoint, and at the end there are 3-4 humanoids, you have to tank them a bit outside the caravan path due to a medium size aoe they do.
At the end of this checkpoint, you have to gather 5 materials and put into a teleport device, in any combination (this changes from time to time). The materials are Matter, Fuel and Focus and I found it best to start with 2 fuel then 2/1 of the others, doesn't really matter. You have to see the response from the caravan leader what you need to change.
Rumling fields(faster):
Mine field, caravan will move through a minefield. Time of this post, they do NOT trigger the mines, but players do, you usually get ambushed here too. Stay out of the way for the caravan so you dont accidently blow them up. Takes 4-5 bomb hits to kill them IIRC.
Seaview Plateau(faster):
You'll pass a narrow bridge, with monsters that AOE, so make sure to be a bit a head of the caravan to kill these off quickly, and then you move into a short heat zone. The boss here is pretty simple, big slime guy that splits every now and then, just keep doing damage and avoid red telegraphs. There will be some casters on the pillars to attack the caravan, but I do not think they will actually kill them, just take them down to a very, very low hp.
Sandyhive(safer):
Fire flowers, along the road you'll see flowers, pretty big ones that burn on the top, just go press "use" on them to stop it. It may rain sometimes too, this will make them not use fire during the rain period. Once you get to the end of the checkpoint you'll have to kill 6 humanoids in a field with a lot of bees. The bee's barley have any HP and can easily take 2-3 packs at the time to get speed. You will basically gain full food and hay killing all these bees, but no water. After the event you should camp once more.
Blisterbone Staging Grounds(safer):
Will be some fire flowers along the way here, not that many though. You'll also see a crashed spaceship, it's leaking radiation, so you can't stand in the field for too long, but it is no problem collecting everything in there. At the end of this you have to blow up a couple of bombs and then hit some drums to spawn a boss, very easy boss. A lot of resources are also located in the towers here.
Uboshwa:
This is your final stop (if you go here), nothing new on the path there. Boss is really easy too, first a few adds (2-3 at a time), then 2 bosses without any real ability to note here. After killing the boss, you and the caravan will go to a ship that transports you to Fort Westwatch
Tactic:
If you follow the stuff in the checkpoints I put here, it shouldn't be that much of a problem. 1 DPSer should always stay with the caravan, while the rest go gather supplies and killing off anything in the path of the caravan.
Other thoughts:
There has been speculations about same route is using the same drop table from the rewards but I haven't been able to test this out yet.
I'll do my best to give you an answer on this, this weekend.
Just a wall of text, because the pictures won't really show anything anyway.