After finishing missions in Wasteland 3, your Ramirez radio controller will commonly alert you to new alternatives to go looking again to headquarters. One of the first is Wolfe’s Hunt.
Next to the statue of the patriarch in the mansion, you will see Wolfe’s group of mercenaries looking synthesizers. He tracked the harmful synth again to downtown Colorado Springs, however after the “snaf” led to civilian casualties, the hunters had been expelled by Sheriff Daisy.
Wolfe is a returning character from Wasteland 2, the place he was a recruiting companion – however nonetheless not the friendliest. He’s not pleased with how issues have gotten worse in Arizona, which might clarify his nickname “NaCl,” aka sodium chloride, aka salt.
Now in Colorado, Rangers got here to your outfit to complete the job. If you agree, head downtown and discuss to Daisy.
Wasteland 3 Wolfe’s Hunt Quest
At Marshal Station close to Pillory Square, ask her about Wolfe and she is going to maintain you knowledgeable of current occasions, with Wolfe firing on the road close to the museum.
Head to the museum on the east aspect of the city sq.. To enter, you should choose Lockpick 3 on the south aspect of the constructing.
Inside, it is filled with spooky animatronics and examples from the Patriarch’s previous. On the different aspect of the room you enter is the Mechanics 3 generator, which you must restore to open the heart door. There’s lots of loot in the workplace he unlocks.
Now in the higher left nook of the room – there’s one thing fully incorrect. In the Monster Army animatronics, there’s one who’s dressed as a marshal – curious.
Come out and discuss to Animatronic. You can both assault, use Nerd Stuff 4 to stun, or discuss to Synth.
If you discuss to him, he is not going to reply, however he’ll sustain the stress and discuss to you.
Now is your probability to determine:
- You cannot arrest Synth, they are saying you can both let him go or kill him.
- You can go away it by telling him to decorate like a refugee and run away.
- Or you can completely flip it off with bullets and blow it up instantly if you’ve shocked it with a Nerd Stuff
If you kill a synth, Wolfe will need to use Ranger HQ as a base for synthesizer looking. Which you can both settle for or reject. By accepting, you will acquire entry to further rewards for synthesizer looking.
If you let synth go, Wolfe will get pissed off and leaves – even when you’re mendacity and saying he escaped alone.
Cynically, if you kill a synth, you will obtain XP, cash and new rewards as a reward. If you let it go, you solely get XP.
This might be one in all the most troublesome ethical selections you have ever needed to make. Synth definitely does not should die, nevertheless it’s harmful, and if you let it go, you’ll discover he is killed once more. You must reside with it, even whether it is in self-defense.
However, traditionally in the Wasteland sequence, the Synths are a few of the main villains. If you’ve performed earlier games, you’ll in all probability have a neater time frying – even when it has been deliberately designed to sound like a child meant to idiot you.
Ultimately, it’s your determination to make based mostly on the penalties set forth above.
Once you’re finished, it is in all probability time to go out into the wilderness for the Unwelcome Guests quest – the final a part of the Full House.
Or if you’re somewhat additional away, then you may very well be robust sufficient to undertake your first Buchanan youngster in the Zealot quest.
For extra data on Wasteland 3, see our character compilation information.