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Wasteland 3 walkthrough: The Warrens



The Warrens is the underbelly of The Bizarre. Now it is invaded by the Clown gang and they are terrorizing the inhabitants.

Note: For more locations or missions, you can go back to the main page of our tutorial. Alternatively, you can check our Wasteland 3 guides and functions hub.

Wasteland 3: The Burrows

In The Bizarre – Interior, climb the steps and speak to Flab the Inhaler, the leader of the Monster Army faction.

Looks like you need help with the commotion at The Warrens. The Bizarre – Interior’s plaza has an exit that takes you there.

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Once you’ve reached The Warrens, talk to Gwynplaine, who has a problem with the stench of the pig. You can give Perfume (quest item) that you will find in no time.

DJ RIP, meanwhile, asks you to play a game. It’s a question about Ghostbusters And if you answer “false”, you will get the Sonic Emitter weapon.

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Go through the gate to get to the area of ​​The Warrens proper, which has a lot of burrowing worms and Clown gangsters.

Due to the narrow paths, make sure you can position your squad accordingly while channeling all hostiles.

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Our goal here is to find the “limerick slopes” in various sections of this area. There are also some important elements.

Limerick Note Pt. 3 is looted from one of the dead Clowns in the “playground” area (the one with the spinning spiked carousel).

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The dining room will lead to a battle against more Clowns. One of them drops Limerick Note Pt. 2 and the Clown Hammer melee weapon.

The dining room also has a vending machine. Nerd Stuff 5 lets you grab the ramen noodles. If you give this to Masato in The Bizarre – Interior’s plaza, he will head to Ranger HQ and become an NPC vendor there.

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The kitchen has a toaster (Toaster Repair 5) that awards you a Tarjan Token.

The contiguous area has the search object Perfume (for Gwynplaine).

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Eventually, it will make it to the generator area and storage rooms. This would have been where you left off from if you entered through the hatch at the dentist’s office.

Mechanics 5 and Lockpicking 5 will allow you to interact with gadgets and containers; You could get a history book and a flamethrower.

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Accessing the terminal’s temperature controls will also defrost the ice shelf lining one of the storage rooms.

The other storage rooms also have chests with an audio cassette and Hog Mask. You can use the keys to the storage unit you have collected or Lockpicking 7.

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Oh, and one of the rooms has The Provost, a unique AI-controlled companion that grants you a Steam achievement.

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In any case, go ahead and eliminate the Clowns from the area. You can pick up Limerick Note Pt. 1 from the dead guy here, as well as the Scout Helmet.

Another storage room here has a safe (Lockpicking 7) that has the Frostbite cold element revolver.

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Make sure you have obtained all the loot and limerick clues in various rooms. Going to the north path leads to a large metal gate and a terminal.

You can enter the answers based on the limerick clues you have found.

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The next room looks like a shrine of worship for the Clowns. There are a dozen mobs here, including exploding pigs and, for some reason, the Great Gurn (the guy who made those prophecies earlier in the Hopefuls’ tent).

Kill them all and collect the loot. You will find Ditso Gogo’s security key, Ditso’s letter and a Nailbox weapon.

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The room upstairs has Ditso’s safe that contains a key to storage unit 107 (in the storage room area), the Clown Horn Kodiak cosmetic, and various weapons, ammunition, and mods. It’s over now, so get back to Flab the Inhaler.

Flab will reward you handsomely for your help, including a boost to your Monster Army reputation.

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Whats Next?

Well, Eidilon wants you to find movie reels in Monster Army Bunker. Meanwhile, Randy Gett wants you to help him with some problems at Gett Family Homestead. Sellers at The Bizarre will also have discounts; even the doctor will heal you for free (although only once).

Likewise, don’t forget to talk to Masato and give him the Ramen noodles so he can become a vendor at Ranger headquarters. As for Ananda in The Bizarre – Exterior, helping the villagers will increase their opinion of you, and he will happily go to Ranger’s headquarters too.

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Since you spoke with Pareidolia Jones and he will help the refugees, you must return to Colorado Springs and speak with Mama Cotter (as part of the main mission). Now once you hit the world map, you will receive a message from an important character, one who Wilderness the vets in the series will be familiar.

Important: Your task is to rescue a prisoner, Ironclad Cordite, who is being held in the Old Survivalist Bunker. Having him in your squad will drastically alter the final 1/3 of your Wasteland 3 Bell.

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Before we go there, however, let’s go back to Colorado Springs. Once you get to the area, you will get a message from Charley Knowes (in case she didn’t kill him). He wants “A Very Hostile Takeover” of The Bizarre (which is a side quest you can do later).

Important: For now, talk to Mama Cotter (who is right outside the Arapaho Garage / Doc Parker’s Clinic). You have two options:

  • Arresting her for conspiring with a smuggler: increases Hundred Families reputation; reduce the representative of Wastelander Refugees; Gideon Reyes dispatches the Arapaho mechanics to help out at Ranger HQ’s garage; Gideon Reyes becomes Political Advisor (Ranger HQ staff).
  • Let her go and let her continue to help the refugees: increase the reputation of the Wastelander refugees; reduces Hundred Families representative; Mama Cotter sends her children to help out at Ranger HQ’s garage.

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Go back to the Ranger HQ. You’ll find new things in the garage, a few incidents, and maybe even a unique companion.

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