Tinker Bell
| Tinker Bell | |
|---|---|
| Class | Melee Weapon |
| Type | Blunt |
| Weapon | One-Handed Club |
| Tier | Iconic |
| Armor Pen | 50% |
| Attack Speed | 1.3 |
| Charge Time | 1 s |
| Weight | 4.2 |
| Location | Badlands East |
Tinker Bell is an Iconic electric baton that once belonged to Anthony Harris, the serial killer the news calls Peter Pan. It deals less damage than a normal club. However, its strong attack has a chance to knock the target out on the spot. Its hits also deal Electrical damage with a chance to Shock. Tinker Bell is a club for quiet, non-lethal fights, where one good swing can end the fight. It is hidden in a secret room during one of River Ward's side jobs, and it is easy to miss. Tinker Bell is a mid-game find at Edgewood Farm in the Badlands, during River Ward's side job The Hunt.
Combat
Tinker Bell is a one-handed blunt club. Like other blunt weapons, it leaves enemies alive. Its Iconic effect gives up raw damage for control. Each strong attack has a chance to knock the target out at once. A tough enemy can go down long before its Health runs out.
The Electrical damage adds a second effect. Hits can Shock, which deals extra Electrical damage over a short time. Light attacks keep causing Shock. The strong attack is the one to save for the knockout.
The knockout is only a chance, so it cannot be counted on. A fight with Tinker Bell is about landing strong attacks often enough for the knockout to trigger.
How to Get Tinker Bell Guide
- Finish River Ward's side job I Fought the Law, then wait for his call to start The Hunt.
- Gather enough clues at Randy's home to pick Edgewood Farm.
- At the farm, enter the farmhouse and press the button under the desk.
- Take Tinker Bell from the hidden room on the upper floor.
- If it was missed, buy it from Herold Lowe at the black market in the EBM Petrochem Stadium, Dogtown, with Phantom Liberty.
Tinker Bell Map Location and Quest Guide
- Finish I Fought the Law and wait for River's call to start the side job The Hunt.
- Meet River in the evening and help him search the NCPD lab for Anthony Harris's file.
- Ride to Joss's trailer and search Randy's room and computer for clues.
- Scan the braindances for the clues that point to Edgewood Farm.
- Drive to Edgewood Farm with River.
- Enter the house next to the barn and press the switch under the desk.
- Take Tinker Bell from the hidden room that opens.
Tinker Bell map location:
Map credit by Map Genie.
Upgrades
Tinker Bell is an Iconic weapon, so it can be raised through the tiers in the Upgrades tab of the crafting menu. Each step costs crafting components. The club must be in V's inventory to appear in the list.
The table shows what each tier step of Tinker Bell costs.
| Upgrade | Components | Requirement |
|---|---|---|
| Tier 1 to Tier 1+ | 75 Tier 1 components | - |
| Tier 1+ to Tier 2 | 40 components | - |
| Tier 2 to Tier 2+ | 75 Tier 2 components | - |
| Tier 2+ to Tier 3 | 40 components | - |
| Tier 3 to Tier 3+ | 75 Tier 3 components | - |
| Tier 3+ to Tier 4 | 40 components | - |
| Tier 4 to Tier 4+ | 75 Tier 4 components | - |
| Tier 4+ to Tier 5 | 40 components | - |
| Tier 5 to Tier 5+ | 75 Tier 5 components | - |
| Tier 5+ to Tier 5++ | 200 Tier 5 components | Phantom Liberty |
Character Builds
Tinker Bell works best with the blunt weapon perks in the Body tree. Breakthrough cuts enemy armor after a strong attack, which works well with the knockout swing. Wrecking Ball lowers blunt Stamina costs. It also lets V ram into enemies while sprinting and blocking. Clapback adds stun and knockdown chances to counters and defensive attacks. Kinetic Absorption gives Stamina and bonus damage after a block. Quake adds attack speed and a ground slam that staggers a crowd. Finisher: Savage Sling adds a blunt finisher that heals V.
For cyberware, the Adrenaline Booster restores Stamina after each melee takedown. Microrotors raise melee attack speed. A Berserk operating system removes Stamina costs for melee while it is active. V can then use strong attacks freely.
Select a Build
A one-handed club and Dashes pick off enemies one by one while Berserk is on cooldown. Once Health drops, Berserk makes the character invulnerable and melee attacks cost no Stamina. Quake slams the ground whenever it is ready and staggers every enemy nearby.
Attributes: Body 20, Reflexes 20, Technical Ability 20, Intelligence 3, Cool 18.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| Comeback Kid | Body 4 | Faster Health regeneration at low Health | |
| Dorph-Head | Body 4 | Brief full Mitigation after using a Health item | |
| Wrecking Ball | Body 9 | Cheaper Blunt attacks and a blocking charge | |
| Fly Swatter | Body 9 | Less ranged damage while blocking with a Blunt weapon | |
| Breakthrough | Body 9 | Strong attacks strip enemy armor | |
| Quake | Body 15 | Faster Blunt attacks and a ground slam that staggers | |
| Aftershock | Body 15 | Stamina back for each enemy hit by Quake | |
| Epicenter | Body 15 | Quake from midair grows with the fall | |
| Ripple Effect | Body 15 | Health back for each enemy hit by Quake | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Finisher: Savage Sling | Body 20 | A Blunt Finisher that heals | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Dash | Reflexes 9 | Unlocks the Dash and makes it cheaper | |
| Mad Dash | Reflexes 9 | Double Dash range toward enemies | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Glutton For War | Technical Ability 4 | Kills recharge Health items and grenades | |
| Health Freak | Technical Ability 9 | One more Health item charge and faster recharge | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot | |
| Edgerunner | Technical Ability 20 | Cyberware past the capacity limit for a small Health cost |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Projectile Launch System | Arms | Arm launcher that fires explosive shots | |
| Biomonitor | Circulatory System | Uses a Health item when Health runs low | |
| Newton Module | Frontal Cortex | Kills cut cyberware cooldowns | |
| Mechatronic Core | Frontal Cortex | More damage against drones, robots and mechs | |
| NeoFiber | Nervous System | More Mitigation Chance and Strength | |
| Reflex Tuner | Nervous System | Slows time at low Health | |
| Adrenaline Converter | Nervous System | Faster movement when combat starts | |
| Militech Berserk | Operating System | Invulnerable melee mode | |
| Dense Marrow | Skeleton | More melee damage |
Lore
The Hunt begins when River Ward, a detective with the NCPD, asks V for help. River shows V a news clip. Police stop a car, one of its victims falls out, and the driver runs and is shot dead. The driver is Anthony Harris, known as Peter Pan, a killer who kidnaps boys. River's nephew Randy has gone missing, and the victim in the clip was wearing Randy's shoes.
River and V use braindances recorded from Harris to trace where he took the boys. With enough clues, River works out that the place is Edgewood Farm. The farm is heavily protected by turrets and mines. In the farmhouse, a switch under a desk opens a hidden room. The room is the farm's control room, and Tinker Bell waits inside.
The name fits the case. Its in-game line promises that one tap sends the target off to Neverland.
Notes
- The hidden room is the farm's control room, so it is worth finding before crossing the yard.
Weapon Categories
All Melee Weapons
Every melee weapon is listed below. The Iconic weapons come first, then the standard ones.
Iconic Melee Weapons
| Name | Image | Weapon | Headshot | Armor Pen | Location |
|---|---|---|---|---|---|
| Agaou | Axe | +125% | 25% | Dogtown | |
| BFC 9000 | One-Handed Club | Rancho Coronado | |||
| Baby Boomer | Two-Handed Club | 25% | |||
| Baseball Bat x-MOD2 | Two-Handed Club | Dogtown | |||
| Black Unicorn | Katana | 25% | |||
| Blue Fang | Knife | +150% | Badlands South | ||
| Butcher's Cleaver | Knife | 25% | Coastview | ||
| Byakko | Katana | 25% | Little China | ||
| Caretaker's Spade | Hammer | 25% | Corpo Plaza | ||
| Claw x-MOD2 | Axe | ||||
| Cocktail Stick | Katana | 25% | Japantown | ||
| Cottonmouth | One-Handed Club | 25% | Japantown | ||
| Crowbar | One-Handed Club | ||||
| Cut-o-Matic x-MOD2 | Chainsword | Dogtown | |||
| Errata | Katana | 25% | Arroyo | ||
| Fang | Knife | +50% | |||
| Gold-Plated Baseball Bat | Two-Handed Club | 25% | North Oak | ||
| Gwynbleidd | Sword | ||||
| Headhunter | Knife | +150% | West Wind Estate | ||
| Jinchu-Maru | Katana | 25% | Japantown | ||
| Murphy's Law | One-handed Club | 50% | Dogtown | ||
| Nehan | Knife | +150% | Arasaka Waterfront | ||
| Sasquatch's Hammer | Hammer | 75% | Coastview | ||
| Satori | Katana | 25% | Arasaka Waterfront | ||
| Scalpel | Katana | 25% | Northside | ||
| Sir John Phallustiff | Blunt | 25% | Kabuki | ||
| Stinger | Knife | +150% | Badlands East | ||
| Tinker Bell | One-Handed Club | 50% | Badlands East | ||
| Tsumetogi | Katana | 25% | Japantown | ||
| Volkodav | Machete | 25% | Dogtown |
Standard Melee Weapons
| Name | Image | Weapon | Headshot | Armor Pen | Location |
|---|---|---|---|---|---|
| Baseball Bat | Two-Handed Club | 25% | |||
| Chef's Knife | Knife | +150% | |||
| Claw | Axe | +125% | 25% | ||
| Cut-O-Matic | Chainsword | 50% | |||
| Electric Baton Alpha | One-Handed Club | Rancho Coronado | |||
| Electric Baton Beta | One-Handed Club | 50% | |||
| Electric Baton Gamma | One-Handed Club | 50% | |||
| Hammer | Hammer | 25% | |||
| Kaiken | Knife | +150% | |||
| Kanabo | Two-Handed Club | 25% | |||
| Katana | Katana | 25% | |||
| Knife | Knife | +200% | |||
| Kukri | Machete | 25% | |||
| Machete | Machete | 25% | |||
| Neurotoxin Knife | Knife | +150% | |||
| Punknife | Knife | +150% | |||
| Razor | Machete | 25% | |||
| Steel Pipe | One-Handed Club | 25% | |||
| Tire Iron | One-Handed Club | 25% | |||
| Tomahawk | Axe | +125% | 25% |