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You can find the Mustard in a Mound of Shit just to the east of the Hydraulics Control Room. You have to dig all the way through it in order to get the mustard. You will also find the R&D Meeting Tape #783 which will tell you that the Moose and Squirrel are the worst enemies (which you need to know if you want to keep Boris and Natasha alive).

Once you have collected all three components, craft the 1000 Island Dressing in the Miscellaneous section of your crafting menu. Then go to the Hydraulics Control Room, interact with the Hydraulics Pump, go through the dialogue, and sabotage it with the 1000 Island Dressing to get the achievement.

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Most importantly, learning the secret of the Thousand island bottle from Boris and Natasha. Collect Mayo bottle from them, the Mustard bottle from the epic mound of shit, and Ketchup bottle from the Lockpick 7 locked chamber in the Genetic Research Lab on the research level to create the Thousand island bottle. Then you need to use Mechanics 7 on the hydraulics pump in the northern chamber of the storage corridor, dumping the dressing into the service hatch. This will prevent particle cannons from being lowered, once raised.

According to Brother Goiter, we must destroy at least three Particle Cannons to shut down the Nucleists" experiment and raise the Central Core. We can expose the cannons by using the switches in the side wings.\n\n\nCannons Destroyed: [Global: e4001_Cores_Destroyed]/3

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This achievement guide is essentially complete. Two achievements were originally broken on launch (August 28th, 2020) but have been fixed as of patch 1.3.0 (January 26th, 2021). If you"re seeing this guide on a website, that means it was copied from the original guide on Steam. While I have no issues with it being copied, you might want to check Steam for the latest version of it. If you have something to contribute, feel free to leave a comment on the Steam guide and I"ll update it.. Thanks in advance.

Kill 4 enemies at once with a single shotgun attack. This one is fairly self-explanatory but triggering it early (pun intended) can be tricky. If you"re looking for a way to farm it up, I was able to by starting a new game on Easy difficulty using the preset characters, Punk Lovers, one of which has a pump shotgun. You"ll need some luck (and reloads) but after the first round of combat, you"ll hopefully get left with a pack of 4 enemies on your left. With the right positioning, you"ll have to get lucky with two 72% chance hits but it"s possible. If you use any difficulty above Easy, this won"t work, as the pump shotgun won"t be able to one-shot enemies. Groups of civilians in Downtown Colorado Springs near the Marshalls make great targets for this kind of an achievement on almost any kind of difficulty, so that"s a good option as well.

Liquefy an enemy with energy damage. Basically you need to defeat an enemy with an energy weapon. These aren"t incredibly easy to find early on but you"ll find some eventually. I was able to farm this out near the start of the game when I first arrived at the Ranger HQ by repairing the Rusted Slicer Dicer in the garage, which initiates a fight with it. It drops a Pulse Gun laser weapon (or at least it did for me the three times in a row I fought it) which you can then equip and use on the dogs near the Cyborg Chicken. If you don"t have a character with 3 skill points in Mechanics, save your game and drop a few spare skills points into Mechanics temporarily. If you don"t have any spare points, run through the Ambush Site again quickly on Easy difficulty while saving up your skill points before entering the Ranger HQ.

You collected all STDs in the Wasteland. This one is done fairly easily after you get access to Little Vegas nightclub in Downtown Colorado Springs. This will happen shortly after you finish up with the Garden of the Gods and get the quest "Big Trouble in Little Vegas". In the club, there are six named prostitutes upstairs in separate bedrooms. Pay them $10 each and you"ll catch a different STD from each one. Make sure you use the same party member for each of these encounters so that all the STDs get stacked on a single character. The 6 STDs are: Ace in the Hole (+25% Critical Chance), Dealer"s Choice (+5% Experience), Shuffled (+1 Action Points and +1 Maximum Action Points), Royal Flush (+25% Hit Chance), Bad Beat (+15% Evasion), and Kicker (+4 Penetration). There are two ways to the get final STD that pops the achievement. One way is to wait until you get to the Machine Commune in Denver. There you can speak to a robot called Little Sparrow and agree to have sex with it, which will give you the Denver Rot STD. If you want to get it sooner, you can, but it will take a bit more work. To get Denver Rot sooner, you can leave Little Vegas and find a pile of snowballs (there"s one near the dogs outside the club) and pee on them. Gather up about 20 Yellow Snowballs and have a party member start throwing them repeatedly on the character that has the stacked STDs from Little Vegas. The Yellow Snowballs have a %5 chance to apply a bunch of nasty stuff. Of all the effects that come from the Yellow Snowballs, one of them is Denver Rot. You also need to get Denver Rot first before any of the other snowball effects, so save your game before you start throwing snowballs because if you get any of the other effects from the snowballs, you need to reload and try again. Keep in mind that while the STDs from Little Vegas are good for you (but wear off), the Denver Rot doesn"t and requires a doctor NPC or Antidote to get rid of. You might want to do this one and then reload before you started stacking diseases.

3. Cyborg Chicken #3 (Animal Whisperer 3) - In Apartment 1 of the Sans Luxe Apartments, behind a locked door that requires Mechanics 5 in order to access.

Gold Insulated Power Cord - In a trap filled room at the back of the Wesson Estate in Broadmoor Heights. To get to the Toaster, you"ll need Perception 6 to see all 5 traps in the room, Explosives 3 to disarm the trap at the door, and Explosives 4 to disarm the Gas Mine in front of the toaster. The toaster itself requires Toaster Repair 4. Although there are 3 more traps, you don"t need to disable them to get to the toaster.

Cats - There are cats wandering around the streets of Downtown Colorado Springs (Animal Whisperer 2). Other cats include Bellameow in Garden of the Gods near the entrance although you"ll need Perception 3 to see the frag mines surrounding her locked cage, Explosives 2 to disarm the mines, Mechanics 2 to unlock the gate she"s behind, and then you"ll need Animal Whisperer 2 to tame her. Another would be Kathmandu (Animal Whisperer 2) in Rosie Wong"s Apartment in Sans Luxe Apartments. All of that said, I would tame every single one of the named cats in addition to the regular cat just to be safe. You must tame Major Tomcat and a separate cat for the achievement to work.

2. "Keen Karen" (+1 Perception to all party members) - Located in the Garden of the Gods in a snow pile just South of the mass grave where Waste Wolves are feasting. To access it, you"ll need a character with Perception 3 to be able to see a way through the large snow bank even further to the South. Once through that, the hidden snow pile is between the snow bank and the Waste Wolves. If you absolutely can"t muster 3 Perception, you can still get to the snow pile but you"ll have to fight the Dorseys and then go around the back way and fight through the Waste Wolves to get to it, although I"m not sure if you"ll be able to locate the hidden snow pile with less than 3 Perception.

3."Maneater Maury" (+15 CON to all party members) - Located in a Duffel Bag in the Parking Garage of the Bizarre Exterior. Specifically it"s at the top of the ramps before the path to the human smugglers that you visit as part of the "Unwelcome Guests" quest. These are the ramps with the Bomb Hoppers on them.

Find all the cassette tapes left around Colorado. This achievement was originally broken on launch (August 27th, 2020) but was fixed in patch 1.3.0 (January 26th, 2021). Sadly, if you had an endgame save from prior to patch 1.3.0 and you looted boxes throughout the game, you will not be able to go back and find the two cassettes that were restored (see numbers 24 and 34 below) as the containers they were in are open and already looted. The tapes for this achievement are found in the main game and requires no cassettes from any DLC expansions.

6. "New Tour Introduction, Version 1" - Found in a room in the Colorado Heritage Museum in Downtown Colorado Springs. You"ll need Lockpicking 3 to unlock the door into the museum and Mechanics 3 to start the generator that opens the door to the room where the cassette is located.

8. "Bellamy Test #110" - Found in a locker inside a cage near the entrance of Garden of the Gods, just after the fight at the entrance with the Dorseys attacking Bellamy Ward. You"ll need Perception 3 to see the frag mines surrounding locked cage, Explosives 2 to disarm the mines, and Mechanics 2 to unlock the cage the locker is in.

13. "The Gangster"s Guide to Diction" - In a locker in a locked room (requires Lockpicking 2) in the back room of Little Vegas. You"ll get into the back room of Little Vegas near the end of the quest "Big Trouble in Little Vegas".

30. "What Came Before?" - Found in the dirt pile under the billboard in the East Ruins of Denver Ruins. The dirt pile gets "revealed" if you have Perception 5 or higher but the dirt pile isn"t really hidden and can be looted either way. It"s probably a bug. The cassette is in the pile regardless of whether the pile was revealed or not.

31. "What Comes After?" - Found in the dirt pile in the West Ruins of Denver Ruins. The dirt pile gets "revealed" if you have Perception 5 or higher but the dirt pile isn"t really hidden and can be looted either way. It"s probably a bug. The cassette is in the pile regardless of whether the pile was revealed or not.

32. "Mourning the Music" - Found in a frozen Container in the Denver Blast Crater of Denver Ruins. You"ll need a flamethrower to freeze the ice around the Container before you can access it.

33. "Serious Argument with Satisfactory Resolution" - Found in a dirt pile behind the nose of the space shuttle at the entrance of the Machine Commune in Denver Ruins.

35. "Pico"s Playtesting" - Found in a frozen Container outside the door leading from the Pico"s place in the Machine Commune in Denver. Use a flamethrower to melt down the ice block.

36. "You Won"t Believe Your Eyes!!" - Found in the dirt pile next to the computer in the Radio Beacon in Union Station. If you can"t get in through the front entrance of the Radio Beacon room, there"s a huge hole in the back of the building you can just walk through.

43. "Marriage Counseling" - Found in a Container in the Guest Suites of Little Hell. Specifically it"s the first suite that the Reed sisters are being held prisoner in.

You found every lore book in the game. While the achievement exclusively states that you need to find "every lore book", it"s looking like that"s not actually the case. Right now, it looks like there are approximately 30 pieces or more of lore in the game but that you only need to acquire 26 specific pieces in order to qualify for the achievement. While this achievement was originally broken on launch (August 28th, 2020), it is now fixed as of patch 1.3.0 (January 26th, 2021). The lore for this achievement is found the main game and requires no lore books from any DLC expansions.

3. "Encyclopedia Robotica" - Found in a bookshelf in the War Room of Ranger HQ. That said, the bookshelf is not in the room at the start of the game. After first reaching Ranger HQ, eventually you"ll leave. The next time you come back, some things will have changed slightly in Ranger HQ regarding placement of NPCs and such. One of those changes will be the arrival of the bookshelf in the War Room. While this one doesn"t depend on choices you make in the game, it"s very easy to miss the arrival of a bookshelf that wasn"t there before.

8. "The Clown"s Guide to Paints, Makeup and Acid" - Found in a container in a Apartment 3 of the Sans Luxe Apartments. In order to access the room you"ll need Lockpicking 5. Just past the entrance is a trap that should probably be avoided that requires Sneaky ♥♥♥♥ 4 to pass but it"s not required that you defuse the trap to access the container.

1. "Survivalist"s Diary" - Found in a locked room past the Hoon household on the Hoon Homestead map. It will become reachable the first time you leave the Ranger HQ to head out on the world map in the Kodiak, during which you"ll be presented with the quest "Heads or Tails". You must make the choice to save Hoon Homestead in order to have access to the area where this lore is found. If you save Arapaho Caravan and then return to Hoon Homestead, the way past the Hoon household to the rooms at the back of the map will be blocked by fallen debris that cannot be passed. If you choose to save Hoon Homestead, there is an area past the Hoon household with a series of interconnected rooms. In order to open doors to the room where the diary is found, you need to have Lockpicking at 6 or higher but you can also use Mechanics 3 to get there through a separate door and then use a computer terminal.

3. "Time Capsule Letter" - This used to be found in a buried treasure on the battlefield of a secluded fight with a Golden Scorpitron. While the fight still exists, the letter is no longer lootable as of a patch that came out a few month into launch. The location of the fight is just slightly West of the entrance to Yuma County and directly South of the Massacre Site, in a tiny alcove. Drive your Kodiak in and you"ll immediately get ambushed by it. This was part of a contest in which Inxile was looking to award somebody that could find the letter first. A few months after they declared a winner, they removed the ability to loot the letter. The letter does still technically exist in game and if you looted it prior to the patch, you do get to keep it in your inventory.

Made 1000 Island Dressing and used it to sabotage the Particle Accelerator. This one takes place in both the Loading Dock and the Research Level but ideally you should start on the Loading Dock. First, you"ll need the Crane Operations Key from a container in a room to the NorthWest. This key will get you into the Crane Operations Room. There are three toilets in the room. In the leftmost toilet you"ll find a Cereal Box Decoder Ring. In the SouthEast corner of the room with the evangelist and his cronies, you"ll find a diggable loot pile that includes a Food Storage Door Code. This will get you access to the Vault Door in the NorthEast of the map. Inside, you"ll find Boris and Natasha, who will see your ring and tell you about their mission. After that, you"ll be asked who the enemy of the Soviets is - it is, of course, The United States of America. When Boris and Natasha commit suicide, you"ll be able to loot two things from them. The first is the Thousand Island Dressing Recipe and the second is a Mayo Bottle. The recipe also calls for Ketchup and Mustard, which can be found in the Research Level. The Mustard Bottle is in the South end of the map. Keep digging in the Mound of ♥♥♥♥ and you"ll eventually get the mustard. If you get to the end of the looting process and it looks like you didn"t find it in the pile, check your inventory, as it sometimes shows up there even though the game interface didn"t specifically tell you that it was looted. If you have the anti-radiation suit from the Research Level, looting the mound will be a lot easier. The Ketchup Bottle is in the SouthEast in a container along with a Special Sauce Recipe behind some locked doors (require Lockpicking 7). Do not craft the Special Sauce, as it will waste the ketchup and mustard you need for the Thousand Island Dressing. Craft the Thousand Island Bottle in your crafting menu, under Miscellaneous. In the middle of the map is a door (requires Lockpicking 8), behind which is the Hydraulics Pump. Use it to get a dialog option to sabotage the machine using the Thousand Island Dressing. This will unlock the achievement.

While I have spent a lot of time editing and compiling this guide, there is no question that I am doing so on the backs of many contributors who have hacked at game code and searched the game pixel by pixel looking for missing pieces. Without them, this guide just wouldn"t exist. So for that, I would like to thank the following contributors for their help in the comments section: 2 tay 3 súng, anja_nowa, Asher Mir"s Juicebox, BeardedS0ul, Big Boom Boom, BibbityBoppity, CaptHolt, cyan10101, DeusVult Joker, Ephenesien, fabula_rasa, felix_0911, Hayden, HELLFIRE, June Fox, Kuronan32, LArc7thHeaven, Lokiel, Morrinn, Mortismal Gaming, Naaza, nameless, negative, Queegon, Reiskorn, Risen_Grayswandir, robert.roding, Schadenfreudian Slip, Shinzou, SnapSlav, and Uncle Fester. I"m sure this is just a drop in the bucket and some of those people contributed more than others but all of it was appreciated. Some other contributions came from various websites, some of them anonymously, so I couldn"t credit everyone unfortunately.

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Try to have your characters wield weapons with different Action Point costs - this will give you more options in battle, as swapping between things like a Sniper Rifle (6AP) and a Revolver (3AP) won"t cost any points.

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Wasteland 3 has been an incredible journey. From its uncertain start in crowdfunding to launching to this final DLC, it has been amazing seeing Brian Fargo and the rest of inXile’s incredible vision of post-apocalyptic strategy role-play come to pass. Now we’ve arrived at the last chapter in Cult of the Holy Detonation: a chapter with big implications of finality for this era’s Desert Rangers. Is it a worthy ending? Well, it’s a bit abnormally typical in its story. That said, the new characters, enemies, objective-based encounters, and massive repercussions at the end make this a DLC that those who have come this far on the ride really out to see through to its destination.

This might be my least favorite scenario inXile has come up with yet. It’s a little too cliche for my tastes, especially considering the grand journey and side quests we got out of the main campaign and even the Steeltown DLC. Don’t get me wrong, inXile still takes this concept and runs with it in some really fun ways. The characters here are interesting to engage. There’s a mutant nuke pope (of sorts) called Proteus, for instance, that is just equal parts delightful and grotesque as it talks through another cultist known as Polyp. The same could be said of a lot of interactions in this DLC. The dark comedy that got me to this place is still quite fun. I just also wish Wasteland 3 was ending on something a little more inspired than deciding whether a bomb destroys the land as we know it or not and the often-presented faceoff between more rational mutants and senselessly violent ones. Still, it’s hard not to appreciate some of the ways inXile explores these often-treaded grounds.

Cult of the Holy Detonation requires your characters to be Level 16 and higher to be there and the objective-based encounters feel like a good reason for it. These battles are tough and can get out of hand quickly if you don’t approach them right. I feel like your acceptance or frustration with these battles will depend on your squad build. I had a melee tank that could handle explosives like EMP and regular grenades and run a mile, making him well-suited to run for objectives and defend himself along the way. The rest of my squad supported his progress by killing off weaklings and hacking robots to turn them against their allies. I felt satisfied with how Wasteland 3 challenged me to use my squad in ways that the rest of the game never really asked me to, but I can see where other players might not enjoy it as much if they don’t have a squad spec that can meet this challenge.

I have thoroughly enjoyed my journey with Wasteland 3. Getting here was a long road, but it was worth it for the most part. Cult of the Holy Detonation doesn’t feel like the most inspired ending they could have written, but it does do more of the good work I’d expected from Brian Fargo and the rest of inXile. Plus, the DLC is only $7 USD and offers up around three to five hours of additional content. For that price, it also does a decent job of putting a bookend on Wasteland 3. All that’s left is just to tend to the fireworks show.

These impressions are based on a PS4 copy of the game supplied by the publisher and played on PS5. Wasteland 3: Cult of the Holy Detonation is available now, either standalone for $6.99 or as part of the Wasteland 3 Colorado Collection bundle for $49.99 on Xbox One, Xbox Series X/S, PS4, PS5, and PC.

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Aborted Arc: Angela Deth"s disappearance in Wasteland 2. There was a lot of mystery surrounding it and it"s treated as something of a Sequel Hook. However, Wasteland 3 puts the kibosh on it by stating that she survived and made her way back to Arizona in the time between games, only to disappear again for completely unrelated reasons during an expedition to Colorado.

Adipose Rex: Flab the Inhaler, current leader of the Monster Army, and the only member of the old guard smart enough to make peace with the Patriarch. The name is both a pun on his weight as well as how he says "Vlad the Impaler" with his fake Vampire Vords accent and plastic vampire teeth — he dresses like the classic image of Dracula (or Grandpa Munster), with a gut that"s constantly threatening to burst the buttons of his shirt and waistcoat. He"ll even approve if you tell him the name suits him, since, as he points out, very few people in the Wasteland are successful enough to get fat.

All Crimes Are Equal: Almost all crimes in Colorado Springs are punished with the pillory, which is effectively a death sentence due to the cold temperature in the Colorado Wasteland. This can be averted by the Rangers; the Rangers can arrest people and send them to Ranger HQ to get locked up safely, instead of sending them to the Marshals. Even if you do let Sheriff Daisy have them, how long you stay in the pillories depends on your crime. One character survived being in them for a few hours but lost his nose and ears. The Magistrate also mentions that minor crimes like drunkenness and public misconduct are punished with a stay in the Marshall"s lock-up.

Alternate History: In the Wasteland background story, the Soviet Union never broke up and the Cold War turned hot in 1998 after Americans got duped by their own AI and struck first under false alert. Also later on you find out there were multiple assassination attempts on President Reagan, enough to justify trying to give him a Presidential limo that was basically KITT from

Asshole Victim: Too many to count considering it"s the Wasteland; thankfully, Team November can choose to hose them down with bullets if they find their crimes too abhorrent to let them live.If you opt to kill the Patriarch"s children rather than arrest them, before taking the fight back to the Patriarch himself... Couldn"t happen to a nicer family. Liberty and Vic are both unrepentant mass murderers, Liberty a warmonger and Vic a supervillain-level sadist. Valor"s the only one who hasn"t got it coming for doing worse, and whether or not he deserves it, he"s condescending, cowardly, unpleasant Manchild with whom the player is unlikely to sympathize. And for all the Patriarch"s speeches, he"s got a lot of blood on his hands, and the way he talks to you and others when he"s not behind a microphone show he"s calculating and ruthless... even if his noble intentions are genuine.

Authority Equals Asskicking: The Patriarch and Liberty are the leaders of Colorado and raider coalition, respectively, and are definitely their toughest fighters. Team November is also the leader of the Colorado Rangers and will personally fight against the nasties of the wasteland to accomplish their goals.

The Apunkalypse: Your rangers can have punk spikes, mohawks, dyed hair, and tattoos as well as post-Apunkalyptic leather and studs, with many recruits being drawn from wasteland tribes where those styles are common. Somewhat justified in-universe by this world"s Cold War escalating in the mid-"80s, freezing much of fashion and culture in place until the bombs fell in 1998.

Badass Normal: The Rangers. Compared to gangs like the Dreamers (who are under so many drugs they"re in a constant dream state) and the Scar Collectors (who chopped off their limbs for cybernetic enhancements) or the various mutated creatures of the wasteland they have nothing but skill, weaponry and sheer determination on their side.

The ten weapon skills of Wasteland 2 were largely condensed into six for this game, reducing the need to spend points into too many different weapons (which in practice left many weapon types ignored). The game combined Pistols and Shotguns into Small Arms, Assault Rifles and Submachine Guns into Automatic Weapons, Bladed and Blunt into Melee weapons, and Energy Weapons were simply folded into other categories as an alternate type of ammo, such as Laser Pistols, Laser Blunt weapons, Laser Assault Rifles, etc. This was so efficient they even added new weapons, like flamethrowers, shrink grenades, and a Frozen Ferret Launcher- most of which use Weird Science as their skill- making the game even more diverse when it came to weapon options.

In addition, most weapon skills start at a higher base level of accuracy, providing more incentive to have a back-up weapon. In the previous game, not having at least 3-4 ranks in a weapon skill made even switching to that weapon as a backup or alternate choice mostly pointless.

Boom, Headshot!: One not uncommon outcome of gunplay, with targeted Subsystem Damage available (albeit only with rifles and pistols when the Strike meter is full), in classic Wasteland tradition; headshots do more damage, with a percentage chance to do even more, rather than inflicting Status Effects like other targeted shots. Also appears in-story: what is ostensibly the game"s first boss Killed Midsentence by a sniper bullet that removes a good third of his skull and splatters it all over the screen.

Brotherhood of Funny Hats: Hinted at. One of the objects left in a toaster at the Godfisher Wind Farm includes a gleaming toaster-shaped helmet. It"s hinted that the toasters of the wasteland are being deliberately seeded with artifacts by an Ancient Conspiracy in the form of the Toaster Repairmen.

Call-Back:Jerkass mercenary Gary "NaCl"noteSodium chloride, or salt Wolfe, a recruit who only appeared in Wasteland 2 if you sided with the Diamondback Militia in the Canyon of Titan, shows up with his own elite team in tow, berating November over how the Citadel wouldn"t have been destroyed if the AZ Rangers ("Pussies.") had listened to him, and sets you a chain of Bounty Hunter quests to hunt down synths in the region. If you tell him off or try to deal with the synths peacefully, he leaves and can later be found working for Liberty, where he and his men will attack you if you don"t have the Hard Ass score to make Wolfe back down.

The team of Rangers Angela Deth brought to Colorado includes brash young miner Takayuki, gunslinging merchant Pistol Pete, and Religious Bruiser Brother Thomas, recruited by Team Echo in Wasteland 2. While it"s revealed that they have in fact survived, they can"t join Team November and have only a few relatively generic lines between them, and you can end up killing them in the Final Boss fight if you side with the Patriarch.

One of the more surprising returns from Wasteland 2 is a Honey Badger. Found in a place called the "Massacre Site", where it becomes increasingly clear that the Honey Badger itself was behind the massacre. It can be recruited by a Ranger with max level Animal Whisperer, and they have a potent buff and is easily the strongest animal companion in the game with absurd stats. It can also be fought. This, however, is an extraordinarily bad idea for multiple reasons.

Cool Car: Ranger Team November"s vehicle, the Kodiak, an armor-plated semi mounted on tank treads with an interchangeable tank turret and mortar. Not only is it the Rangers" main transport in the Colorado wasteland, it also serves as a custom weapon platform when the Rangers get into a firefight, making it a cool tank as well. It can be upgraded with various parts found or purchased throughout the game world, including a self-driving computer (

Angela Deth survived the helicopter crash at the end of Wasteland 2, but has nasty burn scars. You can even make a modest First Aid check upon meeting to note that it must hurt for her to speak.

Patriotic anthems such as "America the Beautiful" and "Battle Hymn of the Republic" take on a bitter or even tragic twist. There are three versions of the former: a Creepy Children Singing version as the Patriarch lays you to waste if you make the mistake of attacking him the first time you meet (without cheats); the lounge-y guitar-and-organ version that plays during the fights with or against the Gippers, whether defending the Denver Capitol Building from the Godfishers or fighting your way out of it with the Reagan AI; and a country-western version that plays during the final fight with Vic"s inner circle in Aspen. The latter is given a slow, intense gospel cover and plays over two optional "boss fights": The first being if you choose to extrajudicially gun down a band of poorly armed teenagers and the second if you choose to spring Iron Cordite from prison, who is later revealed to be a brutal Wasteland Warlord and a slaver.

Deconstructed Trope: For all the post-apocalyptic tropey goodness Wasteland 3 plays perfectly straight, several tropes regarding player choice are thoroughly broken down — in particular the common CRPG point of no return of a choice between which talking head mission advisor you"re going to side with. The game is full of Well-Intentioned Extremists who did what they had to do in the unforgiving wastes, most prominently the Patriarch, but also the Marshals, Liberty Buchanan, the various gangs/tribes who aren"t simply bloodthirsty raiders, and possibly even the Rangers themselves. Yet repeatedly throughout the game, what seems like a Sadistic Choice with no clear "good" outcome is instead revealed to be less binary than it first seems. With a little effort, investigation, forethought, and luck, you can Take a Third Option. Which is then further deconstructed when it turns out that the third option may still force you to choose who to save, as in the November Reigns ending, which requires you to repeatedly Shoot the Dog, such as siding against the Wastelander Refugees in favor of more influential factions like the wealthy Hundred Families, and killing, not capturing, all three of the Patriarch"s children, as would-be heirs.

Denser and Wackier: Far, far more humorous and whimsical than the previous game, which itself was significantly more joyful when compared with the original Wasteland.

Fluffy Tamer: The Animal Whisperer skill is buffed compared to Wasteland 2, with more animals available for taming and more powerful animal companions in general. In addition to common domesticated animals, you can befriend enemies such as lone waste wolves or abandoned razorback cubs. You even unlock the Tame Predator ability, which allows you to turn hostile wild animals against their allies during combat.

Hub Under Attack: In the endgame, fighting breaks out across the game"s Hub City of Colorado Springs, and the Desert Rangers are forced to choose between remaining loyal to the Patriarch, or joining Angela Deth"s rebels and overthrowing the Patriarch"s regime. Alternatively, the Rangers can choose to throw their lot in with the brutal slaver warlord Ironclad Cordite and lead the plains gangs to Rape, Pillage, and Burn the city. The game even has an achievement, "Wasteland Reaper", awarded for killing everyone in downtown Colorado Springs.

Infinity +1 Sword: As far as animal companions go the honey badger definitely counts. It has more health than the Golden Scorpitron, a high amount of AP, defense and attack and can be gotten without a fight once the player has radiation shielding 3 and 10 animal whisperer. The only thing that can kill it are status effects like bleed or poison.

Interface Spoiler: The game inherits the "talking head" dialogue feature from Wasteland"s case) fully motion-captured character model with appropriate sound effects. As in Fallout 2, finding a character with one of these is a hint that they"re either a major story figure or a recruitable companion. This is especially true for Fish Lips, a companion introduced without preamble in a side quest.

Jerkass: A lot of them. In a frozen wasteland filled with horrible creatures and even worse people it"s to be expected. The player character can be a particularly nasty one, ranging from taunts and insults to gunning someone down for no good reason.

Tinker from Wasteland 2 survived its confrontation with Team Echo and repaired itself. If you convince it to throw aside its hatred of humanity then it essentially gets away with murdering an entire town and converting both Lexcanium and an innocent girl into machines against their will.

Karmic Death: Contrasting Karma Houdini above, it"s quite possible to make sure that the scumbags of the wasteland gets what"s coming to them.All of the Patriarch"s children can receive this in various ways if you choose to not arrest them. Valor can have his personality erased by the Reagan AI, finally getting the respect he craved only after he"s gone; Victory will either blow himself up with his own grenade, be shot as he awaits arrest or be force-fed a clown burger only to die of poisoning by the Payasos, another group of Monster Clown raiders; and finally Liberty can simply be gunned down and denied mercy when she surrenders, fitting with her world view of mercy being a weakness.

Kick the Son of a Bitch: Various raiders, cultists, slavers and cannibals fill the Colorado wasteland for the player to kill. Ironclad Cordite stands out. Many players despise him so much for being an unrepentant slaver that they simply kill him after the conversation finishes even if they support Angela. The Patriarch"s children also count since the player can decide that getting the Patriarch"s help isn"t worth letting psychopaths like Victory or Liberty live.

There is no longer one build that is simply superior all the time. In Wasteland 2, the best possible team was a squad entirely decked out in Assault Rifles, save for a single Sniper whose job it was to initiate combat. Or, which was even more broken, perform a volley salvo of burst fire from all those assault rifles on a single, tough enemy, easily killing it without any chance to even react, not to mention retaliate. In this game, while Assault Rifles and Sniper Rifles still have their solid place, they are just one option among many.

Many of the NPCs (and by extension the decisions related to them) end up going down this path: Mama Cotter wants to help the wasteland refugees by smuggling them into Colorado Springs...despite the fact that the city is already overcrowded and straining to supply its citizens as it is, and that adding more is definitely not making things any better. As a result, refusing to arrest her will lock the player out of the November Reigns Golden Ending, as it means Gideon Reyes will not be willing to play ball with the Rangers while in the midst of the refugee crisis.

Optional Party Member: All companions are optional, but they"re the only way to build a party of more than four Rangers. Temporarily averted with Lucia, who Sheriff Daisy forces you to take in the attempt to rescue her family from the Dorseys in the Garden of the Gods, though you can dismiss her afterwards. Hard-drinking, safecracking hobo-with-a-shotgun Scotchmo and peppy mutant scientist Pizepi Joren return from Wasteland 2. All Token Evil Teammates can also be killed or arrested, in the case of Vic Buchanan.

Revolvers Are Just Better: Generally, revolvers do higher damage compared to semi-automatic pistols of the same tier, which is balanced by a tendency to hold less ammo, cost more AP to reload, and/or use rarer higher-caliber ammo types. You can also add expanded magazines to them, which removes their one weakness, while the strongest revolver in the game uses the much cheaper and easily found spikes instead of .38 ammo.

Sadistic Choice:Similar to the Highpool/Ag Center choice from Wasteland 2, the moment you get out of Colorado Springs, you"re faced with the choice of whether to save the lives of an innocent family of farmsteaders (they did ask first) or a shipment of Powered Armor for the blatant corrupt Colorado Marshals — whose approval is your best hope of sending help back home to Arizona. The stakes are slightly smaller, in this case, but the theme is set: there isn"t always going to be a Golden Path that lets you get everything you want and save everyone you"re trying to save.

Shout-Out: It wouldn"t be Wasteland without "80s references!A massive shout-out to Morningstar, an AI designed to drive the most advanced presidential limousine for Reagan.

Slavery Is a Special Kind of Evil: While the wasteland is already a nasty place the gangs that practice slavery are considered far and above worse than all the rest, including the Godfishers and the Scar Collectors. Finding out the Patriarch sent some of his people to said gangs to be used as sacrifices and slaves shocks both Lucia and Kwon.

Subsystem Damage: In a change from the previous system from Wasteland 2: Director"s Cut, Precision Shots can only be made using assault rifles, sniper rifles, and pistols, and only when the Strike meter is at 100%. The accuracy of the shot and chance of inflicting crippling Status Effects is much higher, however, particularly with a sniper rifle and the relevant perk.

Sudden Sequel Death Syndrome: As it turns out, Snake Vargas sacrificed himself to detonate the Davy Crockett rocket in Wasteland 2. You know, the thing the ending chewed you out for if you allowed him to do it.

Violation of Common Sense: Recruiting the above Token Evil Teammates on any playthrough where you"re not going rogue yourself. While Cordite shares a mutual goal with the Rangers, Fishlips is a cannibal gang leader who attacks you on your first meeting and Victory Buchannan is the Wasteland equivalent of Joker who you meet after he massacres a hotel full of people and sends his entire gang to either kill you or be killed. Why exactly would anyone let the last two into their party?

Well-Intentioned Extremist:The Patriarch"s hands are by no means clean — he"s a clear tyrant who associates with some the worst people in Colorado, and if two murderous children and three dead wives are any indication, he"s not much better to those closest to him. Nevertheless he really has achieved something closer to bringing back the America of old than anyone else in the wasteland, on a far greater scale, and out of a seemingly genuine desire to see the majority of his people safe and happy — even if that means others suffer unjustly along the way. In the ending where you fight to remove him from power, you can refute his methods or the idea that he"s the only one who could achieve this, but he"s not wrong when he tells you how difficult it will be not to lose ground or make some sacrifices, whether in Colorado and Arizona, if the Rangers overthrow his rule.

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Finally, as part of update 1.3.3, players will be able to re-specialize their characters. This can only be done back at Ranger HQ and there will be a cost for respeccing beyond the first two characters.

“If you are loading a pre-1.3.3 save beyond the initial recruitment point at Ranger HQ, we’re still going to offer you two more free recruit customizations,” InXile adds. “Beyond that, the cost for respeccing increases by 1.75x (rounded to the nearest $50), up to a maximum of $3000, each time you use it. Additionally, Hiring and Retraining fees increase across the entire squad, not per-character.”

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Like many RPGs, most armor sets in Wasteland 3"s best armor, three sets can be obtained rather early in the game; with two being special endgame sets.

This alien armor set is the best armor set in Wasteland 3 due to its versatile types of resistances and the highest armor stat amongst all other armor sets in the game.

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