recursal/Fanatic-Fandom huggingface dataset:
Cookie

**Cookie** is a character in *Wasteland 3: Battle of Steeltown*.

## Background

Cookie is the refugee camp's main cuisinart, providing the starving people squatting outside the Steeltown gate with some measure of food. However, he's increasingly frustrated with the disorder running rampant in Markham's domain, as he got nearly a hundred kilograms of meat to use... But it's stuck on the dock due to someone misplacing the paperwork. The fact that he's stuck 15 meters away from it is incredibly annoying to him.

## Interactions

### Quests

* Order Up: Cookie asks for help in getting the food to the people)
Cryo exo helmet

## Effects

+10% Cold resistance; +6% Energy resistance; +6% Fire resistance; +6% Cold damage; +20% Resistance to Frozen

## Item Data

### Value

$ 450

**Cryo exo helmet** is an armor piece in *Wasteland 3: Battle of Steeltown*.

## Description

This helmet has side-flap things that keep your ears nice and warm.

## Armor set

* Cryo exo helmet
* Cryo exo suit
* Cryo exo leg armor

## Locations

* Steeltown admin level: Sold by Amos Ryan after completion of Factory Fracas quest.

## See also

* Elite cryo exo helmet
* Elite energy exo helmet
* Elite pyro exo helmet
* Energy exo helmet
* Pyro exo helmet
Clerc shrine

CA\_BackerShrine\_Clerc.unity3d

**Cleric shrine** is one of the mysterious shrines erected to commemorate backers.

## Location

Inside the northern radiation wall, opposite corner from Hollywood. See the map for details.

Location given by Doctor Cleric at Los Feliz in exchange for a bottle of Snake Squeezins.

The shrine can be uncovered by perception.

## Layout

A two-area shrine. The exterior has a statue granting +1 skill point (and the caption *KLERIK U DODJY FUK GAV U MIRKUL DRUG WHAR MY SKRAP I KEEL U*, meaning *Cleric, you dodgy fuck, I gave you Miracle Drug, where's my scrap? You're dead!*). Inside is the ruined Underworld bar, with a painting granting experience, a garbage bag that can be searched, and the caption *The Reborners: Live and die in a society that will not repeat the mistakes that led to the destruction of the world.*

## Notable loot

* 1 skill point from the statue
* 1300 experience from the plaque in Underworld
* Hourglass (inside the garbage bag)
Community center

Step Time: 0.5 minHeal rate: 64 stepsEnc. freq.: 0

**Community center** is a location in Highpool.

## Overview

The Community Center holds the Shop, a gaming hall and the office of Mr. Jumbo. There is a note on a wall saying:

* cave
* adults: raid outlaws
* Jackie
* Bobby's Dog?
* fix water purifier

The *fix water purifier* note gives you a clue that there is broken water purifier nearby (In fact it's in the Workshop) and you may help to fix it. The note *Jackie* gives you a clue about the missing Juvenile named Jackie. You can rescue her from the Cave. The note *adults: raid outlaws* may be a clue why you don't find any adults in Highpool. Maybe they left the settlement to raid the outlaws and never returned or did not return yet. When you take the corresponding note from Mr. Jumbo into account then it is most obviously that they were killed during the attack.

When you break into Mr. Jumbo's office (With the Picklock skill for example) than some Juvies appear yelling at you. They don't attack but you can do if you like. You can use the Perception skill on the door. When you succeed then you'll get a hint from a poker player that there is a key beside the door which you automatically use to open the door.

In Mr. Jumbo's office there is a desk with some handwritten notes on it. One note is cash accounts with the Rail Nomads. Another outlines sneak-attack plans against desert marauders. This last seems odd since it clearly assumes only two attackers against many. One note is a reminder to put a trapdoor over the cave across the creek. Another is about hydrophobia.
DeSotos

## Description

**DeSotos** are a faction in post-nuclear Miami.

## History

The DeSotos are bootleggers, distilling and bottling potent rum in their fortress-like compound, and distributing it throughout the island. While it is rumored that there is dissension within the family itself, clan patriarch Irwin DeSoto still maintains rigid control over his dynasty's illicit potables. Another longstanding rumor concerns the purported salubrious properties of the family brew, that it may even contain the rare curative liquid known as Water of Dreams. Whatever the exact truth may be, those who associate with the DeSotos or their product seem to have little to fear from mutation.

## Members

* Irwin DeSoto, head of the family
* Mario DeSoto, the youngest
* Lurleen DeSoto, Irwin's wife
* Imelda DeSoto, daughter of Irwin.
Arjuna Rabindranath

**Arjuna Rabindranath** is a Mannerite living at the Angel Oracle.

## Background

A young, well dressed man who strictly adheres to the guidelines laid out for the Mannerites, Arjuna suffers from a bad scalp and has developed dandruff. As insignificant as it may seem, this is a problem that can result in him being executed.

He is the brother of Arthi Rabindranath.

## Interactions

### Quests

* Help fight dandruff: Find shampoo to save his life.
Dan Glasl

**Dan Glasl** is the Lead Concept Artist at inXile who worked on *Wasteland 3*.

### *Cult of the Holy Detonation* DLC

* "The Holy Detonation itself. I really fought hard to get this thing to be as big and epic as we could get it. I actually think this is the single biggest prop in the game, but it really turned out great."
* "The Final Peek and Poke for Wasteland 3. It's been a hell of a ride, and I hope you enjoyed it. PS that me and my pups there at the bottom."
* "The Pressure cooker."
* "I wanted the control room it really feel like an 80's military command and control room, but with the epic mad science scale and depth."
* "What can I say about the Proteus? This was a time I just let myself get weird and push that disgusting angle."
* "I really loved how these guys turned out, trying to harness some of the military feel, along with aspects of 80's metal/satanic panic. The idea with these would be that the standard cultists would eventually undergo a mutation to one of these three forms"
Death Sifter (Wasteland 3)

## Ability

 **Unload**: Leave nothing behind. A brazen attack that fires twice with -35% Hit chance.
Damage: 100% of weapon damage.

## Item Data

### ID

ITM\_Equip\_Weapon\_HMG\_Tier5-1\_DeathSifter

**Death Sifter** is a heavy machine gun in *Wasteland 3*.

## Description

*Does*: Offer heavy firepower and a high rate of fire. *Does not*: Fuck around.

## Characteristics

Damage can be increased from various bonuses. However, it is not recommended to waste high-tier mods on this weapon, due to low damage output. Especially not recommended to use rare and expensive damage type conversion mods.

Physical damage maximization example

* +8 Damage from Titanium-Cobalt Barrel
* +8 Damage from Toxic Linkage  or Crippling Linkage  or Razor Linkage
* +33% Ranged damage from Sadomasochist quirk at the cost of +33% Received damage
* +35% Ranged damage from Awareness at level 10
* +25% Ranged damage from Threat Intelligence  helmet modification at the cost of -6 Armor

Applying all bonuses (+16 Damage +93% Ranged damage) leads to the following result:
* 108 - 137 x5 (540 - 685) damage in weapon stats.The damage dealt to targets will depend on the armor they are wearing and the armor penetration rate on your character.

### Field stripping results

* 29-45 Scrap
* With Expert Disassembler:
	+ +30% Scrap
	+ Chance to get one mod:
		- 5%  Titanium-Cobalt Barrel
		- 5%  Hammerforge-Rifled Barrel
		- 5%  Open Cylinder Choke
		- 5%  Holographic Scope
		- 5%  SWAT Light

## Locations

* Aspen: Possible drop from one of the lockers inside the Hundred Families bunker. May also be found in the weapon crate in the gondola building.
* Peterson Air Force Base: Sold in the armory after the second-to-last R&D update.
Department of Energy Site

**Department of Energy Site** is a location in *Wasteland 3*.

## Background

An old government research facility hidden in the mountains.

## Points of interest

* This location will be automatically marked on your map after you enter the vicinity of northeastern Rockies. Gonzalez will report picking up odd transmissions that you can then investigate. Nothing seems out of the ordinary when you arrive. The northern door leads to a dead end past a door locked with a Nerd Stuff 7 computer or a Lockpick 9 lock. The containers there contain a pulse rifle and other loot. Mind the level 7 explosive trap.
* The southern door leads to a Nerd Stuff 6 computer, which unlocks access deeper into the site. Mind the octotrons, killers, and other robots crawling through the area. Loot the end of the corridor between the breakroom and the lab for a collectible creepy doll, then remember to loot the laboratory after wiping out the resident robots for a lore book and a piece of high level armor.
* Heal up and prepare. Opening the garage door to the north will put you up against Dos-Teh-Seh, child of Cochise! After a short exchange of views and explanation that she's planning to build a synth utopia, she attacks. There's no other way around it. She has a Scorpitron three octotrons, two fusion turrets, and a discobot at her disposal.
* After the dust settles, the rear room contains the radio transmitter for you to shut down.

## Notable loot

* Nervous Nancy: In the rubble at the southern end of the corridor, between the laboratory and the breakroom.
* REDACTED Orders, Commando Armor and Commando Helmet: In the containers in the southeastern corner of the laboratory.
* Radioactive battery ornament, Rad Shield: Inside Dos' workshop, in the containers.
* Cryocell linkage recipe: On Dos-Teh-Seh's body.
* Orb Cannon recipe: In the grenade box in the rear room.
* Neural Net Processor Manual, Solderpunk Helmet, Magneto cannon: In the lockers near Dos-Teh-Seh.
Counterforce weights

## Effects

* +3 Armor penetration
* +16 Max damage
* -16 Min damage

**Counterforce weights** is a weapon mod in *Wasteland 3*.

## Description

This metallic putty can be applied anywhere on a weapon to even out its mass, but expect wilder swings.

## Crafting

Ingredients to produce one (1) unit
* 1 Symmetrical weights

## Locations

* Cheyenne Observation LevelCHD: Sold by Melanoma.
* Sold by world map merchant Cheebus.
Confidence

**Confidence** is a skill in *Wasteland*.

## Overview

For an already charismatic person, good confidence can enable one to talk a miser out of his fortune. It's particularly useful for getting information from people who are suspicious of you.

## Wasteland

* Used to please the crowds in Scott's Bar
* Allows to get a clue from the women in the bathroom of the bar.
* Can be used to persuade Laurie to give a second chance.
* Used to persuade thugs at the courthouse.
* Used to break webs in Finster's mind maze.
* Used to get out of the showers in the maze.
Cloak And Dagger ROM

**Cloak And Dagger ROM** is a junk item and crafting component in *Wasteland 3*.

## Description

This looks like a regular video game cartridge, but the label has been partially peeled away, revealing another label that reads, "Top Secret Military Intel."

## Crafting

Used to craft Jamie McBond: License to Kilt Game Cartridge.

## Location

Gett Family Homestead: Container in the shanty with the dead kidnappers.
DeadEye experimental scope

## Effects

* +6% Critical chance
* -5 Range

**DeadEye experimental scope** is a weapon mod in *Wasteland 3*.

## Description

This electronic scope presents a wealth of targeting information but only at a limited range.

## Crafting

Ingredients to produce one (1) unit
* 1 Holographic scope

## Locations

* Monster Army Bunker: In the locker at the north of the map.
* **Recipe** can be found on a world-map in a bunker named 'Silo 314' not far from Clown Museum. Bunker require Explosives 4 or Lockpicking 6 to open. Recipe can be found using both Weird Science 4 and Survival 3 options - they are only relevant to other items found in the area.
Confetti grenade

Throw to unleash a harmless shower of confetti.

**Confetti grenade** is a consumable item in *Wasteland 3*.

## Description

This grenade looks exactly like a normal grenade in every way, except that it explodes in a shower of confetti. A harmless prank, unless you count giving your friends a heart attack.

## Crafting

Ingredients to produce one (1) unit
* 1 Frag Grenade

## Locations

* Sans Luxe Apartments: 10x inside a container in the locked apartment (Lockpicking 5).
* Little Vegas: 10x inside the locked safe (Lockpicking 6) in the back rooms.
* Warrens Chapel: **Recipe** locked in Ditso Gogo safe (required Lockpicking 7 or Ditso Gogo safe key).
Damage

A system found in all *Wasteland* games including *Fountain of Dreams*. Traps, weapons, grenades, and other effects/items reduce the health of your characters, target creature or NPC.

For more detailed information about damage in different games, check articles below:

* Damage (Wasteland)
* Damage (Wasteland 2)
* Damage (Wasteland 3)
* Damage (Fountain of Dreams)
Deth

The **Deth** is a faction in *Wasteland 3*.

## Background

The rogue Ranger team under Angela Deth, these Rangers have dedicated themselves to fighting the Patriarch and finding a way to free Colorado from his grasp.

## Interactions

* Though Deth's team offers one of the major plot options, you only meet them twice: Once at Hoon's Homestead, where she sets up the meet, and then once you decide the fate of Colorado, either as allies or as enemies.

## Members

 Angela Deth Connie Zeng Fred "Pistol Pete" Pettersen Neil Thomas Takayuki
### Generic characters

 Rebel Rifleman Rebel Scout Rebel Sniper Rebel Tech Rebel Worker Rebel Worker Arsonist Rebel Worker Basher Rebel Worker Heavy Rebel Worker Mechanic Rebel Worker Tech
Coded Transmissions

**Coded Transmissions** is a quest in *Wasteland 3*.

## Background

*Gonzalez picked up a strange signal originating in the mountains. Its source and purpose are unclear. We should check it out. The transmissions are coming from somewhere in the mountains. It could be nothing, but any secret messages sent across Colorado could be a sign of danger.*

## Walkthrough

* This is a straightforward quest that requires you to find Dos-Teh-Seh in the final chamber of the Department of Energy Site. Fighting her is a major confrontation, and there's no way around the fight with a Scorpitron, three octotrons, two fusion turrets, and a discobot at her disposal. After wiping her out all that's left is reaching the rear room and ripping the guts out of the transmitter to shut it down.

## Rewards

* Experience and all of the Department of Energy Site loot.

## Raw strings

```
Coded Transmissions
Investigate the coded transmissions coming from the mountains north of Colorado Springs.
Shut down the transmitter at the old Department of Energy site.
Update Gonzalez on the radio back at the car.
Gonzalez picked up a strange signal originating in the mountains. Its source and purpose are unclear. We should check it out.
The transmissions are coming from somewhere in the mountains. It could be nothing, but any secret messages sent across Colorado could be a sign of danger.
The signals were being sent out by one of Cochise's survivinging synths. It's using a transmitter in the facility to attract more synths and robots to carry on Coshise's mission.
Now that the transmitter is disabled, we should call Gonzalez with a status report by returning to the Kodiak.
We eliminated the synth threat and disabled the transmitter.
We've discovered an old Department of Energy facility. The signal seems to be coming from inside.

```
Deirdre

**Deirdre** is a character in *Wasteland 3: Battle of Steeltown*.

## Background

Mother of Hallie, Deirdre was separated from her on the road and is currently trying to get in touch with her.

## Interactions

* If you sold Hallie to La Perla, you can call the slaver and throw in the mother as a bonus (you evil, evil Ranger). Curiously enough you will still get the +10 reputation bonus in this case.
Dan Q

**Dan Q** is a recruitable character in Arizona.

## Background

Dan Q is a professional comedian who travels the wastes putting on shows in bars, barns, missile silos - anywhere he can gather an audience and pass the hat. Sadly, his travels have made him a cynical, sarcastic man, and he tends to look at the world with a bitter, dyspeptic eye.

## Interactions

### Details

* Dan Q appears at the Temple of Titan if the player chooses to send the nuke to the M.A.D. Monks, thus destroying the Canyon of Titan.

## Inventory

* Weapon: .38 Revolver
* Ammo: 30 .38
* Consumable: Pain Relievers
* Other: Whoopee Cushion
Dave Oshry

**Dave Oshry** is a travelling merchant found in Arizona.

## Background

Short but broad, way too sure of himself and almost definitely hungover. His GunnarTM sunglasses reflect the wastes clear as day. His hair is perfect.

## Interactions

### Details

* Oshry offers wares for purchase, but only if the Rangers prove that they are worth it. They can either pay him 500 scrap, mention that they beat *Rise of the Triad* on Ludicrous, or point out that they saved either Highpool or Ag Center, or settled the blood feud at Rail Nomads (assuming the Rangers achieved any of these feats).
* If you fight him and win, you get to loot all his wares.
Darwin village

* Remastered
* Original

Step Time: 0.5 minHeal rate: 64 stepsEnc. freq.: 40

**Darwin village** is the "public" part of Darwin.

## Layout

Darwin Village is surrounded by a belt of radiation. In fact, the only safe way to visit Darwin Village is with a Rad suit, or by circling around and picking your way through the mountains from the north. Darwin Village is a good place to shop and to grind for experience for prospective adventurers.

### Surface (Darwin village)

Darwin Village has two shops, doctor, one library, a lab, and a bar. You can hire two comrades at Darwin Village: Metal Maniac and Mad Dog Fargo. The base itself is discussed in greater detail below. One shop of importance is the Black Market, where you can get pretty much any gun or armor (short of Pseudo-Chitin Armor) you want. You should drop by: the password is "CRETIAN".

### Underground (Project Darwin)

You must have Secpass 7 to enter the Base and open the doors. This prevents you from entering the Base until after you've repaired Max and visited the Sleeper Base. The Base has three levels: one of which is home to the biological testing grounds full of dangerous monsters.
Cyborg Chicken

**Cyborg Chicken** is a character in *Wasteland 3*. Or rather, character*s*, as there are a total of 5 cyborg chickens to be found, each in a different location.

## Background

Nearly spherical in shape, this plump specimen waddles contentedly along, pecking at the ground. For some reason, someone implanted metal devices into its body.

## Interactions

2. The next Chicken is found at the Garden of the Gods. With Animal Whisperer 4, it can be recruited.
3. Another one can be found in Sans Luxe Apartments, apartment 1. With Animal Whisperer 3, it can be recruited.
4. One can be found in the Church of the Final Deluge, Broadmoor Heights. With Animal Whisperer 4, it can be recruited.
5. One can be found in the bunker under Broadmoor Heights.

When you bring Cyborg Chicken to the coop in Ranger HQ, it will stay here.
Cookie's recipe list

## Item Data

### ID

ITM\_DLC1\_d1001\_Lorebook\_CookiesRecipeBook

**Cookie's recipe list** is a lore book in *Wasteland 3: Battle of Steeltown*.

## Description

A list of meals to make when you don't have any actual food.

## Transcript

Shoe Leather Soup
-Wash four shoes inside and out
-Boil some snow
-Cut shoe uppers away from soles
-Boil uppers until water turns tan
-Serve

Dead Weed Salad
-Collect dead weeds and dry grass
-Chop weed
-Mash grass
-Boil some snow
-Soak weeds and grass in water
-Serve

Rat stew
-Kill a rat and put it in a sack
-Wait for other rats to come eat the first rat
-Close the sack and smash it against the ground until all the rats are dead
-Repeat process until you have enough rats
-Skin, debone, and clean rats
-Grill over grass fire
-Serve

## Location

*The location is unknown. You can help Wasteland Wiki by submitting it.*
Death ray

**Death ray** is a tier 6 energy weapon in *Wasteland 2*.

## Description

A single-target energy-based sniper rifle. Isn't science awesome?

## Characteristics

Energy weapons cannot jam or inflict Critical Hits, but deal bonus damage to targets with Conductive Armor.

 Non-Conductive | 0.7x

The weapon alerts enemies (generates noise) in a 20 unit radius.

If you're looking to upgrade from the bog-standard Neutron Projector, this is the gun to move up to. Hovewer, the higher Armor Threshold makes the range of targets worth shooting much thinner, and the increased AP cost makes it ineffective in the hands of characters with 10-11 AP, where the Neutron Projector can squeeze in two shots instead of one.

As with all the other Energy Weapons, the Death Ray in the Director's Cut no longer works as well as it used to in the vanilla version of the game. Since all the Children of the Citadel are non-conductive for some reason (despite being full of implants), the targets are limited to synths, meson cannons and scorpitrons. Since its damage is so-so, and it cannot critically hit, you may actually want to stick to the Neutron Projector even more and use it mainly for precision strikes.

## Locations

* Hollywood: Rambeau's gun shop.
* New Citadel: several CotC Pulse Gunners are armed with it.
* Ranger Citadel: Harvey's shop during the endgame.
Christina

Classic and Remastered

Skill points left: 3

**Christina** is a recruitable follower in *Wasteland*.

## Background

Christina is a tough woman, a mercenary. She knows life in the wastelands, and knows how to answer its questions - with hot lead. She is a capable trooper and is one of the recruitable NPCs in Wasteland. She comes with a decent, if curious assortment of skills as well as good equipment.

### Fate

Recruited into Ranger service, Christina reached the rank of General Argent. By 2102, she is dead, buried outside the Ranger Citadel.

## Initial equipment

* Money: $200
* Rad suit
* Uzi Mark 27 SMG
* Throwing knife
* Canteen
* Mangler
* VP91Z 9mm pistol
* Geiger counter
* Snake Squeezins
Denver Airport

**Denver airport** is a location in *Wasteland 3*. It is the part of Denver and the home of the Machine Commune.

## Background

Home of one of the most exotic settlements across the Colorado wasteland, the Denver Airport has been taken over by machines, who established a commune here. Communicating and governing together in a perfect democracy, the robots try to find a way to end the seemingly endless conflict between man and machine.

## Points of interest

* Welcome to the Machine Communists! You'll be greeted at the "door" by Greet-O and can then proceed to explore. The first stop is the frozen turtle named Bert, surrounded by robots deciding whether they should flip him over. Up the catwalk is the grounded space shuttle, with SAL, the voice of the Free Colorado you hear on the airwaves.
* In the concourse you'll encounter a whole gallery of interesting characters, including Little Sparrow, a robot you can have sex with, Pico, the musical slicerdicer, Indigo Rouge, the painter... Though you might be most interested in Vivisecto, RN, who can craft the Cyborg tech control unit for $1024 per shot (so it's nearly $5k to kit out your core Rangers). At the eastern end of the concourse you'll find Tinker, the synth menace of Damonta.
* Beyond the doors, Jimmy-6 will guide you to the Machine Intelligence Tower up the stairs, located in the air traffic control tower. Meet it to talk to one of the most interesting characters in *Wasteland 3*.
* The opposite part of the commune, to the northwest, beyond the doors near Pico, contains a no man's land where humans who wished to remain apart lived. Little remains of them except some drools and bile bombers. You'll have to go that way in order to save V.I.C.I. during Counterintelligence. The way eventually loops back to the Machine Intelligence's Tower.

## Characters

* Greet-O, the greeter
* Party Pal, a Discobot!
* SAL, the AI of space shuttle Atlantis.
* Little Sparrow, a hedonist
* Pico, the musician slicerdicer.
* Indigo Rouge, the robot painter
* V.I.C.I., aide to Vivisecto
* Machine Intelligence Tower, the spokesman for the commune

Merchants
* Vivisecto, RN, local physician
* Vendomatic 2000, general sales

## Notable loot

* Cyborg tech control unit: Sold by Vivisecto, RN.
* Electric Emmett: Buried in the snow among the containers, west of Jimmy-6.
* Be The Dog, Mutilated diary: Buried in the snow near V.I.C.I. during Counterintelligence.
* Last Resort, Note from November 13th: On the corpse of the human near V.I.C.I. during Counterintelligence.
Coach Gun (Wasteland 3)

## Ability

 **Double Barrel**: Double your fun. Fires two times in a row with +17% wider spread and -45% Hit chance.
Damage: 100% of weapon damage.

## Item Data

### ID

ITM\_Equip\_Weapon\_Shotgun\_Tier2-1\_CoachGun

**Coach Gun** is a shotgun in *Wasteland 3*.

## Description

Two hundred and sixty years old, still protecting the frontier.

## Characteristics

Damage can be increased from various bonuses. However, it is not recommended to waste high-tier mods on this weapon, due to low damage output. Especially not recommended to use rare and expensive damage type conversion mods.

Physical damage maximization example

* +8 Damage from Toxic Linkage  or Crippling Linkage  or Razor Linkage
* +33% Ranged damage from Sadomasochist quirk at the cost of +33% Received damage
* +35% Ranged damage from Awareness at level 10
* +25% Ranged damage from Threat Intelligence  helmet modification at the cost of -6 Armor

Applying all bonuses (+8 Damage +93% Ranged damage) leads to the following result:
* 46 - 59 damage in weapon stats.The damage dealt to targets will depend on the armor they are wearing and the armor penetration rate on your character.

### Field stripping results

* 6-10 Scrap
* With Expert Disassembler:
	+ +30% Scrap
	+ Chance to get one mod:
		- 1%  Broach-Rifled Barrel
		- 1%  Cut-Rifled Barrel
		- 1%  Columbium Barrel
		- 1%  Alloy Barrel
		- 1%  Cylinder Choke
		- 1%  Wide Choke
		- 1%  Extended Mag
		- 1%  Long Mag
		- 1%  Red Dot Scope
		- 1%  Reflex Scope
		- 1%  Tactical Light
		- 1%  Underbarrel Light

## Locations

* Downtown Colorado Springs: Possible drop from a large container in the Marshals' Station armory (requires Lockpicking 4 to access the armory).
* Downtown Colorado Springs: Inside Colorado Heritage Museum (requires Mechanics 3).
Dentist Bill

**Dentist Bill** is one of the Bills living at Brentwood Dentist.

## Background

The sole remaining dentist in the Los Angeles area, Dentist Bill suffers from a lack of clientele, due to his short supply of painkillers.

## Interactions

### Quests

* Find denture paste for Mr. Paladino: Dentist Bill will give the Rangers some denture paste in return for painkillers.
Crowbar (Wasteland 2)

## Performance Data

### Damage

**Melee** (4 AP):
31 - 45

### Critical chance

+1%
2.7x damage

## Item Data

### ID

Blunt\_Tier\_3\_1

**Crowbar** is a tier 3 blunt weapon in *Wasteland 2*.

## Description

For prying or bashing, few things fit the bill like a crowbar

## Characteristics

Can attack diagonally.

The weapon alerts enemies (generates noise) in a 10 unit radius.

## Locations

* Ranger Citadel: Tobias Melson
* Temple of Titan: Martin Hogan sells 1.
Crowbar (Wasteland)

**Crowbar** is a melee weapon in *Wasteland* and *Meantime*.

A crowbar is a length of steel bar with a hooked wedge on the end of it... and usually another, straighter wedge on the other end! Crowbars are intended to be used for prying and breaking stuff, but Gordon Freeman found another use for a crowbar, and in *Wasteland*, so can you.

## In-Game Uses

### Door Breaching/Smashing Stuff

A crowbar is a handy thing to have one of in your party. Repeat: one. The rest of your slots should be reserved for ammo (if you're the type that likes to burn through clips), quest items, essentials, and plastic explosives for the big stuff. A crowbar can be used to get through lesser doors and through windows and other useful tasks, like knocking out cameras or prying open hatches in Base Cochise.

### Melee Weapon

A crowbar, luckily for you *Half-Life* fans, is currently unrated as a melee weapon, but is likely the same as other tools and "lesser" melee weapons, such as the Club, Shovel, Ax, Pick Ax, and Sledgehammer. Chainsaws are the next main upgrade, and with Disc Swapping or Super Loot Bags, multiple Proton axes are possible. A useful tool and melee weapon for an early party, and perhaps good for a little nostalgia value in Vegas solo at high level in Power Armor.
Deliverer chassis

## Effects

* +1000 CON
* LEVEL 2 radiation resistance
* +50% World Map Speed
* +500 Impact damage

**Deliverer chassis** is a chassis in *Wasteland 3*.

## Description

A tough, reinforced chassis that can handle rough terrain and still get you where you’re going in record time.

## Locations

* Downtown Colorado Springs: Sold by Jimmie Longhaul
* Peterson Air Force Base: Sold by Bobby Cotter
DJ R.I.P.

**DJ R.I.P.** is a character in *Wasteland 3*.

## Background

The voice of the Bizarre's premier radio station, DJ R.I.P. is heard all over the Colorado on the airwaves. He used to transmit from the bazaar proper, but he was "encouraged" to moved downstairs to keep the volume manageable for the greater population.

## Interactions

The marshmallow man didn't attack New York (that's *Ghostbusters*). You receive the Sonic Emitter  and cash in return.
CyberFist

## Effects

+10% Melee damage

**CyberFist** is a cybernetic upgrade in *Wasteland 3*.

## Description

Hand bones are replaced by a titanium frame driven by cable actuators. Hidden beneath natural skin, only the strength of your handshake will give it away.

## Locations

* Denver Ruins: Sold by Vivisecto, RN.
* "Snowed Inn" Resort: Possible drop.
* Possible drop from Scar Collector world map encounters.
Deliver a Visa card to Head Crusher in Quartz

**Deliver a Visa card to Head Crusher in Quartz** is a quest in *Wasteland*.

## Synopsis

The Brakeman asks the Rangers a small favor, to deliver an old VISA card to the Head Crusher in Quartz.

## Progression

* This is a minor quest that is started in the Rail Nomads' camp and finished in Quartz. Basically, you deliver a Visa card to Head Crusher in return for a password and some loot.
* When arriving at the Nomad camp, the Brakeman will invite you to visit him in his caboose. Do so, and agree to take the Visa card to Head Crusher. Now, get to Quartz and then Scott's Bar in the south. Your man is sitting alone in the southern part of the bar - disband a character and sit with him, then use the Visa card on the chair (or yourself if you're sitting on it).
* He will reveal a password to you (Caterpillar). You can then return to the camp, tell the password to the guard at the Atchison tent and then go dig up your reward.
* Impatient? Okay. The reward is, from the west end of the southern rail, and twelve steps south. Use a shovel, get your loot and... meet some rail thieves trying to ambush you. Have fun!
Cyborg Tech (Wasteland 3)

**Cyborg Tech** is a special perk in *Wasteland 3*.

## Description

You have taken the first step on your transhuman journey. Who needs that weak human flesh, anyway?

## Strategy

Acquired by purchasing from Vivisecto, RN and using the cyborg tech control unit. Doing so during Wolfe's Hunt quest will make it impossible to acquire the Combat Shooting skill. If you were planning on becoming a cyborg, deal with those synths first.
Cruel Corey

## Effects

+5% Damage to Animals

**Cruel Corey** is a creepy doll in *Wasteland 3*.

## Description

Corey has a heartless gaze, but the neighborhood is free of strays!

### Transcript

Hey kids, ever been annoyed by a barking dog on your way to school? Sick of that cat screaming and yowling all night? Tired of that cow's stupid empty looking eyes? Well now you can end them all with Cruel Corey! The only toy that knows how to eviscerate an animal and wear its entrails while it still breathes as a warning to others!

Likes: Animal Testing, Meat, Kittens (dead).

Dislikes: Pets, Cruelty Free Glue, Vegans.

Warning: Do not leave unattended at farms or zoos.

## Locations

* Denver Ruins: In a chest at the Western White House.
Diagnostic Pilgrimage

**Diagnostic Pilgrimage** was a quest in *Wasteland 3*, cut before release.

## Raw strings

```
Diagnostic Pilgrimage
Take Buddy to the Dunes of Thought to interface with the mysterious AI
Return to Markham to inform her of the Dune Orb's response
We gave Markham the answer
We gave Crow the answer
Abigail Markham has asked us to take Buddy to the Dunes of Thought to find out what's wrong with Steeltown's computation engine.
Abigail Markham said we should take Buddy to the Dunes of Thought to ask a mysterious AI about the issues with Computation Engine.
We gave Markham the answer
We gave Crow the answer
Low Volt explains stuff
Sparksinger's offer
We sided with Low Volt
We accepted Low Volt's Offer
Here's Markham's answer"

```
Deluge of Fire

The **Deluge of Fire** or the **Second Deluge** is the name that followers of the Church of the Final Deluge use to refer to the nuclear destruction of the Great War which happened on March 21st, 1998. This deluge was preceded by the Deluge of Water.

Followers of the Church of the Final Deluge believe that the Deluge of Fire was sent by man, and just as with the Deluge of Water, the wicked were purged and the righteous were saved.

Before the Deluge of Fire, Aspen was a playground for the rich and famous, many of whom kept second homes there.

Steeltown's spire is the tallest post-Deluge manmade structure in Colorado. During the building of Steeltown, Abigail Markham used computer-assisted automation to revive forgotten manufacturing processes and deliver products that nobody had seen since the Deluge. This turned Steeltown into a crucial part of Colorado's economy, and Markham considered herself to be its architect.

The United States Cheyenne Mountain facility's Research Level was used by the military as a lab before the Deluge.

## References

1. ↑ Dialogue with Miriam Knox after completing Aspen.
2. ↑ Wasteland 3 loading screen hints
3. ↑ *Battle of Steeltown* Wasteland 3 loading screen hints
4. ↑ *Battle of Steeltown*, converstion with Abigail Markham
5. ↑ *Cult of the Holy Detonation*, dialogue with Brother Goiter
DeSoto compound

A location in *Fountain of Dreams*, it is a location of the DeSotos.

## Information

### Get in

To get inside, you need to tell the guard the password "DeSoto" or "Imelda" (for the subsequent passage of the quest to recruit her)

### Inside

Inside the compound, you can find various service and residential buildings. One of the main reasons to be here is to recruit Imelda and stop Irwin's rum business.

## Interesring facts

* In one of the houses in the west, you can find a gym where you can improve Strength from 12 to 15 for all characters in the party for free. There are also several locked boxes and DeSoto soldiers.
* In the basement of the production house in the west, you can stop the production of rum using the mechanic tools on one of the machines. You can also break open the hidden door in the Distelliry Vault, from which Irwin lost the key, thereby saving his business. After that, you can meet with Irwin for a reward.
* Houses in the east have many books to read to learn skills such as Rifles, Automatic Weapons, Lockpick, and more.
* In the garden near Imelda's house, you can find her brooch by using a machete on the plants and cutting a path.
* Irwin lives in a house in the northeast. Also, under his bed, you can find an AK47 with ammo if you have Perception and good Strength.
* Mario DeSoto lives in his room in the first lower house on the right side of the compound. Kill him to get MAC10 and a few other useful items.
* In one of the rows of Imelda's garden, using a machete, you can find her brooch, which will allow you to recruit her.
Corporal Marcelo Gonzalez

Corporal **Marcelo Gonzalez** is a former marshal and radio communications expert that serves as Ranger HQ's radio officer.

## Background

A talented radio operator assigned by the Patriarch to aid the Rangers in their operations in Colorado. Marcelo has been authorized by the Patriarch to use his own equipment, which he believes to the be the best this side of the Rockies, and one of the few capable of reaching across all bands. This means he's available everywhere in Colorado, for all intents and purposes, and the Rangers can contact him regarding arrests to be made, every time they need them.
Demolition Derby

**Demolition Derby** is a cassette tape in *Wasteland 3*.

## Description

This tape features a recent recording of entertainment at the Yuma County Speedway.

## Transcript

¡Oyé, oyé, oyé! It's Sunday Bloody Sunday! Time to fuck shit up at the Speedway!

We got us a grudge match tonight! Those filthy pendejos, the Scar Collectors, are gunning for the title against the Payasos!

Who's gonna win? Who cares! We just wanna see some carnage!

We've already seen some badass hits. The Scar Collectors have already lost two cars, and the rest are pretty fucked up.

Now here come the Payasos with Herbie, el insector del amor! That little fucker is fast and packs a punch!

Herbie's poppin' the sun roof! Holy shit, he's got a rocket launcher! He's... Wait. Who the fuck is he aiming at?

Oh, shit-!\" ::explosion::"

## Locations

*The location is unknown. You can help Wasteland Wiki by submitting it.*
DBM secret base

**DBM secret base** is the headquarters of the Arizona Citizens' Militia. It is a large underground installation, filled with machinery and ordnance in a state of repair that would make a Ranger envious.

They believe they are more capable of ensuring the stability and safety of the region than the monks can, bringing up the issue of the monks' policy of M.A.D. to justify their goal.
Cure the diseased mutants

**Cure the diseased mutants** is a quest in *Wasteland 2*.

## Overview

Jan asks the player to save her people by turning on the air filtration machine in the basement of the hidden compound in Darwin village.

## Walkthrough

* There are two basic ways to complete this quest: With or without wiping out most of Darwin's inhabitants.
* In order to wipe out the mutants, simply take the long road around and kill everything. Jan won't be too pleased, but she won't attack unless the player says that they will reveal their existence.
* To save most of the mutants, open the locked gate in the first courtyard (requires Lockpicking or an explosive), rather than taking the open alley, and enter the underground complex that way, bypassing most of the map.
* Afterwards, in the underground, take the western passage. The eastern is the long road towards the objective, which will lead to a confrontation with the mutants and their inevitable death.
* Disarm the traps and navigate around the tower of bubbling stuff. The room with the Night Terror has three .50 caliber turrets installed, but their low HP makes dealing with them quite easy (as long as they don't score a hit). The Night Terror is creepy, but harmless if released.
* In the room beyond, use the vent to crawl over to a room next to the central chamber. Disarm the alarm on the door, then inside rush the air filtration machine to the left and activate it. This should preserve enough mutants to satisfy Jan.

## Reward

* Jan will give a reward for saving most of the mutants. Otherwise, the reward is that the Plague doesn't kill the entire team.
* While completing this quest, the cure for cancer can be found in the lower part of the basement.

## Bugs

* Jan may become hostile after completing the quest even though the other mutants are non hostile. Initiating combat with her will cause the other mutants to become hostile as well. This may be related to killing hostile mutants after activating the purifier. (Unverified).
Desert Ranger ranks (Wasteland)

**Ranks** are an abstraction of classic RPG levels used in *Wasteland*.

## Manual description

Each character starts out as a private. As you acquire experience
points, you can radio back to Ranger Center for a field promotion. Each
time you’re promoted, your rank changes, your maximum constitution goes
up by two points, and you get an additional two points to invest in any
attribute. Rank does not affect how orders are given or taken since your
characters are equal members of a team. A high rank, however, could
impress civilians enough so you can get into places where regular folks
can’t go.

## Actual effect

The ranks are simply abstractions of regular levels and they don't actually effect any NPC reactions. Furthermore, the ranks are not ordered in a particularly careful way, which leads to situations where a Lance Corporal is senior to a buck Corporal, a 1st Lieutenant is junior to a 2nd Lieutenant and so on, and so forth.

Note that extreme ranks require an extreme accumulation of experience to be achieved and require grinding. The most effective methods use automatic skill checks:

* Camping in Quartz, on the roof of the warehouse in front of the windows (the ones that trigger the message about shadows moving in the windows).
* The rubble pile in the basement of Spade's Casino (requires constant moving to the north).
* Swimming around in the Bay of Mexico down south, as it constantly checks the Swim skill of the party members.
* Farming encounters in Base Cochise.

Unlocking the Hell is for Heroes achievement requires reaching ~8.2 million XP, though, so good luck. Weighing down a key and leaving the game running overnight might be the best idea. Alternatively, using an auto key presser like this program and setting it to run on the game overnight is lighter on the keyboard, but still requires running the game overnight, as the game pauses when the window loses focus.

## Formulas

The formula to calculate the experience points needed to level up to a specific level from the previous level is:

```
exp = 1024 * (nextLevel - 1)

```

The formula to calculate the total experience points needed for a specific level is:

```
exp = 512 * (level * level - level)

```

## Game internals

The rank names are located at offset **0x1a642** in the unpacked EXE file as a list of compressed strings.

The mapping table from *level* to *rank* is located at offset **0x1a543**:

```
$ hexdump -C -s 0x1a543 -n 181 wlu.exe

```
Damage (Wasteland)

**Damage** in *Wasteland* is based strictly on character statistics (fun, eh?).

## Basic calculation

The basic amount of damage is defined by the weapon used and expressed in the number of six-sided dice rolled to determine the outgoing damage.

*Eg. A weapon dealing 3d6 damage means the game rolls three six sided dice and sums the numbers up. The weapon can deal anywhere from 3 to 18 points of damage.*
Burst and automatic fire is calculated per bullet, i.e. a three-shot burst will roll for damage three times, while an autofire attack that burns a full 30-round AK-97 clip will mean the game rolls for damage 30 (!) times, resulting in absurd amounts of damage against lightly armored targets.

Armor matters! Each point of Armor Class removes one dice from the calculation, which means that even a single point of AC from a leather jacket can mean the difference between life and death.

*Eg. A Scorpitron sprays you with its autocannon, dealing 9d6 damage per shot. Wearing the rad suit reduces the damage calculation by 5d6 (1 dice per point of AC), making the damage a much more manageable 4d6 roll*.
Devlin

**Devlin** is a recruitable character in *Wasteland 3*.

## Background

One of the predefined ranger recruits you could choose for your group.

### Nomad

*You had people once - shy folk who hid from the world in irradiated valleys where they knew others would fear to tread. Eventually, mutation and madness claimed most. But a few resistant children survived. You are the last.*

## Interactions

### Ranger recruit

Main article: Wasteland 3 companionsCan be hired at Ranger HQ by speaking with Sergei Greatski after completion of Home Away from Home quest.

## Inventory

* Weapons:
	+ Rust Bucket
* Items:
	+ Med Hypo

## Gallery

* Appearance
* Profile view
Death Sifter (Wasteland 2)

## Performance Data

### Damage

**Burst shot** (6 AP):
35 - 39 x7 (245 - 273)

### Critical chance

+1%
1.5x damage

### Hit chance

At point blank: -20%
At maximum range: -40%

### Range

Maximum24m - 10mOptimum10m - 5mPoint blank5m or less

### Chance to jam

2%
7 AP to unjam

### Capacity

100 x 7.62mm ammo
6 AP to reload

### Effects

-0.7&nbsp
Combat Speed

## Item Data

### ID

MachineGun\_Tier\_5\_1

**Death Sifter** is a tier 5 machine gun in *Wasteland 2*.

## Description

The best mass produced light machine gun from before the bombs fell.

## Characteristics

The weapon alerts enemies (generates noise) in a 36 unit radius.

Fairly rare, but powerful, if found before the game's end.

## Locations

* Angel Oracle: Osmond sells 1.
* Ranger Citadel: Rangers drop as loot.
* Santa Fe Springs: Wastelander Trader sells 1.
* Comes as part of Ertan's default loadout.
Dawn for The Midnight Bomber

**Dawn for The Midnight Bomber** is a skill book in *Wasteland 2*.

## Description

A ""Based on True Events"" best seller by Police Captain Benjamin Edlund, this has just enough useful information to help teach you how to better handle yourself around explosives. Yeah, baby, yeah!

## Location

* Rail Nomads camp: Found in the library car (Fallout Archives sign).
Coordination

**Coordination** is a Wasteland 2 attribute.

## Characteristics

Coordination defines a Ranger's general motor skills, both fine hand-eye coordination and sense of balance.
It's the attribute of choice for any gunslinger, as it is a minimum requirement for a variety of ranged weapons.
A Ranger with a high coordination has grace, a deft touch and fine motor skills. Coordination helps avoid traps and attacks, pick locks, and improve aim.

Coordination has the following effects:

* Every even point grant an additional action point.
* Every point above 1 adds 1% to the chance to hit with ranged weapons.
* A Coordination of at least 5, along with a Strength of at least 7, allows one to use Truth.
Decoy

## Ability

Deploys a decoy that enemies will attack instead of you. Self-destructs after combat is ended.

## Item Data

### ID

ITM\_Consumable\_Deployable\_Decoy

**Decoy** is a consumable item in *Wasteland 3*.

## Description

A pop-up decoy that fools targets into attacking it.

## Crafting

Ingredients to produce one (1) unit
* 1 LED Matrix

## Locations

* Downtown Colorado Springs: Sold by Snappin' Jimmy Bob.
Corran Cain

Brother **Corran Cain** is a recruitable character in the Temple of Titan.

## Background

Brother Cain is a Servant of the Mushroom Cloud who has had second thoughts about blowing himself up for the glory of Titan. Instead, he wants to travel the world in hopes of finding a god with a better retirement plan.

## Interactions

### Details

* Corran will appear at the Temple of Titan after completing the Titan quest arc by disarming the nuke in Silo 7. The chaos wrought by the act and the subsequent eradication of the other Servants of the Mushroom Cloud at the hands of raiders and the Diamondback Militia broke his faith.
* If retained until the endgame, Corran will volunteer to detonate the nuke. The Great Glow welcomes the prodigal son as if he never left.

## Inventory

* Weapon:
	+ Hatchet
	+ 2 Dirty grenade
* Armor: Kevlar vest
Concussion bell

## Effects

* +16 Max damage
* -16 Min damage
* 35% to apply Stunned

**Concussion bell** is a weapon mod in *Wasteland 3*.

## Description

On impact, emits shockwaves sure to ring the enemy's bell.

## Crafting

Ingredients to produce one (1) unit
* 1 Grand Slam Weights
* 1 Titanium Plating

## Locations

* Aspen: Sold by Opie.
* Colorado: **Recipe** found by searching the bunker located by the eastern borders of the world map (Eastern Plains, to the right of the bridge leading into Denver Outskirts). Requires Sneaky Shit 6 and Explosives 7 to acquire it without triggering the booby trap.