![]() ![]() Oh, and just in case someone in your squad has the Cyborg Tech perk, Wolfe can’t help but admonish you for your ignorance. You’ll also unlock Tinker’s Head as an ornament for your Kodiak. Once you’ve returned all the synth heads to him, he’ll reward you to $1,200 cash. You can choose to “rip the guts from the transmitter” to finish this part.Įvery time you return a synth’s head to Gary “NaCl” Wolfe, he’ll give you a few hundred dollars. Lastly, inspect the terminal in the small room. You’ll also find the Nerd Stuff skill book and Soldierpunk Helmet in one of the containers. Once everything has been destroyed, pick up Dos-Teh-Seh’s head and various loot, including a Tactical Nuke, the Death Sifter machine gun, and Magneto Cannon Kodiak upgrade. It’s got a Scorpitron that’s being repaired at the moment, although it’ll also join the fray once the battle is initiated. It looks like Dos-Teh-Seh is considered a leader of the synths - “I am the daughter-wife of sainted Cochise” and is plotting their resurgence. If you open the metal shutter, you’ll encounter Dos-Teh-Seh who’ll threaten you. However, you can avoid them by using the side door. The next section is a large generator room with more bots. Near the section with traps (Explosives 8), open the container to pick up the Nervous Nancy creepy doll. ![]() There’s a lot of “tech” loot here and some wandering bots. Inside, use Nerd Stuff 7 to hack the terminals and open doors. This Wolfe’s Hunt synth location is the Department of Energy Site. Grab Earl’s head and speak with Bulb to finish this part. Once the bots are wiped out, don’t forget to pick up the Barter skill book near the terminal. You’ve probably noticed a conspicuous synth named Earl who’s buddied up with a Scorpitron. Do that and you can attack Null Stack plus all the other mobs in the mines. You can repair one of the bots (Mechanics 6) and it’ll tell you to speak with Null Stack. Here, you’ll meet Bulb who wants you to take out all the robots. The next synth location is Tellurium Mines all the way to the north of Denver. “Further away from Denver probably underground” Even Greet-O and Party Pal need to get blasted, all while the annoying vending machine calls you a “murderer.” Anyway, go ahead and pick up Tinker’s head. The problem is that they’re all very nice, but you need to obliterate all of them once they become hostile. But, I did keep a separate save just to see what happens when you attempt to demolish Tinker and all the bot mobs. I messed up this dialogue during my playthrough and had no other save. Now, if you attempt to attack Tinker while it’s inside the Machine Commune, all the robots in the zone will become hostile. However, this prevents you from selecting another option that lets you fight Tinker outside the area. Speaking with Tinker lets you make amends for the war between humans and synths (which the Machine AI will like). It’s in the terminal area just before the air traffic control tower. This one is Tinker who’s found in Denver’s Machine Commune. If you’re able to found a different outcome, let me know. Likewise, this choice happens quite early in Wasteland 3‘s campaign that it’d be unrealistic to replay the entire thing. Unfortunately, I didn’t have a save that’d let me change my decisions. Important: I’ve been informed that if you let October 11 escape, you’ll encounter it later in the game. You’ll find them as you progress through Wasteland 3‘s campaign. He’ll give you some cash and tell you the clues to the locations of other synths in Colorado. He and his squad will leave.Ĭonversely, if you destroy the synth, pick up its head and bring it to Wolfe. If you let it escape, Gary “NaCl” Wolfe will scoff at you for not being able to finish the job. You can let it escape or destroy it immediately. It’ll tell you about its journey from Arizona to Colorado while being aided by a certain Tourmaline. Use Nerd Stuff 4 to stun the synth and converse with it. Inside the museum, check the animatronics at the upper left corner. You’ll find it in the Patriarch’s Museum. Gary “NaCl” Wolfe tells you that there’s a synth somewhere in Colorado Springs. The synth, October 11, is actually what kicks off the Wolfe’s Hunt sidequest in Wasteland 3. Wasteland 3 sidequest: Wolfe’s Hunt synth locations Alternatively, you can check our Wasteland 3 guides and features hub. Note: For more locations or quests, you can head back to our campaign walkthrough main page. He and his squad are lounging around in Ranger HQ’s yard and he has a task for you: Wolfe’s Hunt - tracking down and eliminating various synths all over Colorado. While you’re doing the Little Vegas Casino quest in Wasteland 3, you’ll encounter Gary “NaCl” Wolfe (a character from the previous game). ![]()
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