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Tinker Bell



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


  1. Finish I Fought the Law and wait for River's call to start the side job The Hunt.
  2. Meet River in the evening and help him search the NCPD lab for Anthony Harris's file.
  3. Ride to Joss's trailer and search Randy's room and computer for clues.
  4. Scan the braindances for the clues that point to Edgewood Farm.
  5. Drive to Edgewood Farm with River.
  6. Enter the house next to the barn and press the switch under the desk.
  7. 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 Painkiller Body 4 Slow Health regeneration in combat
Comeback Kid Comeback Kid Body 4 Faster Health regeneration at low Health
Dorph-Head Dorph-Head Body 4 Brief full Mitigation after using a Health item
Wrecking Ball Wrecking Ball Body 9 Cheaper Blunt attacks and a blocking charge
Fly Swatter Fly Swatter Body 9 Less ranged damage while blocking with a Blunt weapon
Breakthrough Breakthrough Body 9 Strong attacks strip enemy armor
Quake Quake Body 15 Faster Blunt attacks and a ground slam that staggers
Aftershock Aftershock Body 15 Stamina back for each enemy hit by Quake
Epicenter Epicenter Body 15 Quake from midair grows with the fall
Ripple Effect Ripple Effect Body 15 Health back for each enemy hit by Quake
Adrenaline Rush Adrenaline Rush Body 15 More Health and the Adrenaline Rush mode
Juggernaut Juggernaut Body 15 More speed and damage during Adrenaline Rush
Calm Mind Calm Mind Body 15 Adrenaline lasts longer before it decays
Finisher: Savage Sling Finisher: Savage Sling Body 20 A Blunt Finisher that heals
Pain To Gain Pain To Gain Body 20 Kills recharge Health items during Adrenaline Rush
Dash Dash Reflexes 9 Unlocks the Dash and makes it cheaper
Mad Dash Mad Dash Reflexes 9 Double Dash range toward enemies
Air Dash Air Dash Reflexes 15 Dash in midair
Glutton For War Glutton For War Technical Ability 4 Kills recharge Health items and grenades
Health Freak Health Freak Technical Ability 9 One more Health item charge and faster recharge
All Things Cyber All Things Cyber Technical Ability 9 Stronger cyberware stats
License To Chrome 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 Projectile Launch System Arms Arm launcher that fires explosive shots
Biomonitor Biomonitor Circulatory System Uses a Health item when Health runs low
Newton Module Newton Module Frontal Cortex Kills cut cyberware cooldowns
Mechatronic Core Mechatronic Core Frontal Cortex More damage against drones, robots and mechs
NeoFiber NeoFiber Nervous System More Mitigation Chance and Strength
Reflex Tuner Reflex Tuner Nervous System Slows time at low Health
Adrenaline Converter Adrenaline Converter Nervous System Faster movement when combat starts
Militech Berserk Militech Berserk Operating System Invulnerable melee mode
Dense Marrow 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 Agaou Axe +125% 25% Dogtown
BFC 9000 BFC 9000 One-Handed Club Rancho Coronado
Baby Boomer Baby Boomer Two-Handed Club 25%
Baseball Bat x-MOD2 Baseball Bat x-MOD2 Two-Handed Club Dogtown
Black Unicorn Black Unicorn Katana 25%
Blue Fang Blue Fang Knife +150% Badlands South
Butcher's Cleaver Butcher's Cleaver Knife 25% Coastview
Byakko Byakko Katana 25% Little China
Caretaker's Spade Caretaker's Spade Hammer 25% Corpo Plaza
Claw x-MOD2 Claw x-MOD2 Axe
Cocktail Stick Cocktail Stick Katana 25% Japantown
Cottonmouth Cottonmouth One-Handed Club 25% Japantown
Crowbar Crowbar One-Handed Club
Cut-o-Matic x-MOD2 Cut-o-Matic x-MOD2 Chainsword Dogtown
Errata Errata Katana 25% Arroyo
Fang Fang Knife +50%
Gold-Plated Baseball Bat Gold-Plated Baseball Bat Two-Handed Club 25% North Oak
Gwynbleidd Gwynbleidd Sword
Headhunter Headhunter Knife +150% West Wind Estate
Jinchu-Maru Jinchu-Maru Katana 25% Japantown
Murphy's Law Murphy's Law One-handed Club 50% Dogtown
Nehan Nehan Knife +150% Arasaka Waterfront
Sasquatch's Hammer Sasquatch's Hammer Hammer 75% Coastview
Satori Satori Katana 25% Arasaka Waterfront
Scalpel Scalpel Katana 25% Northside
Sir John Phallustiff Sir John Phallustiff Blunt 25% Kabuki
Stinger Stinger Knife +150% Badlands East
Tinker Bell Tinker Bell One-Handed Club 50% Badlands East
Tsumetogi Tsumetogi Katana 25% Japantown
Volkodav Volkodav Machete 25% Dogtown

Standard Melee Weapons

Name Image Weapon Headshot Armor Pen Location
Baseball Bat Baseball Bat Two-Handed Club 25%
Chef's Knife Chef's Knife Knife +150%
Claw Claw Axe +125% 25%
Cut-O-Matic Cut-O-Matic Chainsword 50%
Electric Baton Alpha Electric Baton Alpha One-Handed Club Rancho Coronado
Electric Baton Beta Electric Baton Beta One-Handed Club 50%
Electric Baton Gamma Electric Baton Gamma One-Handed Club 50%
Hammer Hammer Hammer 25%
Kaiken Kaiken Knife +150%
Kanabo Kanabo Two-Handed Club 25%
Katana Katana Katana 25%
Knife Knife Knife +200%
Kukri Kukri Machete 25%
Machete Machete Machete 25%
Neurotoxin Knife Neurotoxin Knife Knife +150%
Punknife Punknife Knife +150%
Razor Razor Machete 25%
Steel Pipe Steel Pipe One-Handed Club 25%
Tire Iron Tire Iron One-Handed Club 25%
Tomahawk Tomahawk Axe +125% 25%