------------------------------------------------------------------------------ Winner of the GameFAQs FAQ of the Month for September 2012 ------------------------------------------------------------------------------ _________________ _,--' `--._ _,-' __,---------------.__ `-._ ,-' _,-' ,---. `-._ `-. ,' ,-' ,' `. `-. `. ,' ,' / ,-. \ `. `. / ,' / / \ \ `. \ / / / / \ \ \ \ _____ __/_ /____ _____ _/___/_____ \_ \ ____ _ \ __\__ ____ | `.' _ `| `| `| __| `| | \' _ `| \ | | `.' _ `. | |`. | | | | |`. | |`. | |/ | |`. | | | | | | \ | | |`. | | | | | | | | | | | | | | | | | | | | | | |\ | | | | \ | | | | | | |_| | |,' | | | | |,' | | | | |__| |,' | | \| |_| | \| | | | | |__ | <| | | | <| |/| | __| <| | | _ | | | | |.__ `. | |`. | | | | |`. | | | | | | |`. | | | | | | |\ | | | |_ | | | | | | | | | | | | | | | | | | | | | | | | | | \ | | | | | | | | |,' | |_| | | | | |,' | |__| | | | |__| | | | | \ | |,' | |_| | |_____,'.____,|__| |_|_____,|_____|__| |_|_____|__|\|_|_| \_|_____,'.____,' \ \ / / \ \ / / \ \ / / \ \ / / \ `/ / \ \' / `. / \ ,' `. `-._ _,-' ,' `-._ `-.__ __,-' _,-' `-._ `---------------' _,-' `--._________________,--' ______________________________________________________________________________ ============================================================================== BORDERLANDS ----------- FAQ/Walkthrough Copyright (c)2012-2013 DomZ Ninja ============================================================================== Author: DomZ Ninja E-mail: domzninja[at]hotmail[dot]com Updated: 03/25/13 Version: 1.0 NOTE: This guide does contain spoilers! NOTE: This guide also covers The Zombie Island of Dr. Ned, The Secret Armory of General Knoxx, and Claptrap's New Robot Revolution DLC. ______________________________________________________________________________ ============================================================================== TABLE OF CONTENTS ============================================================================== See that series of numbers to the right of each section? If you want to find a specific section in the FAQ, press CTRL + F to open a search box. Type in the series of numbers for the desired section that you're trying to find and press Enter. Whabam! The search function will take you there in an instant. [1] VERSION HISTORY.................................................. [0100] [2] CONTROLS......................................................... [0200] [3] CHARACTERS....................................................... [0300] [4] THE BASICS....................................................... [0400] ============================================================================= BORDERLANDS ============================================================================= [5] WALKTHROUGH (ARID BADLANDS)...................................... [0500] Fresh Off the Bus............................................... [0501] The Doctor Is In................................................ [0502] Skags at the Gate............................................... [0503] Claptrap Rescue................................................. [0504] Fix'er Upper.................................................... [0505] Blinding Nine-Toes.............................................. [0506] Nine-Toes: Meet T.K. Baha....................................... [0507] Nine-Toes: T.K.'s Food.......................................... [0508] Got Grenades?................................................... [0509] Nine-Toes: Take Him Down........................................ [0510] Nine-Toes: Time To Collect...................................... [0511] Job Hunting..................................................... [0512] Catch-A-Ride.................................................... [0513] Bone Head's Theft............................................... [0514] The Piss Wash Hurdle............................................ [0515] Return To Zed................................................... [0516] Sledge: Meet Shep............................................... [0517] Sledge: The Mine Key............................................ [0518] Sledge: To the Safe House....................................... [0519] Sledge: Battle For the Badlands................................. [0520] Leaving Fyrestone............................................... [0521] [6] WALKTHROUGH (DAHL HEADLANDS)..................................... [0600] Getting Lucky................................................... [0601] Powering the Fast Travel Network................................ [0602] Road Warriors: Hot Shots........................................ [0603] Road Warriors: Bandit Apocalypse................................ [0604] [7] WALKTHROUGH (NEW HAVEN).......................................... [0700] Power to the People............................................. [0701] Seek Out Tannis................................................. [0702] Meet "Crazy" Earl............................................... [0703] Get Off My Lawn!................................................ [0704] Hair of the Dog................................................. [0705] The Next Piece.................................................. [0706] Jaynistown: Secret Rendezvous................................... [0707] Jaynistown: A Brother's Love.................................... [0708] Jaynistown: Spread the Word..................................... [0709] Jaynistown: Getting What's Coming to You........................ [0710] Jaynistown: Unintended Consequences............................. [0711] Jaynistown: Cleaning Up Your Mess............................... [0712] Another Piece of the Puzzle..................................... [0713] Not Without My Claptrap......................................... [0714] [8] WALKTHROUGH (SALT FLATS)......................................... [0800] The Final Piece................................................. [0801] Get Some Answers................................................ [0802] Find the ECHO Command Console................................... [0803] Reactivate the ECHO Comm System................................. [0804] Find Steele..................................................... [0805] Destroy the Destroyer........................................... [0806] Bring the Vault Key to Tannis................................... [0807] [9] SIDE MISSIONS.................................................... [0900] Arid Badlands................................................... [0901] Dahl Headlands.................................................. [0902] New Haven....................................................... [0903] Salt Flats...................................................... [0904] [10] EQUIPMENT........................................................ [1000] Guns............................................................ [1001] Grenades........................................................ [1002] Shields......................................................... [1003] Class Mods...................................................... [1004] [11] CHALLENGES....................................................... [1100] [12] ACHIEVEMENTS..................................................... [1200] [13] BESTIARY......................................................... [1300] Enemies......................................................... [1301] Bosses.......................................................... [1302] ============================================================================= THE ZOMBIE ISLAND OF DR. NED ============================================================================= [14] WALKTHROUGH...................................................... [1400] Welcoming Committee............................................. [1401] Is the Doctor In?............................................... [1402] House of the Ned................................................ [1403] There May Be Some Side Effects.................................. [1404] Secrets and Mysteries........................................... [1405] Jakobs Fodder................................................... [1406] Hitching a Ride................................................. [1407] A Bridge Too Ned................................................ [1408] Night of the Living Ned......................................... [1409] Ned's Undead Baby, Ned's Undead................................. [1410] [15] SIDE MISSIONS.................................................... [1500] [16] ACHIEVEMENTS..................................................... [1600] [17] BESTIARY......................................................... [1700] Enemies......................................................... [1701] Bosses.......................................................... [1702] ============================================================================= THE SECRET ARMORY OF GENERAL KNOXX ============================================================================= [18] WALKTHROUGH...................................................... [1800] Scooter? But I Don't Even Know Her.............................. [1801] Boost the Monster............................................... [1802] Greasemonkey.................................................... [1803] You've Got Moxxi: Roadblock..................................... [1804] You've Got Moxxi: Moxxi's Red Light............................. [1805] Prison Break: Road Warrior...................................... [1806] Prison Break: Over the Wall..................................... [1807] Prison Break: Try Not to Get Shanked............................ [1808] Rendezvous...................................................... [1809] Code Breaker: Analysis.......................................... [1810] Code Breaker: Time is Bullets................................... [1811] Athena Set Us Up the Bomb....................................... [1812] Bridging the Gap................................................ [1813] Armory Assault.................................................. [1814] Loot Larceny.................................................... [1815] [19] SIDE MISSIONS.................................................... [1900] [20] ACHIEVEMENTS..................................................... [2000] [21] BESTIARY......................................................... [2100] Enemies......................................................... [2101] Bosses.......................................................... [2102] ============================================================================= CLAPTRAP'S NEW ROBOT REVOLUTION ============================================================================= [22] WALKTHROUGH...................................................... [2200] Are You From These Parts?....................................... [2201] New Contact..................................................... [2202] Operation Trap Claptrap Trap, Phase One......................... [2203] Operation Trap Claptrap Trap, Phase Two: Industrial Revolution.. [2204] Operation Trap Claptrap Trap, Phase Three: TripWIRED............ [2205] Operation Trap Claptrap Trap, Phase Four: Reboot................ [2206] Helping Is Its Own Reward... Wait No It Isn't!.................. [2207] [23] SIDE MISSIONS.................................................... [2300] [24] ACHIEVEMENTS..................................................... [2400] [25] BESTIARY......................................................... [2500] Enemies......................................................... [2501] Bosses.......................................................... [2502] [26] THANKS/CREDITS................................................... [2600] ______________________________________________________________________________ ============================================================================== [1] VERSION HISTORY [0100] ============================================================================== FAQ/Walkthrough #63 ------------------- Version 1.0 (09/25/12) - FAQ/Walkthrough complete and submitted. ______________________________________________________________________________ ============================================================================== [2] CONTROLS [0200] ============================================================================== .-----------------------------.----------------------------------------------. | D-Pad | Select Weapon | |-----------------------------|----------------------------------------------| | Left Analog Stick | Move, Sprint (Click) | |-----------------------------|----------------------------------------------| | Right Analog Stick | Move Camera, Melee Attack (Click) | |-----------------------------|----------------------------------------------| | Start | Pause | |-----------------------------|----------------------------------------------| | Back | Status Menu | |-----------------------------|----------------------------------------------| | X Button | Interact, Reload | |-----------------------------|----------------------------------------------| | Y Button | Cycle Weapon | |-----------------------------|----------------------------------------------| | A Button | Jump | |-----------------------------|----------------------------------------------| | B Button | Toggle Crouch/Stand | |-----------------------------|----------------------------------------------| | Right Trigger | Fire Weapon | |-----------------------------|----------------------------------------------| | Left Trigger | Aim | |-----------------------------|----------------------------------------------| | Right Bumper | Throw Grenade | |-----------------------------|----------------------------------------------| | Left Bumper | Use Skill | '-----------------------------'----------------------------------------------' ______________________________________________________________________________ ============================================================================== [3] CHARACTERS [0300] ============================================================================== Borderlands features four playable character classes, with each one possessing their own special perks and features. All four play the same control-wise, so your choice will likely depend on the gun perks and special Action Skills. .============================================================================. | ROLAND: THE SOLDIER | |============================================================================| | | | Weapon Specialty: Action Skill: | | - Combat Rifles - Scorpio Turret | | | | General: | | Roland is the Soldier class member of the Vault Hunters, and (personally) | | has the best gun specialty out of the four classes. Roland's proficiency | | in Combat Rifles and Shotguns allows him to excel at both mid-range and | | close-range combat. Since Roland is considered a Jack of all trades in | | Borderlands, he is a great choice among beginners. | | | | Action Skill: | | The Scorpio Turret is your own personal turret that automatically targets | | enemies when deployed. Not only does it call attention away from you in | | firefights, you can also duck behind the energy shield the Scorpio Turret | | produces. The skill lasts for 20 seconds and can absolutely dominate foes | | when in tightly-packed hallways or rooms, isn't as effective against | | airborne baddies or enemies on a higher/lower elevation than the turret. | | | | Skill Tree: | | Roland is arguably the best support character in the game due to his skill | | tree. For solo play, the Infantry and Support Skill Trees are both useful | | in that it greatly increases your offensive and defensive capabilities, | | respectively (ex: Guided Missile and Supply Drop). However, the Medic tree | | is the way to go when playing with friends - with skills like Aid Station | | and Grit, a Roland under the Medic Skill Tree is an invaluable teammate | | when going against the best Borderlands has to offer. | |____________________________________________________________________________| .---------------------. | Infantry Skill Tree |______________________________________________________ | | | | Impact | Sentry | | - Increases Bullet Damage with | - Increases Scorpio Turret damage | | with all weapon types (+3% | (+7% increase). | | increase). | | |--------------------------------------+-------------------------------------| | Scattershot | Metal Storm | | - Increases Shotgun damage and | - Killing an enemy increases your | | spread (+5% damage, -5% spread). | Fire Rate for a few seconds | | | (+6% fire rate, -15% recoil | | | reduction). | |--------------------------------------+-------------------------------------| | Refire | Assault | | - Shooting an enemy reduces the | - Increases Magazine Size and | | cooldown of your Scorpio Turret. | reduces Recoil with Combat | | This effect can only occur every | Rifles (+9% increase). | | 2 seconds (+1 second). | | |--------------------------------------+-------------------------------------| | Guided Missile | | - Your Scorpio Turret launches guided missiles in addition to using its | | regular gun (-1 second between missile fires). | |____________________________________________________________________________| .--------------------. | Support Skill Tree |_______________________________________________________ | | | | Defense | Stockpile | | - Increases how quickly your | - Players near the Scorpio Turret | | shields recharge (+4% increase). | regenerate ammo for the weapon | | | that is currently in their hands | | | (+1 regeneration rate) | |--------------------------------------+-------------------------------------| | Quick Charge | Barrage | | - Killing an enemy causes your | - Increases the number of shots | | shields to quickly regenerate for | your Scorpio Turret fires in | | a few seconds (+1% increase). | each burst (+1 shots fired). | |--------------------------------------+-------------------------------------| | Grenadier | Deploy | | - Killing an enemy increases your | - Reduces cooldown for your | | grenade damage and causes you to | Scorpio Turret (+20% cooldown | | regenerate grenades for a few | reduction). | | seconds (+2 grenades per minute, | | | +3% damage). | | |--------------------------------------+-------------------------------------| | Supply Drop | | - The Scorpio Turret periodically fires out supply pickups to resupply | | players (-1 second between supply drops). | |____________________________________________________________________________| .------------------. | Medic Skill Tree |_________________________________________________________ | | | | Fitness | Aid Station | | - Increases your maximum health | - Allies near the Scorpio Turret | | (+5% increase). | regenerate health (+1% health | | | per second). | |--------------------------------------+-------------------------------------| | Overload | Cauterize | | - Increases magazine capacity with | - Shooting team members heals | | all weapon types (+12% increase). | them. This effect also works | | | with grenades and rockets (+6% | | | damage to health). | |--------------------------------------+-------------------------------------| | Revive | Grit | | - The Scorpio Turret has a chance | - Increases your resistance to | | to instantly revive nearby | Bullet Damage (+3% increase). | | crippled friends when deployed | | | (+14% revival chance). | | |--------------------------------------+-------------------------------------| | Stat | | - Killing an enemy increases health regeneration for you and nearby | | friends for a few seconds (+1% increase). | |____________________________________________________________________________| .============================================================================. | MORDECAI: THE HUNTER | |============================================================================| | | | Weapon Specialty: Action Skill: | | - Sniper Rifles - Bloodwing | | | | General: | | Mordecai is the Hunter class and prefers Sniper Rifles and Revolvers over | | all other weaponry. As a result, this character class is known as the | | "sharpshooter" due to the character's pinpoint accuracy when upgrading | | Skill Trees. Using Mordecai forces you to use a step-back approach rather | | than a wild, run-and-gun method of offense. | | | | Action Skill: | | When used, Mordecai's trusted Bloodwing pet is released into the open and | | dive bombs the nearest enemy, usually resulting in an instant death. | | Under default setting, the Bloodwing only attacks one enemy before | | returning to its owner, but upgrades to your Skill Trees allows it to | | target multiple foes in one go, as well as other perks such as dropping | | more enemy loot and converting damage into health for Mordecai. | | | | Skill Tree: | | Mordecai's Skill Trees don't aid friends in co-op as much as Roland, but | | still offer some nice support boosts when playing with others (Smirk, | | Swipe). This character's Skill Trees are broken up nicely based on your | | preferences. You like Sniper Rifles? Sniper Skill Tree. Maybe Pistols | | instead? Go for the Gunslinger Skill Tree. Fancy your Action Skill? Rogue | | Skill Tree is your choice. Mordecai definitely favors solo players despite | | some nice gems. | |____________________________________________________________________________| .-------------------. | Sniper Skill Tree |________________________________________________________ | | | | Focus | Caliber | | - Increases accuracy with all | - Increases damage with Sniper | | weapon types (+5% accuracy, -10% | Rifles (+4% increase). | | Sniper Rifle sway). | | |--------------------------------------+-------------------------------------| | Smirk | Killer | | - All players on your team | - Killing an enemy increases your | | (including you) gain additional | Damage and Reload Speed with all | | experience when you kill an enemy | guns for a few seconds (+8% | | with a Critical Hit (+3% | damage, +6% reload speed). | | increase). | | |--------------------------------------+-------------------------------------| | Loaded | Carrion Call | | - Increases Magazine Capacity with | - Shooting an enemy with a Sniper | | Sniper Rifles (+20% increase). | Rifle reduces the cooldown time | | | of your Bloodwing (+0.8 second | | | decrease). | |--------------------------------------+-------------------------------------| | Trespass | | - Your bullets have a chance to ignore shields. Also, slightly increases | | Bullet Damage (+20% chance, +1% bullet damage). | |____________________________________________________________________________| .------------------. | Rogue Skill Tree |_________________________________________________________ | | | | Swift Strike | Swipe | | - Increases the Bloodwing Damage | - The Bloodwing causes enemies to | | and movement speed (+20% damage, | drop additional money, ammo, and | | +8% speed). | healing items when it attacks | | | (+1 max number of additional | | | dropped items). | |--------------------------------------+-------------------------------------| | Fast Hands | Out For Blood | | - Increases Reload Speed with all | - When your Bloodwing strikes an | | weapon types (+8% increase). | enemy, you gain health based on | | | the amount of damage inflicted | | | (+7% damage to health). | |--------------------------------------+-------------------------------------| | Aerial Impact | Ransack | | - Attacks from your Bloodwing can | - Killing an enemy increases the | | Daze enemies, reducing their | amount of loot you receive from | | movement speed and accuracy (+20% | other enemies killed for a few | | chance to Daze). | seconds (+20% chance to drop an | | | additional item). | |--------------------------------------+-------------------------------------| | Bird of Prey | | - Increase the number of targets the Bloodwing can attack before | | returning (+1 targets). | |____________________________________________________________________________| .-----------------------. | Gunslinger Skill Tree |____________________________________________________ | | | | Deadly | Gun Crazy | | - Increases Critical Hit damage | - When using Pistols, you have a | | (+6 increase). | chance to fire two shots with | | | each pull of the trigger instead | | | of just one (+8% chance to fire | | | two bullets). | |--------------------------------------+-------------------------------------| | Lethal Strike | Riotous Remedy | | - Increases melee damage. Also, | - Killing an enemy provides a | | every melee attack has a 35% | chaotic health regeneration for | | chance to be a Lethal Strike and | a few seconds (+3% healing of | | deal extremely high damage (+10% | your max health for 7 seconds). | | melee damage, +100% Lethal Strike | | | damage). | | |--------------------------------------+-------------------------------------| | Predator | Hair Trigger | | - Decreases the cooldown time of | - Increases Fire Rate and Magazine | | your pet Bloodwing (+3 second | Size with Pistols (+4% fire | | reduction). | rate, +6 magazine size). | |--------------------------------------+-------------------------------------| | Relentless | | - Killing an enemy increases your fire rate and gives every bullet a 25% | | chance to be a Killer Shot and deal additional damage. This effect only | | lasts a few seconds (+8% fire rate, +20% Killer Shot damage). | |____________________________________________________________________________| .============================================================================. | LILITH: THE SIREN | |============================================================================| | | | Weapon Specialty: Action Skill: | | - SMGs - Phasewalk | | | | General: | | The only female Vault Hunter, Lilith is more than just a pretty face. She | | possesses unique magical powers and is classified as a Siren. Due to her | | very interesting Action Skill, Lilith is generally regarded as tough to | | use for beginners and is a good choice for expert players looking to | | tackle Borderlands under a different approach. Lilith is almost a | | combination of mages and thieves from traditional role-playing games. | | | | Action Skill: | | Lilith's Phasewalk Action Skill allows her to become invisible to enemies | | (teammates are still able to see her) for a short period of time, allowing | | you to sneak past foes or confuse them during combat. While entering and | | exiting out of Phasewalk, Lilith emits a shockwave that deals damage | | (Phase Blast). To truly get the most out of Lilith's abilities, you must | | fully upgrade Phasewalk via her three Skill Trees. | | | | Skill Tree: | | Any four-person team should always include at least one Lilith character | | due to her Phasewalk Action Skill. As mentioned, using Lilith in solo play | | forces you to look at Borderlands in a different way, so you'll likely be | | focusing on gaining elemental abilities and upgrading Phasewalk. The | | Elemental Skill Tree (naturally) gives Lilith elemental boosts. Assassin | | Skill Tree can turn Lilith into a stealthy character while the Controller | | Skill Tree favors your shield and allows you to Daze enemies. | |____________________________________________________________________________| .-----------------------. | Controller Skill Tree |____________________________________________________ | | | | Diva | Striking | | - Increases the capacity of your | - Your melee attacks can Daze | | shield (+5% increase). | enemies, reducing their movement | | | speed and accuracy (+20% chance | | | to Daze). | |--------------------------------------+-------------------------------------| | Inner Glow | Dramatic Entrance | | - You regenerate health while | - Your Phase Blast can Daze | | Phasewalking (+1% health per | enemies, reducing their movement | | second). | speed and accuracy (+20% chance | | | to Daze). | |--------------------------------------+-------------------------------------| | Hard To Get | Girl Power | | - Decreases the Cooldown time of | - Killing an enemy causes your | | Phasewalk (+3 second reduction). | Shield to quickly regenerate for | | | a few seconds (+2% per second). | |--------------------------------------+-------------------------------------| | Mind Games | | - Each bullet has a chance to Daze enemies, reducing their movement speed | | and accuracy (+5% chance to Daze). | |____________________________________________________________________________| .----------------------. | Elemental Skill Tree |_____________________________________________________ | | | | Quicksilver | Spark | | - Increases your Fire Rate with all | - Increases your chance of causing | | weapons (+5% increase). | Elemental Effects with Elemental | | | Weapons (+4% chance of Elemental | | | Effects). | |--------------------------------------+-------------------------------------| | Resilience | Radiance | | - Increases your resistance to | - You deal Shock Damage to nearby | | Fire, Shock, Corrosive, and | enemies while Phasewalking. | | Explosive damage (+6% increase). | Damage is based on your Level | | | and the Skill's Level (+1 Shock | | | Damage). | |--------------------------------------+-------------------------------------| | Venom | Intuition | | - Adds Corrosive Damage to your | - Killing an enemy increases your | | melee attacks. Also, your melee | movement speed and the | | attacks have a chance to Corrode | experience you and your team | | enemies, causing additional | earn for a few seconds (+10% | | damage over time (+5% melee | movement speed, +4 team | | damage). | experience). | |--------------------------------------+-------------------------------------| | Phoenix | | - Killing an enemy causes you to deal Fire Damage to nearby enemies, | | making your shots not always cost ammo for a few seconds. The Fire | | Damage increases with your Level (+5% chance to save ammo, +1 Fire | | Damage). | |____________________________________________________________________________| .---------------------. | Assassin Skill Tree |______________________________________________________ | | | | Slayer | Silent Resolve | | - Increases your Critical Hit | - Increases your resistance to | | damage (+5% increase). | damage for a few seconds after | | | Phasewalking (+14% increase). | |--------------------------------------+-------------------------------------| | Enforcer | Hit & Run | | - Killing an enemy increases your | - Increases Melee Damage and | | accuracy and Bullet Damage for a | Phasewalk duration (+7% melee | | few seconds (+7% accuracy, +2% | damage, +0.8 seconds of | | bullet damage). | Phasewalk duration). | |--------------------------------------+-------------------------------------| | High Velocity | Blackout | | - Increases Bullet Damage and | - Killing an enemy reduces the | | Velocity (+20% bullet velocity, | cooldown time of Phasewalk (+1.2 | | +4% bullet damage). | seconds per kill). | |--------------------------------------+-------------------------------------| | Phase Strike | | - Using a melee attack while Phasewalking deals additional damage (+160% | | melee damage). | |____________________________________________________________________________| .============================================================================. | BRICK: THE BERSERKER | |============================================================================| | | | Weapon Specialty: Action Skill: | | - Rocket Launchers - Berserk | | | | General: | | Unlike Lilith, and Mordecai to an extent, Brick is an in-your-face type of | | character. As a Berserker, Brick uses brute force and tough, rugged guns | | such as Rocket Launchers to get the job done. Due to his Action Skill and | | Skill Trees, Brick is probably not the best choice for beginner players | | (especially when playing alone) due to his focus on close-range combat. | | | | Action Skill: | | When activated, Brick enters a state of unadulterated rage, sheathing his | | current weapon and using his fists for combat. You can use the Left and | | Right Triggers to punch your opponents. This Action Skill generally is | | considered the worst out of all the character classes since it has | | virtually no range, although there are some skills that greatly upgrade | | Berserk's use in battle and the positive effects it has on Brick. | | | | Skill Tree: | | Brick is a solid option as a teammate since he is best used as a Tank - a | | target that can soak up damage and call attention away from friends. As | | expected, the Tank Skill Tree helps build up Brick's durability and | | resistance towards damage. Brawler is used to upgrade your melee attacks | | and Berserk Action Skill (Sting Like a Bee being particularly useful). If | | you want to focus more on gunplay, go for the Blaster Skill Tree: it | | caters towards Brick's affection for Explosive weaponry. | |____________________________________________________________________________| .--------------------. | Brawler Skill Tree |_______________________________________________________ | | | | Iron Fist | Endless Rage | | - Increases the melee damage you | - Increases the duration of | | deal (+6% increase). | Berserk (+10% increase). | |--------------------------------------+-------------------------------------| | Sting Like a Bee | Heavy Handed | | - Punching while Berserk causes you | - Killing an enemy greatly | | to dash forward and slug your | increases your melee damage for | | enemies (+4 feet of dash | a few seconds (+12% increase). | | distance). | | |--------------------------------------+-------------------------------------| | Prize Fighter | Short Fuse | | - While Berserk is active, your | - Decreases the cooldown time of | | melee attacks have a chance to | Berserk (+6 second reduction). | | spawn cash prizes (+6% chance to | | | spawn a cash prize). | | |--------------------------------------+-------------------------------------| | Blood Sport | | - Killing an enemy while Berserk is active regenerates some health (+2% | | health regenerated). | |____________________________________________________________________________| .-----------------. | Tank Skill Tree |__________________________________________________________ | | | | Hardened | Safeguard | | - Increases your maximum health | - Increases the strength of your | | (+12% increase). | shield (+8% increase). | |--------------------------------------+-------------------------------------| | Bash | Juggernaut | | - Gives your melee attacks a chance | - Killing an enemy creates | | to Daze enemies, slowing them and | resistance to all damage for a | | reducing their accuracy (+10% | few seconds (+10% increase). | | chance to Daze). | | |--------------------------------------+-------------------------------------| | Pay Back | Diehard | | - After your shields become | - Increases the amount of health | | depleted, you gain a damage bonus | you regain when revived by a | | for 10 seconds (+8% damage | friend or by Second Wind. Also, | | bonus). | increases the amount of time you | | | have before you die when you are | | | Crippled (+30% revived health | | | bonus, +20% time to be revived). | |--------------------------------------+-------------------------------------| | Unbreakable | | - When your shield is depleted, you gain five seconds of powerful shield | | regeneration (+3% regenerated per second) | |____________________________________________________________________________| .--------------------. | Blaster Skill Tree |_______________________________________________________ | | | | Endowed | Rapid Reload | | - Increases the Explosive Damage | - Increases your Reload Speed and | | you deal (+3% increase). | reduces Recoil with all weapons | | | (+4% reload speed, +6% recoil | | | reduction). | |--------------------------------------+-------------------------------------| | Revenge | Wide Load | | - Killing an enemy increases your | - Increases the number of Rockets | | damage with all weapons for a few | your Rocket Launcher can hold in | | seconds (+10% increase). | its magazine (+1 magazine size). | |--------------------------------------+-------------------------------------| | Liquidate | Cast Iron | | - Dealing Explosive Damage to an | - Increases your resistance to | | enemy reduces the cooldown time | Explosive Damage (+8% increase). | | of Berserk (+1 second reduction | | | per hit). | | |--------------------------------------+-------------------------------------| | Master Blaster | | - Killing an enemy increases your Fire Rate with all weapons and causes | | you to regenerate rockets for a few seconds (+12% fire rate, +2 rockets | | generated per minute). | |____________________________________________________________________________| ______________________________________________________________________________ ============================================================================== [4] THE BASICS [0400] ============================================================================== Borderlands is primarily a first-person shooter but also contains many RPG elements such as different character classes, a mission-based story mode, leveling up, and a heavy focus on looting. .----------------------------------. | Choosing (and Using) a Character |_________________________________________ |____________________________________________________________________________| Your first order of business is selecting a character. As mentioned above, there are four available character classes to choose from at the start of the game. They each have different Action Skills, Skill Trees, and weapon specialties. .---------------. | Action Skills | '---------------' - Action Skills are special abilities held by the four character classes. I gave a bit of detail on the specific Action Skills in the previous section, but an Action Skill is used by pressing the Left Bumper. After its use, it enters a cooldown period where it must recharge before it can be used. Your character's Action Skill is unlocked once you reach Level 5. To boot, you can collect Eridian Artifacts that can give your Action Skill elemental properties (Fire, Shock, Corrosive, or Explosive). As the game progresses, you can find higher level Artifacts (up to Level 4) which increases the potential to deal elemental damage to your enemies. .-------------. | Skill Trees | '-------------' - Once you obtain your Action Skill at Level 5, you unveil the Skill Trees. Each character has three available Skill Trees that are used to upgrade your character's Action Skill and general stats. Each three Skill Trees for the different classes are all varying and allows you to approach the game at many different angles. Even if two people are playing as the same character, they may operate much differently based on what Skill Tree they followed. After Level 5, you earn a Skill Point every time you level up. These can be used on skills in the Skill Tree. In addition, every single skill has five levels (excluding your Action Skill), so you can use up to five Skill Points on a skill to fully upgrade it. You aren't restrained to a Skill Tree once you've begun, so you can jump back and forth between the three. If you have The Secret Armory of General Knoxx DLC, you can reach up to Level 69 with your character and fully upgrade all three Skill Trees! I think the most important element of Skill Trees, and something that all players should be aware of, is the option to reset your Skill Points. On any New-U Station, under the registration tab, you can pay a fee to reset all your Skill Points if you want to respec your character. This does not wipe out your Skill Points: it merely gives them all back to you and presents you with a clean slate to work with. This is especially useful late in the game when you may be stuck in a challenging area (and one particularly invincible DLC boss), because money is a non-issue as the game progresses. .--------------------. | Weapon Specialties | '--------------------' - Every character class has at least one weapon specialty, which means that they start off having a higher proficiency with this weapon type. Also, depending on your weapon specialty that weapon type will appear more often when looting. In the inventory menu there is a list of weapon proficiencies. You can level up your weapon proficiency based on how much you use that weapon type. The more you shoot a gun type, the more proficient you become in it, which in turn boosts stats such as reload speed and recoil reduction. So even if you aren't pleased with your character's initial weapon specialty, you can use any gun you choose. As you play through the game, level up, and use Skill Points, you are given more options to increase your character's stats. Class Mods are available in the game for the four character classes. Like weapons and items, Class Mods can either be purchased from vending machines or found as loot. When equipped, Class Mods give you special weapon boosts, whether it be an increase in damage from Shotguns or added Corrosive Damage to Combat Rifles. In addition, Class Mods also increase the efficiency of specific character skills (which only works if you have added at least one Skill Point to the skill). So on top of varying character classes and Skill Trees, you now have a wide array of Class Mods to choose from to create a truly one-of-a-kind character. Your Storage Deck is a section of your inventory (press Back) that contains every item, weapon, and equipment piece you currently hold. Your Storage Deck is of average size at the start of the game, but you'll soon come to realize that you must make choices based on what you should carry and what you must ditch. Throughout the game, you can upgrade your Storage Deck size by rescuing injured Claptraps, so be on the lookout for whimpering bots when you are out completing missions. The D-Pad is used as your weapon equip slots; at the start of the game, you can only equip two weapons at a time, but as you progress through the game you end up with four weapon slots. When visiting vending machines, you can purchase ammo capacity upgrades in addition to actual ammo. When bought, the amount of ammo you can carry is increased. Make sure to save some money for these ammo upgrades as you travel through the game's settlements and visit ammo vending machines. As you can see, there are a multitude of ways to beef up your character as you play through Borderlands! .-------------------. | Surviving Pandora |________________________________________________________ |____________________________________________________________________________| Pandora, the planet where Borderlands takes place, is one rough patch of land, and you will need all the help you can get in order to survive against bandits, Skags, Rakks, Spiderants, and much more. Your character's health bar is displayed at the bottom left-hand corner of the screen. Your HP increases every time you gain a new level, and sometimes by upgrading skills or wearing certain equipment. There are many healing items strewn throughout the world that allow you to regain health. On top of your health, you can also equip a shield that helps absorb enemy damage. This appears as a blue bar just above your health. When you take damage, the amount is removed from your shield, so your health will only begin to drain if your shield is completely busted. Shields have their own health bar and all shields regenerate after about five seconds of inactivity, so make sure to find cover when you are taking damage so your shields can recharge and you can conserve health. Like other equipment, there are tons and tons of randomly-generated shields out there that differ in shield health amount, recharge rate, and other perks. If you encounter the unfortunate situation where your HP does drop to zero, not all is lost. Your character does not immediately die when they run out of HP; instead you are Crippled and have a chance to revive yourself. When in this Crippled state, you can no longer move but can still aim and shoot the gun currently in your hands. As the screen fades and the timer runs out, you have a select amount of time to kill one enemy before you bite the dust. If you manage to slay an enemy while Crippled, you get a Second Wind - your character receives 25% of their HP back and you are back on your feet again. Otherwise, you die and respawn at the nearest New-U Station (save point), having lost 10% of your current cash amount. The simplest and most obvious way to stay healthy and avoid constant death is to level up your character. This is done by gaining Experience (XP) by killing enemies, beating missions, and completing Challenges. There are at least 100 available Challenges in the game and most of them are trivial in nature and can be completed during the course of a playthrough (kill xxx amount of enemies, open xxx chests). You can view Challenges in your inventory to keep track of your progress. .------------------------. | The Importance of Loot |___________________________________________________ |____________________________________________________________________________| The main way to obtain cash, items, and weapons is through looting. That means searching dead bodies, dumpsters, lockers, mailboxes, and even toilets for goods. Keep in mind that pretty much everything in Borderlands is randomly generated (more on that later) including lootable objects and chests, so make sure to search everything in sight before clearing an area - you never know what treasures you may find! While everyday objects such as lockers and dumpsters typically only contain cash and items/weak weapons, the best way to find new weapons is to raid chests. There are several types of chests in Borderlands, with red chests usually yielding the best rewards. Borderlands touts an impressive line of weaponry: since weapons are also randomized, there are over a million gun combinations possible. With that said, there is no way to list every possible gun available since weapons are created from a basic template and randomly adjusted - even key weapons dropped by bosses have different stats for every player. I'll go more in-depth on weapon randomization in its respective section, but it is important to test out guns you find because no two are alike. You can compare weapon stats with each other in your inventory, but note that stats can be sometimes deceiving and it's best to physically test out weapons before making your decision. As a general rule of thumb, you can pay attention to the gun's color (the inventory text and also the gun's glow in the game) to determine its rarity - rare guns are generally better than common ones (a case otherwise would be comparing a Level 40 common weapon with a Level 15 rare weapon... obviously the former is better). It is important to look at the gun's color when in the field to automatically get a hint on the quality. .------------. As a general rule of thumb, you can pay | Gun Rarity |_______________ attention to the gun's color (the inventory | | | text and also the gun's glow in game) to | White | Common | determine its rarity - rare guns are | Green | Good | generally better than common ones (a case | Blue | Great | otherwise would be comparing a Level 40 | Purple | Rare | Common gun with a Level 15 Very Good gun... | Orange | Legendary | obviously the former is better). | Pearlescent* | Holy crap! | |_______________|____________| It is important to look at the gun's color when in the field to automatically get a hint * Only available in The Secret on the quality. Naturally, orange weapons are Armory of General Knoxx DLC the hardest to come across but offer some of the best options in firepower. Pearlescent (cyan being the actual color) guns are the rarest guns in Borderlands, but are only available in The Secret Armory of General Knoxx DLC. While gun color and rarity is a good tool for weeding out weapon options, always look at the gun's level and use the compare feature in the inventory to truly know what you are getting. .-------------------------. | Managing Your Inventory |__________________________________________________ |____________________________________________________________________________| At the start of the game, your inventory can get cluttered very quickly since it is so small. You will often be scrambling for a vendor in order to sell all the crap you've been looting from chests and fallen enemies. There are a number of extremely crucial sidequests that feature you rescuing injured Claptraps. These "Claptrap Rescue" missions are important because they offer Backpack SDUs as rewards. When used in the inventory menu, they increase the number of slots by three. Not counting the story mission in the beginning of the game (it doesn't yield a Backpack SDU), there are ten of these quests in the game, which offers an additional 30 slots in your inventory, giving you a total of 42 slots by the end of the game. Throw in three more from the three story DLCs, and you can have a whopping 51 slots to carry equipment! Now these side missions are available during Playthrough 2, so you have the chance to increase your inventory even more. However, during your second playthrough the Claptraps may not always reward you with a Backpack SDU. As you progress through the game and end up with a massive inventory, you have a lot more freedom with what you can keep and what you must drop. It is always important to keep different guns with you in order to swap out for specific situations. I also recommend keeping at least one weapon of each element type (Fire, Corrosive, Shock, Explosive), although Explosive isn't mandatory. That way you have an answer for any challenges the game throws at you. This goes for grenades and shields as well. There are some shields out there that offer health regeneration, which helps eliminate the need for stocking up on Healing Kits. However, these shields usually have very low Capacity and Recharge Rate. For example, you receive a unique shield (Wee Wee's Super Booster) for completing the "King Tossing" side mission in Tetanus Warren. It has the ability to regenerate your health, but its overall stats suck by the time you reach Rust Commons East. A good tip for cheap health regeneration is to keep a shield such as Wee Wee's Super Booster in your inventory at all times. When you are low on health, switch to the shield to regenerate your health over time, then switch back to your shield of choice when you health is completely filled (disclaimer: the process usually takes a minute or so, so only attempt this when there are little to no enemies around). That way you don't have to worry about keeping Healing Kits in your inventory or trying to locate a Med Vendor. Your inventory gives you a lot of playing options. If you are a fan of Pistols, keep your inventory stocked with Repeater Pistols and Revolvers from different weapon vendors and with different stats. Play off your strengths and be creative! ============================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ============================================================================== ----- BORDERLANDS ----- ============================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ============================================================================== ______________________________________________________________________________ ============================================================================== [5] WALKTHROUGH (ARID BADLANDS) [0500] ============================================================================== .============================================================================. | FRESH OFF THE BUS [0501] | |============================================================================| | | | | Level: 2 | Unlocks: | | | - The Doctor Is In | | Rewards: | | | - 0XP | | |-------------------------------------+--------------------------------------| | - Follow Claptrap into Fyrestone | | | | A mysterious, disembodied woman spoke to you and told you to follow this | | little robot into town. That seems like the best course of action, for | | now. | |____________________________________________________________________________| After you choose your character class, they will get off the bus to Fyrestone. The local Claptrap gives you a fancy HUD and boots it up right in front of you. The mechanical goofball over to the New-U Station on the side of the road. However, do not follow him just yet. Walk around the bus stop and make your way towards the Fyrestone Motel. There are several lootable objects around the outside and in the side rooms: dumpsters, lockers, safes, and even a toilet. Anything that has a green light can be looted, and the light will turn red once you've searched it. Press X to open these objects and collect the loot. As a rule of thumb, holding down X allows you to automatically collect any nearby loot - a real timesaver. You can use the generator on the left side of the building near the neon sign to reach the roof. Up here you'll find a [RED CHEST]: red chests always contain new equipment (usually weapons), so make sure to loot as many as you can throughout your journey. Now return to the Claptrap. At New-U Stations, you are able to change your name, customize your character's color, and when the time comes, reset Skill Points and use Fast Travel. Most importantly, they act as save points and respawn locations. For now, tweak with your name and color scheme before exiting. As the Claptrap tries to open the gate leading to Fyrestone, a mob of bandits ride in and cause some general havoc. Sprint forward (click the Left Analog Stick) and take cover behind the rubble on your left. Use the Left Trigger to aim down the gun's barrel and aim at the Bandit Thugs and Bandit Raider ahead. When fighting enemies, place your target reticule to reveal their name and level. Enemies that are at a much higher level than you are incredibly tough and are likely too hard to take down at your current state. Just like much of the items and weapons in Borderlands, enemy and boss levels are not concrete and are instead relative to your current level, so they may slightly fluctuate from the numbers posted in this guide. However, they should be fairly accurate since I am playing through a new playthrough as I am writing this guide. Generally speaking, you may be out of your league if you are fighting enemies at least four levels higher than you. These guys here are fine: they are all Level 1 and Level 2. Shoot down the first few bandits and loot their bodies for cash and possible weapons. Scrounge around for more lootable objects and proceed down the road. There are a couple more Bandit Thugs and Bandit Raiders here that you should be able to take down. Be aware of the red barrel near the house on the left; this is an elemental barrel that can be blown up to damage enemies as well as yourself. This one happens to be a Fire barrel. Claptrap notifies you of another [RED CHEST], so walk up to it and search its contents. By now you likely have more than two weapons in your inventory, so you can press Back and access your Storage Deck to equip and remove them. You can hit X to compare weapons with each other to determine the best possible choice for your current scenario. Try it out now, and then pick which two weapons you want to move forward with. Like I mentioned earlier, you are not forced to use whatever your class's weapon specialty is, so feel free to use whatever gun type you like best and don't feel restricted based on your character class. The gate to Fyrestone is shut tight, so crouch down with B and take the road less travelled instead. Crouch and jump your way around the rubble until you encounter another group of bandits. Pay attention to their own equipment: for example, if a Bandit Raider charges you with a Shotgun, make sure to take him out from a safe distance. By the time you reach Fyrestone, you should gain a level. Your HP is fully restored when you gain a level, so don't worry if you were cutting it close back there. Leveling up also increases your total HP count and increases the amount of damage you deal. Once you clear the bandits out of Fyrestone, the mysterious girl returns and then disappears after a short word. Take a look around town and search the place for more loot. Unfortunately, none of the town attractions are available yet, so talk to Claptrap once you are ready. Doctor Zed grabs your attention from inside a building, giving you access to the next mission. .============================================================================. | THE DOCTOR IS IN [0502] | |============================================================================| | | | | Level: 2 | Unlocks: | | | - Skags at the Gate | | Rewards: | Claptrap Rescue | | - 48XP | | |-------------------------------------+--------------------------------------| | - Open Building 03 in Fyrestone, and meet Dr. Zed | | | | I thought I was a goner that time! Damn bandits won't leave us alone. Had | | to lock the place up tight, and now the damn door won't open. Blasted | | circuits are on the fritz again. Give it a go from the switch out there, | | would ya? | |____________________________________________________________________________| Your HUD is updated to include active missions: the green flashing diamond is your waypoint, and it gives you the direction to travel to reach your mission destination. In this case, your next objective is directly in front of you; the switch on the door of Building 03. Hit it with X to open it up. - Building 03 open: Objective Complete Now head inside and talk to Dr. Zed... don't mind the dead body on the rather shoddy operating table in front of you. I am sure he has his proper certifications! - Dr. Zed talked to: Objective Complete - TURN IN! Speak with the doc to turn in the mission and select the next one. .============================================================================. | SKAGS AT THE GATE [0503] | |============================================================================| | | | | Level: 2 | Unlocks: | | | - Fix'er Upper | | Rewards: | | | - 144XP, $313 | | |-------------------------------------+--------------------------------------| | - Kill skags and return to Dr. Zed | | | | Outside of Fyrestone, just past the gate and across the road, you'll find | | several skag dens. A skag is a vicious four-legged creature, and they'll | | eat anything, including you. I wanna know if you can handle yourself in a | | fight against some of these beasts, so head on out there and kill some of | | 'em for me. If you're still in one piece, then c'mon back. | |____________________________________________________________________________| Accept the mission, then raid Dr. Zed's pad before returning to Claptrap. He eagerly escorts you to the gate outside of Fyrestone. Unfortunately, a bandit drive-by interrupts your quest. Wipe out the bandits that jump over the gate and then attend to the wounded Claptrap. This mission will have to be put on hold for the moment... Once you have completed the mission "Claptrap Rescue", you can resume progress. Claptrap springs up and opens the main gate leading out of town. Head south through the gate to stumble upon a Skag den. This particular den is only inhabited by Level 2 Pup Skags. These monsters are very easy to bring down and shouldn't give you any trouble. All Skags have a weak point in their mouth, so aim and fire whenever you see one roar and extend its nasty three- hinged jaw. - Skags killed: 5/5 - TURN IN! Once you have killed five Pup Skags, return to Dr. Zed with the news. .============================================================================. | CLAPTRAP RESCUE [0504] | |============================================================================| | | | | Level: 2 | Unlocks: | | | - None | | Rewards: | | | - 72XP | | |-------------------------------------+--------------------------------------| | - Perform a diagnostic on Claptrap, then find the Repair Kit and repair | | him | | | | Claptrap has been shot by the bandits, but the damage looks minor. Perform | | a quick diagnostic, then see if you can find a Repair Kit somewhere in | | Fyrestone. You might be able to revive him. | |____________________________________________________________________________| This mission springs up before you can finish the previous one, "Skags at the Gate". Approach the downed Claptrap and hit X to perform a diagnostic on the poor fella. - Diagnostic performed: Objective Complete In order to restore Claptrap to his normal self, you must obtain a Repair Kit. Use the waypoint on your HUD to pinpoint the location of the kit here in Fyrestone. Proceed north back towards Dr. Zed's house and stop near the building on the left side of the cemetery. The [CLAPTRAP REPAIR KIT] can be found on the table up against the building. - Repair Kit: Objective Complete - TURN IN! Use the Repair Kit on the Claptrap to repair him and complete the mission. Now back to "Skags at the Gate"... .============================================================================. | FIX'ER UPPER [0505] | |============================================================================| | | | | Level: 2 | Unlocks: | | | - Blinding Nine-Toes | | Rewards: | | | - 192XP, $188 | | |-------------------------------------+--------------------------------------| | - Obtain a Power Coupling, repair the med vendor, and buy a shield | | | | If you're gonna head out of town, you need a shield. A shield forms an | | invisible barrier around you that absorbs damage. Normally, you'd buy one | | from the med vendor here, but this one took a bullet during the bandit | | raid. Fortunately, it just needs a new Power Coupling, and it so happens | | there's an old vendor we can use for parts. It's right outside of town, | | down the road east. Go grab the part, install it into the med vendor, and | | buy yourself a shield. | |____________________________________________________________________________| Take the southern exit as if you were heading back to the Skag den, then hang a left and continue east. If you open up your map (hold down Back), you can get a view of the Arid Badlands in its entirety. The waypoint is marked on your map at the end of the eastern road. Proceed down the road towards the old vendor. There are two Skag dens on either side of the vendor, so expect a wave of Pup Skags. Back away and plug at 'em with your weapon of choice, then remove the [POWER COUPLING] from the side of the dilapidated med vendor. - Power Coupling: Objective Complete Make sure to enter the shack next to the vendor to find some lockers and boxes to open. Collect the loot inside, then backtrack to Fyrestone and enter Building 03. Place the Power Coupling on the side of the Med Vendor to boot it up. - Med Vendor repaired: Objective Complete Now you can start shopping at the Med Vendor. Here you can buy the newest available shield as well as healing items such as Healing Kits and Insta- Health Vials. If you are in need of health, try picking one up: Healing Kits are kept in your Storage Deck and must be manually used while Insta-Health Vials immediately restore lost health. As for the shield, the Med Vendor has four TDR-OBS Standard Shields. They all have exactly the same stats so it does not matter which of the four you purchase. As with all vending machines, there is a special "Item of the Day", but this shield is likely out of your price range and too high a level. Go with one of the affordable ones. - Shield purchased: Objective Complete - TURN IN! Now that you have a shield, you are better off in gunfights: damage dealt to you is first subtracted from your equipped shield. Shields have their own health bar and will recharge after a few seconds of downtime, so if you are ever in a tight jam try and find cover and let your shield recharge. Now talk to Zed to turn in the mission. .============================================================================. | BLINDING NINE-TOES [0506] | |============================================================================| | | | | Level: 2 | Unlocks: | | | - Nine-Toes: Meet T.K. Baha | | Rewards: | | | - 480XP, $313 | | |-------------------------------------+--------------------------------------| | - Kill bandits and return to Dr. Zed | | | | Nine-Toes placed a few men at a small outpost outside of town, across the | | road and west. Those men report every move we make, so our next move | | should be to make them dead. | |____________________________________________________________________________| Nine-Toes has a stranglehold over portions of the Arid Badlands, including Fyrestone, so it is time to break free and put a dent in his plans. The first order of business would be to wipe out his sentries in the outpost west of Fyrestone. Make sure to pick up a Minor Healing Kit or two, then exit town and proceed southwest. Once you're across the street, follow the path west of the ravine towards the outpost; take out any Pup Skags you find along the way. Even though you must kill eight baddies, there are likely more than that here. The first two ambush you as soon as you reach the front gate, so quickly down them. The area contains Level 2 Bandit Raiders, so this is nothing new. From this gate, you can follow the metal walkway on the right to flank some of the bandits and take them by surprise. Take cover behind the barricades and buildings and aim for their heads in hopes of scoring critical hits. There are a few elemental barrels you should watch out for. - Bandits killed: 8/8 - TURN IN! Once you have slain eight bandits, you are free to return to Dr. Zed. But first make sure to search the outpost for any loot. A [RED CHEST] is lying south/southeast of the Arena entrance. Now dash back to Fyrestone and turn in the mission. As a side note, check out the Arena here if you are playing with friends; a friendly game of slayer may be a nice retreat from the perils of Pandora! .============================================================================. | NINE-TOES: MEET T.K. BAHA [0507] | |============================================================================| | | | | Level: 3 | Unlocks: | | | - Nine-Toes: T.K.'s Food | | Rewards: | | | - 90XP | | |-------------------------------------+--------------------------------------| | - Talk to T.K. Baha at T.K.'s Claim | | | | There's a reward for the death of Nine-Toes, but he's elusive. We don't | | really know where his hideout is. Talk to T.K. Baha at his farm south of | | Fyrestone. He's blind as a bat, but no one knows the area better than he | | does. Maybe he can help. | |____________________________________________________________________________| As with the last mission, exit Fyrestone and start heading southwest. A few bandits will likely spawn on the road north of you, so deal with them. Pass by the trail leading to the outpost and continue southwest. This trail takes you to T.K. Baha's farm, where the man himself is waiting for you on his front porch. - T.K. Baha met: Objective Complete - TURN IN! .============================================================================. | NINE-TOES: T.K.'S FOOD [0508] | |============================================================================| | | | | Level: 2 | Unlocks: | | | - Got Grenades? | | Rewards: | | | - 480XP, $313 | | |-------------------------------------+--------------------------------------| | - Recover the stolen food items and return to T.K. Baha | | | | I did hear it! Damned skags gettin' into my food! Damn them all to hell! | | You! Whoever you are, I want you to go kill those rat-bastards! They just | | stole half my food stores! Go get my food back, then we'll talk after I | | ain't so pissed off. | |____________________________________________________________________________| This next mission will be taking you out into the plains west of T.K. Baha's farm. The upcoming area is Skag territory, so get your weapons ready. It is not uncommon for Skags to even wander into T.K. Baha's farm. Use your map to locate each of the four food supplies; they appear one at a time on the map, so search for the one closest to you and let your waypoint take you to the remaining ones. Also note that in addition to the regular lootable objects you've encountered so far, you can also search Skag piles that litter the ground. Skag piles are globs of assorted objects regurgitated by Skags; most of the stuff is useless like bones, but you can occasionally find cash, ammo, and equipment. Most of the stolen food is found in front of Skag dens, so you will have to wipe out the homeowners before you can take back the prize. The first [STOLEN FOOD] item is directly in front of a Skag den, while the second [STOLEN FOOD] is slightly northwest, in front of a cactus-like plant. The third and fourth food [STOLEN FOOD] pieces are farther northwest, in front of two Skag dens and not too far from a giant ramp made of sheet metal. You may encounter a couple Skag Whelps alongside the Pup Skags; they are more durable than their infant counterparts. - Stolen food: 4/4 - TURN IN! Rummage through the remaining Skag piles and head underneath the large ramp to spot a pair of ammo crates and some loot boxes. Afterwards, backtrack to T.K. Baha's Claim (remember that you can sprint by clicking the Left Analog Stick). If you were to proceed northeast from here, you'd end up at the Arena entrance at the bandit outpost, but stay on track for the time being so you can return the stolen food. .============================================================================. | GOT GRENADES? [0509] | |============================================================================| | | | | Level: 2 | Unlocks: | | | - Nine-Toes: Take Him Down | | Rewards: | | | - 48XP | | |-------------------------------------+--------------------------------------| | - Buy at least one grenade, then return to T.K. Baha | | | | Good news! I just heard Marcus reopened his weapon vendor in Fyrestone! | | Before you go after Nine-Toes, you gotta get yourself some grenades. I'm | | so happy you killed them skags that I'd just hand you some, but I don't | | have any left after my last fishin' trip. So, head over to Fyrestone and | | buy some grenades. Then come on back. | |____________________________________________________________________________| You get a message from Marcus Kincaid informing you that his shop in Fyrestone is now open. Run down the road leading back to Fyrestone and fend off any hostile Skags or bandits. At some point during this quest, you likely will have reached Level 5. Once at Level 5, you earn your first Skill Point which is used to unlock your character's Action Skill. From now on, every time you level up you earn one Skill Point which are used to upgrade your Skill Trees and increase your character's abilities and strengths. Use your Action Skill (LB) when in battle; afterwards, it takes a short while to recharge. Marcus' shop has opened up across the street from Dr. Zed's place. Proceed inside and see what he has to offer (a Weapon Vendor and an Ammo Vendor). Also open up all the lootable objects. A word of the wise: try not to buy weapons from vendors too often; in fact, it's recommended that you only rarely buy a weapon from Marcus. Due to how frequently you can find weapon drops and how expensive Weapon Vendors are (their prices are actually greatly inflated compared to the actual cost of the weapon), buying weapons from vendors is a huge waste of money. Even though some of these guns may look enticing, be patient and wait to find one in a chest or dropped by an enemy. However, purchasing ammo is totally fine in my book. Stock up on ammunition for your preferred weapons and make sure to pick up a grenade pack (one pack contains three grenades). You can throw grenades with the Right Bumper. - Grenade purchased: Objective Complete - TURN IN! There will likely be some Bandit Killers and Bandit Thugs waiting for you outside the main gate. Try out a grenade (aim a little bit in front of them because grenades have a tendency to bounce and roll when thrown) and finish them off before making your way back to T.K. Baha. For what it's worth, you don't actually need to have any grenades in your inventory when you talk to T.K., so you should be fine in case you used all three in your travels. .============================================================================. | NINE-TOES: TAKE HIM DOWN [0510] | |============================================================================| | | | | Level: 4 | Unlocks: | | | - Nine-Toes: Time to Collect | | Rewards: | | | - 2880XP | | |-------------------------------------+--------------------------------------| | - Destroy the barricade, enter Skag Gully, and kill Nine-Toes | | | | Nine-Toes is in Skag Gully, but I barricaded the nearest entrane when the | | skags started actin' up. I rigged it with explosives, just in case I ever | | wanted to back back in. "Always plan ahead," I say! Once you're in, look | | for my wife's grave. It so happens that I stashed one of her favorite guns | | behind the grave marker. Use it to kill Nine-Toes. She would've wanted it | | that way. | |____________________________________________________________________________| This is your first real quest in Borderlands, so make sure to pick up one or two Healing Kits and some ammo during your pit stop at Fyrestone: Nine-Toes is one tough dude. Assuming you are at Fyrestone, you'll want to head south out of the settlement and continue past the Skag den from "Skags at the Gate". The road contains a number of Skag dens as it sways back and forth through the badlands. Use your map if you ever get lost, and continue scrounging through the multitude of Skag piles as you make your way to the barricade. There is a New-U Station here at the barricade, but note that it missing a computer terminal like the one at Fyrestone. These New-U Poles only act as save points and do not allow you to access the character option screen. Inspect the detonator to demolish the barricade and gain access into Skag Gully. - Barricade destroyed: Objective Complete Skag Gully is a completely new area from the Arid Badlands. When you inspect the terminal at the tunnel entrance, a loading screen appears and you arrive at the new area. It contains an entirely new map, so open it up to see where you need to go next. For now, ignore the northern section of Skag Gully and only follow the waypoint south. At the entrance to the area you'll locate a Med Vendor and an Ammo Vendor. Stock up if need be before heading down the trail. Note that you can begin buying ammo capacity upgrades at the Ammo Vendor - they are somewhat expensive, so only purchase for the weapons that you frequent the most. Skag Gully is teeming with Skags, as to be expected. These foes are a bit tougher than the ones at the Arid Badlands: expect to see many more Level 4 Skag Whelps aside from the regular Level 2 Pup Skags. Continue past the first set of Skag dens after wiping out the local residents, passing underneath the stone bridge towards some more dens. Wipe out the Skags present before moving west towards a lone grave. This is the grave T.K. Baha mentioned, and pressing X next to the tombstone loosens up the soft earth, revealing the gun stash. - Gun stash found: Objective complete You receive a gun based on your character class's gun preference as well as Lady Finger, Mrs. Baha's prized possession (despite with T.K. said before, you do not need to use this weapon to defeat Nine-Toes). Remember that since you can only carry two guns at the time, compare these new findings with your old guns in your inventory and swap out if you'd like. Proceed up the hill past the grave to reach a metal gate. As you approach it, the gate opens up and two Level 3 Mutant Midget Psychos storm out. I suggest running around in circles a bit to get them disoriented in hopes that they begin fighting the nearby Skags instead. Sit back and let them duke it out before cleaning up the mess. Once the coast is clear, walk through the gate. You have now entered Nine-Toes' hideout. There is another Med Vendor/Ammo Vendor combo waiting for you at the entrance as well as a New-U Pole. Once you are ready, go forward. A Level 4 Mutant Shotgunner is the first line of defense - this nasty little dude has a shield and can be tough to take down. Keep your distance and fire away at his thick dome (the Lady Finger is good because it has a nice Weapon Zoom boost). If you have a Sniper Rifle, that is just icing on the cake: try to stay on the other side of the bridge as you snipe at the Bandit Thugs and other Midget Shotgunners. Gun down the bandits and midgets before entering the building to find an ammo crate and some lockers. The bridge at the other end of the building takes you to Nine-Toes, so wait around and let your Action Skill recharge before going across. Dropping down in the hole drops you in the middle of a makeshift broadway stage... there's no escape now! .-------------------------------. | BOSS: Nine-Toes, Pinky, Digit |____________________________________________ | | | Nine-Toes - Level: 5 Resist: None | | Pinky - Level: 4 Resist: None | | Digit - Level: 4 Resist: None | | | | Strategy: | | Nine-Toes brings his two Skag pets along for the ride. Things are a lot | | tougher when it's three on one, so you might have an easier time if you | | eliminate Nine-Toes before focusing on Pinky and Digit. Sounds weird to | | prioritize like this, but keep in mind that Nine-Does has long-range | | firepower and can hit you from anywhere, so it's harder to kill the two | | Skags with Nine-Toes shooting at you from a distance. | | | | The arena is pretty big, but doesn't offer a lot of cover. There are three | | tall poles in the center which act as cover, and there is stadium-style | | seating surrounding the central pit that you can run across. For the most | | part stay in the middle so you have access to hiding spots. | | | | Nine-Toes is powerful, but in the end he is a regular human-based enemy. | | Lower his shield with a mid- to long-range gun while aiming at his head; | | the Lady Finger is a nice choice if you don't have anything better. Also | | utilize your Action Skill: they all come in handy depending on your | | character class: Roland's Scorpio Turret and Lilith's Phasewalk offer some | | defensive output on the side. Overall, Nine-Toes shouldn't last long if | | you score several headshots in succession. | | | | Pinky and Digit fight like regular Skags but have armored plating that | | makes them tough to bring down. Since they will always be pursuing you, | | stick to a close-range weapon since it's hard to create separation. Or you | | can try running around the outer perimeter and then firing as they chase | | after you. Just treat them like the Skags they are - you should be fine. | |____________________________________________________________________________| - Nine-Toes killed: Objective Complete - TURN IN! Nine-Toes always drops [THE CLIPPER], a Fire-based Repeater Pistol. This is likely your first elemental weapon, so make sure to save a space for it in your Storage Deck. Spend some time looting the room, including opening the [SILVER CHEST] on the right side of the area and the [RED CHEST] at the back of the stage. Exit the hideout the same way you came in. Now before you haul ass back to Fyrestone with the news, spend some time exploring the southern end of Skag Gully a bit... you'll find some things here that are worth your while. As you exit the hideout, stay on the upper trail and move northwest. You'll fight through a whole mess of Pup Skags and Skag Whelps, but past them is the stone bridge you passed underneath earlier. Before you can reach the base of the bridge, a group of Level 4 Rakks and Level 5 Bloated Rakks skyrocket into the air. Rakks are annoying foes because they fly high up in the air before turning around and dive bombing you at once. You'll want a long-range and/or rapid-fire weapon to combat against these types of beasts. Shotguns are a big no-no when up against Rakks. Cross the bridge to a big rock island containing several Skag dens. Once the Pup Skags and Skag Whelps are out of the way, comb the area. In the corner is a pair of dead bandits (ignore the computer doohickey on the ground next to them), and across from them is a [RED CHEST] on the cliff ledge. If your inventory is starting to get full, manage your Storage Deck by dropping any unneeded junk (Y). From here, you can drop off the edge to end up near the entrance. Return to the Arid Badlands and rendezvous with T.K. Baha. .============================================================================. | NINE-TOES: TIME TO COLLECT [0511] | |============================================================================| | | | | Level: 7 | Unlocks: | | | - Job Hunting | | Rewards: | | | - 108XP, $2210, Grenade Mod | | |-------------------------------------+--------------------------------------| | - Go to Dr. Zed in Fyrestone and collect your reward | | | | Good job killin' Nine-Toes, but I sure as hell ain't gonna pay you for it. | | You'll want to go back to Zed in Fyrestone. He oughta have a big ol' | | payday for you, seein' as you did his dirty work and saved his ass. | |____________________________________________________________________________| Don't fret if you were looking for a bigger reward for killing Nine-Toes: that is what this "mission" is all about! Saunter on over to Fyrestone and have a chat with Dr. Zed for your big payday. Much success! - Returned to Zed: Objective Complete - TURN IN! In addition to some XP and cash rewards, Zed also gives you a random Grenade Mod. Unsurprisingly, there is also a boatload of different grenade types in Borderlands: some grenades have elemental properties while some can teleport across the screen. Some grenade types even heal you! Anyways, your job here in Fyrestone is far from complete. .============================================================================. | JOB HUNTING [0512] | |============================================================================| | | | | Level: 7 | Unlocks: | | | - Catch-A-Ride | | Rewards: | | | - 108XP | | |-------------------------------------+--------------------------------------| | - Check the bounty board in Fyrestone for your next job | | | | I think you're gonna make a real stir here on Pandora. If you're lookin' | | for more work, go check the bounty board and see what's available. | |____________________________________________________________________________| The bounty board is right outside Building 03, near where Claptrap is standing. The bounty board is the place to look if you're itching for some extra work (read: side missions). For this mission, all you have to do is mosey on over to the bounty board and have a look. - Bounty Board checked: Objective Complete - TURN IN! Inspect the bounty board with X to turn in the mission. In addition to the "Catch-A-Ride" storyline mission, the sidequest "T.K. Has More Work" is also available. This section only covers the main story, but if you're interested in the side missions you can head on over to Section 9. .============================================================================. | CATCH-A-RIDE [0513] | |============================================================================| | | | | Level: 7 | Unlocks: | | | - Bone Head's Theft | | Rewards: | | | - 108XP | | |-------------------------------------+--------------------------------------| | - Find and use the Catch-A-Ride Station outside of Fyrestone | | | | Hey, this here's Scooter. If there's anyone out around Fyrestone, I'd sure | | appreciate you givin' the Catch-A-Ride a try. It's just south of town and | | it ain't seen activity for months. I doubt it even works anymore, what | | with Nine-Toes and Sledge and all the other bandits on the rise. | |____________________________________________________________________________| If you have not stocked up on supplies after bringing down Nine-Toes, now is a good time to do so. Leave Fyrestone and continue south; there is a garage that you have passed by many a time and likely noticed by now. Simply walk over to the Catch-A-Ride garage to complete the mission and activate the garage. - Catch-A-Ride used: Objective Complete - TURN IN! .============================================================================. | BONE HEAD'S THEFT [0514] | |============================================================================| | | | | Level: 10 | Unlocks: | | | - The Piss Wash Hurdle | | Rewards: | | | - 4320XP, $1552 | | |-------------------------------------+--------------------------------------| | - Get the Digistruct Module from Bone Head | | | | Damned if the Catch-A-Ride station ain't totally busted. Diagnostics | | report the primary Digistruct Module is missing. Without it, that station | | won't do diddly. I'd hit up Bone Head and his gang. They got a camp just | | down the road a bit, tucked away next to Fyrestone. I bet those sons of | | bitches took it. Get the Digistruct Module back from them and reinstall it | | into this station. | |____________________________________________________________________________| Pay attention to level requirements given out by missions. You should try to be around the level mentioned (Level 10 in this case) before you take up a mission. Since you are likely around Level 7, assuming you haven't been grinding somewhere, you should tackle some side missions or just go out hunting baddies before you challenge Bone Head (even though the side mission "T.K. Has More Work" is also Level 10, it is easier to complete at your current level than this quest). Bone Head's headquarters is located directly north of Fyrestone. In fact, the two locations are only separated by a wall at the northern end of town. It's surprising how close the bandit camp is from the peaceful town. Despite their proximity, you have to take the long way to reach Bone Head and his troops: take the southern gate and then proceed north along the road. Eventually you pass the bandit outpost from earlier, then head northeast to reach the main gate. You can also enter the area via an alternate route. As you exit Fyrestone, travel along the road to the right of the bandit outpost. Hug the right wall and you can spot a crack in the wall; squeeze down this narrow path and you end up penetrating the camp from the southern end. I recommend this route. .-----------------. | BOSS: Bone Head |__________________________________________________________ | | | Level: 11 Resist: None | | | | Strategy: | | Bone Head is one powerful dude who wields a vicious SMG that can rip your | | HP bar to shreds. If you entered the camp via the southern entrance like I | | suggested, you'll have access to the balcony on the other side of the main | | gate. Here you have the height advantage over Bone Head as well as a low | | wall to hide behind. | | | | Bone Head is accompanied by a few Level 10 Bandit Raiders and Burning | | Psychos, but you might want to focus on the big cheese himself; he is easy | | to distinguish from his lackeys by his bone mask. Try to enter the area | | undetected so you can score the first hit - either aim for his head with a | | powerful Sniper Rifle or shoot one of the elemental barrels littering the | | camp just as he walks by. | | | | Bone Head and the Bandit Raiders keep their distance, allowing you to stay | | behind the wall on the balcony and occasionally peek over the edge to take | | a couple shots. Only the Burning Psychos run to your location, so you will | | have to slay any that run up on the balcony with you. Otherwise, take your | | time and allow your shields to recharge if they get too low. | | | | Employ a patient gameplan if you feel yourself getting overwhelmed and do | | not worry if Bone Head's shield keeps recharging: it's pretty easy to | | drain if you score headshots and even easier with a Shock weapon. And of | | course, your Action Skill always comes in handy. | |____________________________________________________________________________| - Bone Head killed: Objective Complete Finish off the remaining bandits and look around for loot: there is an ammo crate underneath the balcony at the main gate and some various objects inside the three shacks. Also make sure to pick up the [BONE SHREDDER] weapon that Bone Head dropped. Open the [SILVER CHEST] at the northeast end of the camp to receive a whole lotta moolah and with the [DIGISTRUCT MODULE]. - Digistruct Module: Objective Complete - TURN IN! Use the northeast gate and jump on the stack of boxes to reach the roof of the nearby shack. From here, you can climb up onto a metal catwalk that provides a nice view of both Fyrestone and Bone Head's camp. Drop down on the Fyrestone side for easy access back into the town, then continue to the Catch-A-Ride garage to turn in the mission. .============================================================================. | THE PISS WASH HURDLE [0515] | |============================================================================| | | | | Level: 10 | Unlocks: | | | - Return to Zed | | Rewards: | | | - 720XP | | |-------------------------------------+--------------------------------------| | - Jump over Piss Wash gully and open the bandits' gate | | | | Y'all got one last hurdle to escape Fyrestone. Sledge's bandits put up a | | gate across the main road. The controls are on the far side. To reach them | | controls, ya need get yourself a Runner from that there Catch-A-Ride, then | | drive up the ramp and jump the gully we call "Piss Wash". Once you're | | over, attack 'em from behind and open that gate! | |____________________________________________________________________________| Now that the Catch-A-Ride garage is in use again, you can spawn vehicles to drive through Pandora with. It is a lot faster than walking and allows you to easily take down enemies. After turning in the mission, press X on the computer screen to open the Catch-A-Ride menu. From here you can choose to spawn a Runner (and even choose its paint color. Go Flamingo!). Rocket Launcher Runners are much better than Machine Gun Runners, so spawn one of those. - Runner driven: Objective Complete The vehicle controls pop up onscreen, so scan over 'em and drive off. Follow the road towards Bone Head's camp and make a left. As you go west, you can see the bandit gate that Scooter was referring to. From here, drive south towards the area where you found T.K.'s stolen food. The giant ramp you saw before is the ramp leaning over the Piss Wash Gully. Back up and line yourself up with the ramp, then drive forward and hit the boost (LB) to rocket up the ramp and across the gully. - Piss Wash jumped: Objective Complete Now you're at a whole new section of the Arid Badlands! North of the gully is a New-U Pole and a Med Vendor, but for now ride along the road to reach the other side of the gate. There are a number of bandits guarding the gate, but they are no match considering that you can simply run them over without fear. The gate switch is located on the gate, so approach it and flip the switch. - Gate switch found: Objective Complete - TURN IN! Inspect the gate switch to turn in the mission and open it up. Now that the gate is open, you can make your way from Fyrestone to the central sector of Arid Badlands without having to repeatedly jump the Piss Wash Gully. .============================================================================. | RETURN TO ZED [0516] | |============================================================================| | | | | Level: 10 | Unlocks: | | | - Sledge: Meet Shep | | Rewards: | | | - 720XP, $1552, Weapon Equip Slot | | | SDU | | |-------------------------------------+--------------------------------------| | - Let Zed know the Catch-A-Ride is fixed | | | | Head on back to Zed. Let him know you fixed the Catch-A-Ride and opened up | | the main road. He'll be happy to hear it. Squeeze him a little and I'm | | sure he'll cough up a little somethin' for your trouble. If he don't, tell | | him Scooter's gonna come out there and kick his quack ass. | |____________________________________________________________________________| The trip back to Fyrestone is a helluva lot easier now that the main road is open: hop back in your Runner and drive through the gate, which brings you back to the field leading to the bandit outpost and Bone Head's camp. Return to Fyrestone and deliver the good news to Zed. - Dr. Zed talked to: Objective Complete Voila! As part of your compensation, Zed includes a [WEAPON EQUIP SLOT SDU]. This allows you to equip one extra weapon, allowing you to now carry three guns at a time! .============================================================================. | SLEDGE: MEET SHEP [0517] | |============================================================================| | | | | Level: 10 | Unlocks: | | | - Sledge: The Mine Key | | Rewards: | | | - 144XP | | |-------------------------------------+--------------------------------------| | - Talk to Shep Sanders near the crossroads | | | | I think you're ready to go after Sledge now. You'll probably find him in | | the old Headstone Mine, but you can't just waltz in there. The place is | | locked down tight. If there's any way to get inside, Shep Sanders knows | | it. He was a foreman for Dahl until they pulled out and left him here. | | You'll find him near the crossroads, keeping an eye on the bandits. | |____________________________________________________________________________| Spawn a Runner at the local Catch-A-Ride station and drive over to the bandit gate. Now that it's open, you have easy access to the western portion of the Arid Badlands without having to jump the Piss Wash Gully each time. Drive west through the gate, running over any bandits or Skags that run onto the road, and park your car near the outpost in the northwest corner. There is a walkway leading up to a drainage ditch that takes you to the Arid Hills. We'll be going there in just a second. But first, walk past the Catch- A-Ride station and into the small hangar. Next to the Med Vendor here is Shep, the guy you're lookin' for. - Shep Sanders met: Objective Complete - TURN IN! Talk to Shep Sanders to receive your next mission. While you're here, check out the Med Vendors for their nice selection of Shields - they should be a surefire upgrade from your current piece. .============================================================================. | SLEDGE: THE MINE KEY [0518] | |============================================================================| | | | | Level: 10 | Unlocks: | | | - Sledge: To the Safe House | | Rewards: | | | - 1440XP | | |-------------------------------------+--------------------------------------| | - Go to Zephyr Substation and get the Mine Key | | | | You want to kick Sledge out of Headstone Mine, huh? Good for you. I think | | you're crazy, but I'll give you a hand. You need the key. Last I checked, | | there was one down in the Zephyr Substation office. Of course, the bandits | | aren't going to make it easy for you. | |____________________________________________________________________________| In addition to this current mission, Sledge also offers two side missions that you should agree to. Follow the road south past the Piss Wash Gully to reach the Zephyr Substation. This large area is filled with many wind turbines and the main building is at the southern end, flanked by many bandit huts. There are a lot of bandits present in this area, with most in the Level 9-10 range. Most of them are enemies you have previously faced (Bandit Thugs, Bandit Killers), but there are a few other baddies that you have not yet seen before. Bandit Raiders look similar to other bandits, but are statistically tougher than Thugs and Killers. Psychos are basically identical to Burning Psychos except they are not on fire, removing their Fire elemental properties. As for the one or two Bruisers you may encounter, these roided-up fiends are very slow but carry powerful Combat Rifles. It is not recommended that you storm into the Zephyr Substation with your vehicle with the intent of running everyone over. It won't work and the end result will likely be your death (or at the very least, your Runner getting blown up). Take a stealth approach by finding high cover - there is a boulder on the western end with a staircase that takes you up to the top, providing you with a good sniper post. Take advantage of the elemental barrels and the large flammable Jakobs gas tanks on the roof of the main building. Once you have wiped out the bandit threat, it is now safe to go inside the building. There is no mine key inside, but rather a poorly-written note signed by Sledge. Pick it up to complete the mission - Mine Gate Key: Objective Complete - TURN IN! Before you leave, search the area heavily. Pick up any and all loot dropped by the bandits and rummage through the lockers inside the building. If you go out the western door and jump on the scaffolding on the side, you can reach the [RED CHEST] on the roof. .============================================================================. | SLEDGE: TO THE SAFE HOUSE [0519] | |============================================================================| | | | | Level: 14 | Unlocks: | | | - Sledge: The Mine Key | | Rewards: | | | - 5760XP | | |-------------------------------------+--------------------------------------| | - Obtain the Mine Gate Key and take it to Headstone Mine | | | | The note you found suggests that the Mine Gate Key can be found at | | Sledge's Safe House, to the north. | |____________________________________________________________________________| Complete most, if not all of the available Arid Badland side missions before starting this mission. You should be in the ballpark of Level 17 when you start this one, even though the mission level suggests otherwise. Your journey to Sledge's Safe House begins at the Arid Hills. The gate leading to this area is located north of Shep Sanders at the crossroads. Drive over there, then disembark and inspect the terminal to enter the area. The Arid Hills strongly resembles the Arid Badlands and you'll be finding many of the same enemies here as you did there, but their levels will be higher. There are a couple vendors near the entrance to get you started. Proceed through one of the two drain pipes and take down the Skags near the watering hole/sewage runoff. You will encounter several Badass Skags, so feel free to double back to the Med Vendor after the fight. Most of the baddies here are in the Level 11-14 range. To reach the top of the hill, either follow the trail or jump across the sheet metal platforms jutting from the side of the cliff. Carefully proceed around the corner towards a small outpost. Just around the bend you'll be able to spot a bandit lookout post, so use a Sniper Rifle to shoot the two enemies off the perch. Wipe out the other bandits near the building and loot the Skag piles and dumpsters. Up ahead is another miniature camp site. Aside from your standard bandits and Psychos, the camp is home to a Badass Raider. This guy has increased health and heavy armor, forcing you to achieve headshots. Once you've cleared the place, go north towards the New-U Pole and the base of the hills. This sector is home to a couple side missions that you are welcome to start if you picked them up from the Fyrestone bounty board. It is a good idea to explore even if you are interested in the goal ahead (combing the area practically forces you to complete "The Legend of Moe and Marley", anyways). It's best to start at the southern end and work your way north via the zig- zagging paths. The Arid Hills is a Skag hotspot, so you'll be fighting a boatload of these creatures as you scour the landscape. You can find a lot of loot in the form of Skag piles, but the only real noteworthy place is the tiny bandit camp at the north; it contains a [RED CHEST]. Once you are done in that portion, you can continue north into heavy bandit territory. The main camp is at the northern point and is also where you will find the entrance to Sledge's Safe House. Snipe the lookouts and walk over to the front of the camp. The place is crawling with bandits, so you may want to stay crouched near the main gate and snipe as many guys as possible. Next, proceed up the hill on the right to reach the catwalks, where you'll find a few more bandits. Use the elemental barrels to your advantage and peek your head in the buildings for various loot. The path is a lot clearer up north towards Sledge's Safe House. Before you actually go inside the safe house, walk on top of the bunker to find a [RED CHEST] in between some lock boxes. You will probably be craving the Med and Ammo Vendors in the safe house so you can clear out your inventory and restock supplies. Sledge's Safe House is a pretty big area filled primarily with narrow hallways and tight spaces. There is still cover to aid you, but it's not the same luxury as fighting in wide open areas like before. As you go north, you'll encounter some bandit enemies: a Bruiser, Midget Shotgunner, and one or two Bandit Killers. The foes in here peak at around Level 15 or so; by my accounts you should be around Level 17 or 18 so these guys shouldn't pose much of a threat. Your map shows a path on the east part of the hallway, but the door leading here is closed for the time being. Continue north and follow the hallway west into a dining area. There are a few elemental barrels that can be deadly if one is accidentally set off, so shoot them from a fair distance to create a chain reaction. Head into the next room, where you find corpses hanging from the ceiling. That's homely. Try to kill all the enemies on the ground level before trying to proceed up the ramp on the side of the room. A Badass Bruiser waits at the top of the ramp and can rip you to shreds: try to get him to come out onto the ramp and periodically shoot at him while ducking under the shelter on your right. Ascend to the second level and you may begin to hear helpless moans of a Claptrap. Even though his cries are getting louder, you are still a little ways away from encountering him. Defeat the Psycho and Bandit Thugs past the New-U Pole and proceed down the stairs into the basement. Entering the basement likely sets off a few enemies, so clear the hallway of bandits and midgets. At the fork, go to the right to find a [RED CHEST] and the distressed Claptrap. Talk to him to receive the "Claptrap Rescue: Safe House" mission. I recommend that you complete it before you move on, since it involves some backtracking and the rewards are worth it. Regardless of whether you listened to me or not, take a left at the fork to enter a big hangar. As soon as you enter, you are flocked with Mutant Psycho Midgets and Midget Shotgunners. After they fall, the hangar door opens to reveal some basic bandit enemies. Before you exit the hangar through the door, drop down in the hole to enter a small vault containing an ammo crate. Hang a left and grab the ammunition before following the large neon sign down the stairs. Ignore the copious amounts of blood spatter and the second neon arrow, opting to go left instead. Open up the ammo crates, the row of lockers, and the [RED CHEST] behind the counter. Follow the neon arrow into the next room. You can either stay on the ground or head up the stairs and cross the metal catwalk. I suggest taking the upper route so you can shoot at the Mutant Psycho Midgets that are running around on the lower level. Plus, if you jump on the mesh floor from the catwalk, you can reach another [RED CHEST] on the upper platform near the generator things. You will end up in a garage regardless of which path you took. A Burning Psycho and a Bandit Thug are the only bad guys inside, so dispose of them quickly. If you are in need of ammo, search the garage and the other possible route for ammo crates. The final room in Sledge's Safe House is up ahead, and surprise surprise... there is a boss waiting for you. Even though it seems like a trek, running back to the vendors at the safe house entrance isn't such a bad idea now that all the enemies are gone; more will likely respawn, but not at the same capacity. Once you enter the giant circular arena, there is no turning back... well actually you can jump back up to the garage with some careful and well-timed jumps, but for the sake of the storyline you are stuck here until you defeat the boss and get the Mine Key. .------------------------. | BOSS: Roid Rage Psycho |___________________________________________________ | | | Level: 15 Resist: None | | | | Strategy: | | Well, the Roid Rage Psycho certainly looks the part: he is a hulking mass | | of muscle and pent-up anger. For a guy his size, he is also pretty mobile. | | His close-up attacks include basic punches and hooks, as well as a | | shockwave slam attack that can shoot you across the arena like a missile. | | | | However, those moves don't even come close to his long-range grenade | | attack. In fact, the Roid Rage Psycho uses MIRV Grenades. For those who | | are unfamiliar: MIRV Grenades is a Grenade Mod that causes the grenade to | | release several miniature grenades when detonated (there's an Inception | | joke in there somewhere). If you are caught in the brunt of the blasts, | | then you are going to be in a world of hurt. | | | | Based on this information, it's best not to get too far away from the boss | | and force him to chuck grenades at you. If he does throw one, the best | | advice is to run towards the boss and past him to avoid most of the blast. | | | | An army of Mutant Psycho Midgets join the fray as soon as the boss battle | | begins. They will likely be fodder and minor annoyances, but it's best to | | keep a few around in case you are on your last legs and need your Second | | Wind. But for the majority: smoke 'em. | | | | Even though the Roid Rage Psycho is wearing a helmet, still aim at his | | head for critical hits. Elemental weapons work nicely here, as does your | | Action Skill. | |____________________________________________________________________________| With the big guy down for the count, flip the switch hanging from the chain in the middle of the room. This uncovers the [MINE GATE KEY], free for the taking! - Mine Gate Key: Objective Complete - TURN IN! Now you must backtrack through Sledge's Safe House. Now that you have the key, a shortcut has opened up at the west end of the hangar that takes you directly to the entrance. Same goes for the Arid Hills (though no shortcut). The enemies have all respawned by now, but they should be easy XP, given your current level. The mission is turned in at the entrance to Headstone Mine. To get there, hop in a vehicle and drive past the Zephyr Substation, heading west. From the Lost Cave, go south past the bandit house and follow the road west to another Catch-A-Ride Station. Loot all the lockers and ammo crates inside the station and walk over to the mine gate near the New-U Pole. Heed the Guardian Angel's warning in that Sledge is a challenge unlike any other you have faced before. Bring your A-Game. If you are really craving for more XP, then you can complete the two new Arid Badlands side missions that become available when you turn this mission in. .============================================================================. | SLEDGE: BATTLE FOR THE BADLANDS [0520] | |============================================================================| | | | | Level: 17 | Unlocks: | | | - Leaving Fyrestone | | Rewards: | | | - 9408XP, $6866, Class Mod | | |-------------------------------------+--------------------------------------| | - Kill Sledge and take his Eridian Artifact | | | | It's time to push the attack! Infiltrate Headstone Mine and kill Sledge. | | If you get the chance, grab that Eridian Artifact of his. As Dr. Zed put | | it, nobody wants another bandit to find it and start another blood-fueled | | crusade for the Vault. If you manage to come out of this fight alive, head | | on back to Zed and let him know what happened. | |____________________________________________________________________________| Once inside Headstone Mine, dash into the house to find an Ammo Vendor and a Med Vendor - standard for all areas. Creep down the trail towards the mill and begin the assault on the surrounding bandits. Again, nothing more than your run-of-the-mill Bandit Thugs and Bandit Killers; a few Bandit Raiders and Bruisers here and there. The Bruisers are at Level 18 but most of the other foes are only at Level 16. Inside the mill, rummage through the row of lockers against the wall and exit the south end of the mill to ambush the bandits near the gate. There is another mill north of the first one, which contains another long line of lockers, an ammo crate, and a [SILVER CHEST]. The gate is closed for the moment, so instead proceed up the stairs and flip the switch to open 'er up. Still, stay on the upper level of the mine and snipe the Mutant Psycho Midgets down on the ground past the gate. Go west into the building to find a whole lotta lockers and another [SILVER CHEST]. From here, you can snipe many of the enemies in the excavation site through the window; you can also head west into the second building and get a few more guys (make sure to open the [RED CHEST] against the back wall). Once most of the bandits are killed, you can walk down the stairs into the square. A few Psychos and Midgets emerge from of the huts once your feet hit the ground. The one target that you need to watch out for is a mounted turret, a Level 17 Mulciber Mk2, which lies at the south end of the excavation site. The bandit turret fires at a high rate and can do a lot of damage if you're out in the open. From the start, you should hide immediately and equip a Sniper Rifle or any weapon with at least a 1.0x Weapon Zoom as you slowly inch forward from cover to cover. Once in range, you can begin shooting, but you'll need to switch between vantage points since the turret rarely stops to reload. However, your best option is to use your character class's Action Skill. It comes in handy regardless of your class (though Mordecai probably has it the worst): Lilith or Brick can sprint up to the turret and pummel it from close range, while Roland can use his Scorpio Turret as a helping hand. When the Mulciber Mk2 is destroyed (or you managed to snipe the Bandit Thug off the turret), search the area for loot (there are a lot of ammo crates in the excavation site) and proceed up the stairs past the turret. The gigantic building in front of you is Sledge's hideout, but you'll have to loop around since it's only accessible from the south side. Follow the mine cart tracks east to find a Bruiser and a couple Midget Shotgunners. The mill near the bulldozer contains a [RED CHEST]; head to the opposite end of the clearing to the other mill. Here you can walk out the other side onto a cart track. If you follow the track back towards the excavation site, you will come to a dead end and a [SILVER CHEST] at the end. Facing Sledge's hideout, follow the tracks west this time into a cavern. Blow past the bandits inside and spill out into a barren area. Pass by the New-U Pole and take cover when fighting the Bandit Raiders and Midget Shotgunners, then proceed towards the metal gate. It opens, revealing a second excavation site. Get started by gunning down all of the enemies present. You can either follow the trail through the excavation site, using the various objects as cover, or you can hide out in the central building and snipe the bandits, Midgets, and Psychos from the comfort of the shelter. From here, I would advise that you get on the raised mine cart track when you begin to move northeast towards Sledge's hideout. Even though you stick out like a sore thumb running along an elevated platform with no cover, at least you have the height advantage when shooting at the bandits below. Once you make it closer to the south end of Sledge's hideout, enter the mill at the end of the path. Open the [RED CHEST], then ride the elevator up to the boss's lair. Sell all your junk, stock up on ammo, then purchase some Light Healing Kits at the two vendors. Sledge is waiting for you at the end of the walkway, so make sure you are prepared for the fight ahead. .--------------. | BOSS: Sledge |_____________________________________________________________ | | | Level: 18 Resist: Corrosive, Fire, Shock | | | | Strategy: | | Sledge, the meathead that is ruling over the Arid Badlands with an iron | | fist, is finally within reach. This boss is very powerful, is covered head | | to toe in armor, and fights just like a Bruiser. Like any human enemy, you | | must aim for the head for critical hits; this is easy due to his enlarged | | helmet and slow body movement. | | | | What Sledge has going for him is his incredibly deadly weapons: he wields | | a booming Shotgun that, like any Shotgun, lowers in accuracy the farther | | you get away, and a hammer that is used to create close-range shockwaves. | | What Sledge has against him is that these two weapons aren't very useful | | when far away. With that information in hand, one can deduce that the best | | survival solution is to stay the hell away from Sledge. | | | | The room where you fight Sledge is deceptively large. You may get stuck | | here and there due to the narrow corridors and random dead ends, but it is | | a very large room and incredibly easy to keep away from the boss while you | | whittle away his HP bar. | | | | Sledge starts off with a hefty shield, so use any Shock-based weapon that | | you may have in order to drain it in a hurry. If you do not possess one, | | then any other powerful mid- to long-range weapon will do. Just be warned | | that Sledge's shield has a high recharge rate and may recharge several | | times during the fight. | | | | Keep an eye out for Bandit Thugs and Psychos that enter the room from the | | two sides. They can be a pain, but can also greatly aid you if you become | | crippled. | | | | Sledge may possess colossal strength, but you can literally run circles | | around him due to his sluggish speed and the size of the room. Run to the | | opposite end of the room (or even open the entrance and step out onto the | | bridge) if you need to heal yourself with a Healing Kit, then jump back in | | the fray when ready. | |____________________________________________________________________________| - Sledge killed: Objective Complete Sledge drops a ton of loot, including his signature gun: [SLEDGE'S SHOTGUN]. It is truly an interesting weapon - despite its whopping 0.0% Accuracy, it has increased Melee Damage, increased overall Damage, and fires is two-shot magazine at once, automatic style. It's ridiculously powerful, but you practically have to be spooning your target in order to score a decent hit. Approach the window and loot the lockers, then crack open the [SILVER CHEST] to find the [ERIDIAN ARTIFACT] among several wads of cash. Dolla bills! - Eridian Artifact: Objective Complete - TURN IN! A side door opens in the hideout, providing you a quick getaway. From here, drop down into the clearing and walk onto the mine track overlooking the first excavation site. Fall down on the other side and run back to the entrance to the mine, where you can sell all your stuff and get back to the Arid Badlands. During the trip, you receive a transmission from Commandant Steele, the leader of the Atlas Corporation's personal militia. As head of the Crimson Lance, she demands that you fork over the Eridian Artifact at once. She's a bad guy, so just ignore her empty threats. After talking to Dr. Zed, you get your XP, cash, and a Class Mod. One Class Mod can be equipped at a time to your character and alters your character class. Class Mods differ in the fact that they help boost certain skills on your Skill Trees and also give you other stat increases. Class Mods can only be used for certain characters, but the one you get for beating Sledge is always associated with your character class. Even though you can hightail it outta the Badlands with this last mission, there is one final batch of side missions that can be picked up at the bounty board. I recommend that you complete the small set before you move on to the Dahl Headlands. .============================================================================. | LEAVING FYRESTONE [0521] | |============================================================================| | | | | Level: 18 | Unlocks: | | | - Getting Lucky | | Rewards: | | | - 1200XP | | |-------------------------------------+--------------------------------------| | - Travel to the Dahl Headland and speak with Ernest Whitting | | | | Pierce agreed to bump up your clearance level. She wants you to go to New | | Haven and meet with her. So, drive west to the Dahl Headland gate, and | | speak with the Claptrap robot there. He'll let you through. When you get | | past the gate, talk with Ernest Whitting on the other side. He knows the | | Headland better than anyone, and can bring you up to speed. | |____________________________________________________________________________| Well, this is an easy one. Once you have wrapped up any and all loose ends, feel free to begin this quest. Hop in a Runner and begin driving west down the main road past Zephyr Substation and Titan's End. Once you reach the gate, get out and talk to the green Claptrap to have him grant you access. - Claptrap talked to: Objective Complete Jump back in your vehicle and press X at the terminal to enter the Dahl Headlands. The Dahl Headlands is the second of the four main regions on Pandora, though it is by leaps and bounds the smallest in terms of missions. Drive up the path to the Catch-A-Ride Station; Ernest Whitting is at the top of the hill. - Ernest found: Objective Complete - TURN IN! Make a stop at the Med and Ammo Vendors if need be, then have a chat with Ernest to turn the mission in. As a bonus, you should unlock the "Made in Fyrestone" Achievement if you 100% completed the Arid Badlands (that includes any and all side missions). Your Dahl Headlands adventures begin... ______________________________________________________________________________ ============================================================================== [6] WALKTHROUGH (DAHL HEADLANDS) [0600] ============================================================================== .============================================================================. | GETTING LUCKY [0601] | |============================================================================| | | | | Level: 18 | Unlocks: | | | - Powering the Fast Travel Network | | Rewards: | | | - 2400XP, $1922, Grenade Mod | | |-------------------------------------+--------------------------------------| | - Rescue Lucky Zaford at the Last Chance Waterin' Hole | | | | You showed up just at the right time! Bandits decided to lay siege to the | | Last Chance Waterin' Hole to the south, and my friend Lucky is trapped | | inside! He called me for help just before you showed up. I wasn't sure | | what to do, but you're here now. Please, go help my friend! | |____________________________________________________________________________| As you look at the map and get acclimated with the new area, you'll come to realize that the Dahl Headlands is mainly composed of a humongous wasteland spanning most of the map. There is also a race track on the southwest end that we'll be visiting later, and the trail to New Haven at the southeast end (you won't have to worry about that for a while). You'll be spending most of your stay in the barren plain. Your Runner will be your most useful tool in the Dahl Headlands due to the sheer size of the plain and travelling on foot is incredibly tedious and dangerous. Vehicle combat is prevalent in the Dahl Headlands, with many bandit Out Riders cruising through the plain. To access the plain from the northeast corner of the map, you can either drive through the open gate at the base of the hill or drive up the hill near Ernest Whitting and boost off the jump. Don't explore too much and make a beeline for Lucky's Last Chance Watering Hole at the east end. Park your trusty ride at the north end of the Watering Hole. In order to get the attention of the bandits personally guarding Lucky's cell, you must wipe out 15 of their clan members. Now there are going to be more than 15 bandit enemies present, but 15 is all you need for the mission's first objective. You'll be fighting against all bandit types found under the sun: Thugs, Killers, Raiders, Bruisers, Psychos, and Midget Shotgunners. Wait around near your car at the northern and mow down folks that appear in the building; many appear out of the door at the top of the building, while others emerge from the front door. The front porch is littered with elemental barrels to aid you in your massacre. Once most of the enemies die down in that area, run over to the building and take cover on the porch or inside. Fight the bandits near the gate near the southern end until you have reached your death total requirement. - Bandits killed: 15/15 Search the dead bodies for loot and open the [RED CHEST] on the western perimeter wall. An explosion bellows through the Watering Hole as you approach the gate. A Level 19 Badass Psycho, flanked by Burning Psychos and Mutant Psycho Midgets, charge you from their dilapidated holding cells. Back up and begin gunning them down until they all fall. Open the [SILVER CHEST] up against the gate for some weapons and collect the ammo from the crate on the opposite side. Walk towards the building and immediately back away as the front door opens on its own. A Level 19 Badass Bruiser struts out of the building with his huge Rocket Launcher. Immediately take cover behind the shipping containers and play a game of cat and mouse as you walk circles around the containers and keep the Bruiser at bay. There is a Med, Ammo, and Weapon Vendor all inside Lucky's store. Open the cell door to free Lucky (who doesn't actually leave) and talk to him to begin a mission chain. - Lucky rescued: Objective Complete - TURN IN! .============================================================================. | POWERING THE FAST TRAVEL NETWORK [0602] | |============================================================================| | | | | Level: 20 | Unlocks: | | | - Road Warriors: Hot Shots | | Rewards: | | | - 2376XP, $2411 | | |-------------------------------------+--------------------------------------| | - Throw the Fast Travel breakers and flip the master switch | | | | I wanna to get back to Ernest, but I can't face another bandit. Fast | | Travel would be okay, but it's been offline around here for ages. Mad Mel | | blocks Scooter from coming to fix it. If Fast Travel were working, we | | could instantly teleport to any New-U station we've ever visited, even the | | one next to Ernest's Emporium. Will you fix it please? You just gotta | | climb the poles and throw the breakers, then hit the master switch over at | | the station. Easy, right? | |____________________________________________________________________________| Now this is an awesome mission. Not the mission itself, but the reward for completing Lucky's request is a huge luxury. Exit the store through the back door to arrive at Lucky's bounty board (which is currently offline) and a New-U Station. Use the Catch-A-Ride garage to spawn a Runner and drive south towards the main power line; it's marked on your map and radar. Leap onto the boulder, then onto the platforms attached to the power line. Once you can go no higher, turn and face the breaker and flip it. Soon after, Scythids crawl out of the ground and fly towards your location. These nasty bugs typically wiggled on the floor, but can fly for a short period of time in order to climb objects or cover ground. You will be fighting Level 18 Desert Scythids and Bursting Scythids; the latter of which explode in a ring of fire when killed. They may be a new face, but don't be intimidated: Scythids are generally very weak creatures. Hop back into your car and drive south a little ways to the next power line. Just like before, you'll need to scale the side of the power line in order to reach the breaker. This one is a tad higher up than the first one. - Breakers thrown: 2/2 More Scythids appear (including miniature Scythid Crawlers and some Giant Scythids), as well as one or two Out Riders. Immediately jump in your Runner and take on the Out Riders before they run you over or blow you to bits. Once the carnage has subsided you can drive over to the master switch at the Dahl Headland Electrical Station. Park at the New-U Pole and slowly creep into the electrical station. Like most places in Pandora, the station is overrun by bandit scum. There are some Bandit Thugs on the upper rails that shoot down at you, but most of the foes you fight on the floor are various Psychos. Watch out for the Bruiser/Badass Bruiser duo that show up at the far end of the electrical station! Lastly, climb the stairs to the top level to find the master switch. - Master switch flipped: Objective Complete - TURN IN! The Fast Travel Network is now online! To use Fast Travel, approach any New-U Station terminal (it must be a New-U Station, not a New-U Pole) and select the Fast Travel tab with LB and RB. The Fast Travel allows you to teleport between any New-U Station you have previously visited. It's a huge time saver, especially if you recently found out that you still have unfinished business in the Arid Badlands or forgot to turn in a side mission at the bounty board. Before you get too excited, descend the stairs and confront the Badass Psycho and the other bandits that swarm the entrance. Drive back to Lucky's Last Chance Watering Hole and give Lucky the news. Side missions become available at Lucky's bounty board: the Dahl Headlands only offers six side missions, so the final five are now available for taking (the first, "Big Game Hunter", is given to you by Ernest Whitting). .============================================================================. | ROAD WARRIORS: HOT SHOTS [0603] | |============================================================================| | | | | Level: 18 | Unlocks: | | | - Road Warriors: Bandit Apocalypse | | Rewards: | | | - 2400XP, $1922 | | |-------------------------------------+--------------------------------------| | - Eliminate Bandit Runner Patrols | | | | Mad Mel has blocked the road to New Haven, and he spends most of his time | | terrorizing the southern part of the Headland. He hardly ever comes up | | here. If you want him to face you, you'll need to get his attention first. | | What says "I'm going to kick your ass" better than killing a bunch of his | | men and destroying a lot of his hardware? | |____________________________________________________________________________| It is time to get Mad Mel's attention and make a statement. In order to send a message to the tyrant, you must obliterate eight runner patrols: this includes both Out Riders and Mad Mel Patrols. At Level 18, Out Riders are weaker and therefore easier to destroy than the Level 19 Mad Mel Patrols. They ride all throughout the Dahl Headlands and spawn pretty frequently, so finding them should not be an issue. However, the waypoint specifically points to a patrol spawn point near the mountain in the middle of the headlands. This isn't the only place where the enemy vehicles spawn, but it is probably the most frequent spawn location. If you are using a Rocket Launcher Runner (which, face it, you should be at all times), you have the ability to damage the runner patrols with a machine gun (RT) and rockets (LT). Just note that you will have to lead your targets with the rockets in order to score a direct hit since they almost never stay still. Try to pinpoint the locations of the Catch-A-Ride garages and stay in close proximity to one so you can respawn a new vehicle if your current ride is almost totaled. It isn't uncommon to go by without noticing the wear and tear on your Runner, and you most definitely don't want one getting blown up in the middle of the plains with you in it. The explosion alone is enough to almost kill you. - Runner Patrols destroyed: 8/8 - TURN IN! Drive back to Lucky Zaford once you have killed eight runner patrols. There are always going to be bandit vehicles roaming around even after this mission is complete, however. The next story mission is the final one for the Dahl Headlands (yeah, I know, that was quick). So before you face off against Mad Mel, make sure to wrap up the six available side missions to get a lot of loot and XP. You'll need every bit of help you can get for the fight against Mad Mel! .============================================================================. | ROAD WARRIORS: BANDIT APOCALYPSE [0604] | |============================================================================| | | | | Level: 20 | Unlocks: | | | - Power to the People | | Rewards: | | | - 10560XP, $9646, Weapon Equip | | | Slot SDU | | |-------------------------------------+--------------------------------------| | - Kill Mad Mel, then talk to Claptrap to be allowed into New Haven | | | | You've decimated the bandit fleet in this area, and Mad Mel must respond | | or his men will take it as a sign of weakness. Seek him out in the Dahl | | Headland and end him. Be careful. He is a lethal weapon in any vehicle. | | After he's dead, you can continue on your way to New Haven. Talk to the | | Claptrap at the gate. | |____________________________________________________________________________| If you have been following the guide up to this point, you should've completed all available side missions in the Dahl Headlands. Now your final task is disposing of Mad Mel and gaining entrance to New Haven. Make sure you have enough ammo and equipment, then hop in a Runner and drive past the Dahl Headland Electrical Station. With your Runner, drive over the ramp and into the dome of death. When you try and leave through the other side, the gate slams shut and a few Out Riders waltz in. Focus on one at a time with your (preferably) Rocket Launcher Runner. Once the wave of Out Riders are toast, Mad Mel and and some more join the party. .---------------. | BOSS: Mad Mel |____________________________________________________________ | | | Level: 20 Resist: None | | | | Strategy: | | The boss fight against Mad Mel fits the theme of the Dahl Headlands in | | that it is essentially a vehicular battle. However, it's almost guaranteed | | that your vehicle will suffer intense damage and likely blow up during the | | course of the fight. The general consensus seems to be that fighting the | | boss is much easier with your Runner, but I found the fight to be much | | simpler when on foot and using regular guns. | | | | Alongside Mad Mel are two more Out Riders and various Psychos that run | | around the domed area. These enemies are great for Second Winds in case | | your Runner explodes and you go with it. | | | | Mad Mel drives a suped-up Runner complete with a spiked plow attachment in | | the front and a huge cannon turret on the top. The vehicle seems to be a | | Rocket Launcher Runner since he has the ability to use both machine guns | | and rockets. These rockets are incredibly powerful and can take down your | | own ride in about three direct hits. Always stay moving and try to follow | | Mad Mel as he does donuts around the ring. | | | | If your car is about to tank (flaming heavily, under 100 health), then get | | out of the Runner and sprint away from it before it explodes and takes you | | down with it. This isn't the kiss of death, since you can still use your | | most powerful weapons (which tend to deal more damage per hit than both | | Runner types). | | | | If you do die, you'll respawn at the New-U Pole at the entrance to the | | dome. You can fight a noble fight and return with a Runner, or you can | | walk up to the ramp and shoot at Mad Mel without ever entering the dome. | | I don't think I have ever beaten Mad Mel with my first Runner still in | | tact. | |____________________________________________________________________________| - Mad Mel killed: Objective Complete Get in a vehicle and drive through the dome to reach an intersection. You want to go southeast to New Haven. Confront the Claptrap in front of the large gate and inform him of Mad Mel's timely death. - Claptrap talked to: Objective Complete - TURN IN! Enter New Haven. If you want to stop at some nearby vendors, then hoof it towards the upper walkway. Otherwise, hop in a Runner at the Catch-A-Ride Station here and drive northeast to the city. You can hand in the mission at Helena Pierce's office: she is the administrator of New Haven and her office is found directly east of the western town gate, near Scooter's garage. You also receive the Weapon Equip Slot SDU, which means you can now equip four guns at a time! ______________________________________________________________________________ ============================================================================== [7] WALKTHROUGH (NEW HAVEN) [0700] ============================================================================== .============================================================================. | POWER TO THE PEOPLE [0701] | |============================================================================| | | | | Level: 20 | Unlocks: | | | - Seek Out Tannis | | Rewards: | | | - 2376XP, $2411 | | |-------------------------------------+--------------------------------------| | - Turn on generators around New Haven | | | | You've got some nerve, Vault Hunter, strutting into New Haven like the | | world owes you or something. Well, I've got news for you. You pull your | | own weight here, or you die. Before I lift one finger to help you on your | | mad quest for the Vault, you're going to do something for me. The last | | electrical storm blew out New Haven's power grid. Scooter tells me the | | equipment is fixed now, but someone needs to go reactivate all the | | generators. There's where you come in. | |____________________________________________________________________________| This is a good introductory mission for New Haven because it forces you to explore the majority of the city in search for various electrical generators. Out of the five generators, the first is very close to your current location. Exit Helena Pierce's office and walk back west towards Scooter's garage. The mobile generator is found right behind the Catch-A-Ride Station. - Scooter's power on: Objective Complete Quick detour. Facing the garage, walk onto the front porch of the building to your left and jump onto the red cloth awning. From here, you can reach a [SILVER CHEST] on the building's roof. Now head west as if you were leaving New Haven back towards the Dahl Headlands. The generator powering the west gate is on the side of the road. - West Gate power on: Objective Complete Back in town, stroll north down the main street and enter the alley just before Marcus Kincaid's shop. The third generator is down here, behind a washing machine. Marcus' store is the place to be for all your weapon needs, and just behind the store is the hospital, where you can access a Med Vendor out front. Across the street from Marcus Kincaid's shop is a regular-looking building, but every so often a panel opens up to reveal another Weapon Vendor. This vendor offers rarer and more powerful weapons than your standard vendor. - Tenement power on: Objective Complete The next generator is found on a rooftop, so the waypoint is a little bit misleading. Return to the west gate and walk north while facing the New-U Station. Go up the stairs on the side of the nearest building to access the generator. - Rooftop power on: Objective Complete The north gate generator, needless to say, is north of here. It is stationed right next to the sealed gate (which opens when you switch on the generator). - North Gate power on: Objective Complete - TURN IN! With that, return to Helena to receive your reward. New Haven is home to a smorgasbord of side missions, many of which you can begin immediately after killing Mad Mel. Scooter offers some quests, as does the New Haven bounty board. In addition, talk to Marcus Kincaid for some jobs after you have successfully completed this one. You have an easier chance of completing many of these after finishing the following story mission, "Seek Out Tannis". .============================================================================. | SEEK OUT TANNIS [0702] | |============================================================================| | | | | Level: 21 | Unlocks: | | | - Meet "Crazy" Earl | | Rewards: | | | - 2760XP, $2700 | | |-------------------------------------+--------------------------------------| | - Talk to Tannis at her dig site | | | | If you insist on continuing your mad pursuit of the Vault, you should | | visit Patricia Tannis. I spoke with her about you, and she seemed eager to | | meet you. If you hurry, you might find her out at her dig site. Talk to | | Claptrap along the way, and he'll open the gate for you. | |____________________________________________________________________________| New Haven is a large place. The city itself ain't that big, but it is encompassed by a massive junkyard that contains multiple enemy types. You will soon discover this on your trek to the eastern gate. Dispose of the bandits on the southern end, then check out the south side of the junkyard: it's mainly just Scythids, but there is a [SILVER CHEST] underneath a green tent. The northern junkyard is much bigger and has a bit more secrets, but we'll be checking that out during some of the side missions to come. As for now, talk to the Claptrap at the gate to enter the Rust Commons West. - Claptrap talked to: Objective Complete The Rust Commons is HUGE. So huge that it is split into two separate areas: Rust Commons West and Rust Commons East. It isn't as flat and barren as the Dahl Headlands and even though it is just as big, there are some portions where vehicles are not allowed. The transition to Tannis' dig site is at the northeast end. From the entrance (aptly named the Cesspool), take a left at the fork ahead and walk through the human-sized gate. Level 20 Spiderantlings pop out of the ground and rush towards you. Spiderants are exactly what they sound like: a cross between a spider and an ant. These four-legged creatures live underground and are very fast; they also travel in packs and can easily surround you. Spiderantlings are the baby versions and can be slain without a problem. You'll come to a large drainage ditch. The Cesspool arena is the tiny building on your right. Wade through the icky liquid to the north, where you'll find more Spiderant variations: Gyros and Workers. For Spiderants, make sure to aim at their backside - the abdomen - for critical hits. Most of the baddies in the Rust Commons West are around Level 21. There are also some Bloated Rakks and Rakks flying nearby. Proceed north through the sewage towards a sewage treatment plant. The place is filled with bandits (including a Badass Raider), so be careful and scope the place out. There are a number of ammo crates near the right side of the plant, and climbing the stairs to the top leads you to a [RED CHEST]. Pass by the plant and proceed north through the sewage. As you can see, there is an abundance of elemental barrels lying around the Rust Common due to the runoff, so you can use these during fights. The northern end of the Rust Commons West is the Upper Seeps: a large plain, identical in appearance to the Dahl Headlands. Even though there are a lot of Skag piles on the ground, you won't be finding any Skags - this is strictly Spiderant territory. Gyros can roll up into a ball and barrel after you. Soldiers can shoot webbing at you. Kings and Queens are both much larger than their servants and more powerful. Some of the enemies here have a higher level cap (Level 24-25). If you go all the way to the west, you'll find a gate leading to the Dahl Headlands. Remember the fork past Mad Mel's dome? We went southeast to reach New Haven, but the northeast path takes you directly to the Rust Commons West. Pick up a Runner at the garage here so you can better traverse the Upper Seeps. .-------------------------------. | Easter Egg: Developer's Chest | '-------------------------------' - There is a super-secret hidden chest known only as the "Developer's Chest" (thanks to the Borderlands Wiki for pointing this out). It looks like a regular Red Chest, but apparently it offers a better class of loot than the normal ones. The chest is located at the northwest end of the Rust Commons West. Pay attention to the towers lining the northern cliff for reference. Get a Runner and drive to the northwest end. You see the small rectangular outcropping on the map in the northwest corner? Yeah, look for that. When driving, you will want to be to the left of the western tower, so drive to the left of it and up onto the rocks. You will be off the map if you go north and you should get an automated warning by the turrets on the towers, but continue anyways and you should find the chest under a rock overhang. As you climb down the rocks, make sure to stay to the right because sometimes you may die from being off the map. Avoid the left wall. The Developer's Chest often offers overpowered equipment on your first Playthrough, so I definitely advise that you go out and look for it. You will have to die in order to return to traversable land, but it is well worth it (if anything, you can sell the equipment to make up for the fee you got for dying). The chest does respawn, but I'm not sure if it gives suped-up equipment after the first time. If you drive north from the gate, there is a small tent against the edge of the cliff containing two cots and a [RED CHEST]. This is in the northwest sector. After that, you might want to stay away from the northern cliff: there is a powerful Level 25 boss named Rakkinishu that will begin attacking you if you enter his territory. Drive over to the Underpass, which is the northeast sector. There is a transition leading to the Rust Commons East, but I'd hold off on exploring that place. From the garage here at the Underpass, drive north alongside the wall and continue on foot when the path gets too narrow. Run past the New-U Pole and enter the dig site. The heightened ledge at the north end prevents easy access, so you'll have to go south and loop your way around to reach Patricia Tannis. Gun down the Spiderant Workers and Gyros and follow the road north. This place looks an awful lot like the Haunted Excavation, doesn't it? You may encounter a Badass Spiderant, so watch your back and take it down just like the others. A few Rakks are circling over Tannis' pad. Kill them and look around at all the Rakks and Feeder Rakks hanging upside-down on the alien rocks like oversized bats. This place is Rakk central. Also, with some good parkour skills, you can jump across the stone blocks on the northern end to reach a [RED CHEST] atop one of them. Finally, talk to Patricia Tannis in her lab. - Tannis found: Objective Complete - TURN IN! .============================================================================. | MEET "CRAZY" EARL [0703] | |============================================================================| | | | | Level: 22 | Unlocks: | | | - Meet "Crazy" Earl | | Rewards: | | | - 2880XP, $3025 | | |-------------------------------------+--------------------------------------| | - Go to the Scrapyard and blow up an entrance to meet Crazy Earl | | | | Have you met the bearded turtle yet? Crazy Earl? He hides from me, in his | | Scrapyard to the south. Any time I want to see him, I have to blow a hole | | in his junk pile. Anyway, he has a piece of the Vault key, along with most | | of my underwear. The details of that transaction are unimportant, just get | | that artifact back. | |____________________________________________________________________________| Meeting Crazy Earl at his scrapyard is kind of a chore, so you might want to relax a bit and begin many of the New Haven side missions. It is not a requirement, but it's probably better to get as many of them out of the way as you can, and sooner rather than later. If you have strolled through most of the map in the Rust Commons West, you can easily Fast Travel to the Outeryard near the center of the map. Otherwise, enter the Rust Commons West from New Haven and start your way south. Follow the main road until your vehicle can go no further, then set off on foot. You should make it to the yard, which is filled with bandits and contains a couple Gatling Turrets. Crazy Earl's Scrapyard can be accessed from the Outeryard. Skags roam around the entrance to the scrapyard. Hooray for Skags! Most of the enemies here are in the ranges of Level 21-23. Gun down the various Skags that confront you before approaching the main gate to Crazy Earl's Scrapyard. Keep a safe distance before shooting the two gas tanks in front of the boarded-up gate. Kaboom. - Path cleared: Objective Complete - TURN IN! To meet Crazy Earl, walk over to his trailer on the other side of the gate. The wacko won't directly confront you and instead stays inside his domicile. Talk to him through the window slot to receive two new jobs (one being a side mission). .============================================================================. | GET OFF MY LAWN! [0704] | |============================================================================| | | | | Level: 22 | Unlocks: | | | - Hair of the Dog | | Rewards: | | | - 4320XP, $3025 | | |-------------------------------------+--------------------------------------| | - Kill bandits and spiderants | | | | You want a favor from me? Well, pick my nose and I'll pick yours, as the | | saying goes. I got trespassers crawlin' all over my property here. They | | got their eye on my treasure. You get out there and start exterminatin' | | interlopers. Then we'll see about whatever it was you wanted. | |____________________________________________________________________________| Crazy Earl gives you this mission along with the side mission, "Today's Lesson: High Explosives". Both missions occur at the same location in the scrapyard, and since he gave them both to you in a package deal, you might as well complete them together before returning to Crazy Earl. The scrapyard itself is divided into two sections. You reach a junction just past Crazy Earl's trailer which either takes you to the north side or the south side of the scrapyard. North or south. It's that simple to navigate. For this mission, you will be heading south in search of Spiderants and bandits: you must kill three Spiderants and 25 bandits in order to please Earl. Lucky for you, three Spiderants pop up right at the fork. - Spiderants killed: 3/3 Start going southeast down the narrow passage, avoiding the rows of elemental barrels along the way. It won't take long before you encounter some bandit resistance; there is a single hut on the right side of the road, where you'll also find a [SILVER CHEST]. Continue onto a large metal walkway filled with tons of elemental barrels and bandits. Be careful when standing near barrels that may get set off from enemy fire. As soon as you step onto the walkway, look northeast and jump onto the metal island to reach a [RED CHEST]. Leap back across and follow the walkway to the end, opening the [2 SILVER CHESTS] along the way. When you reach the ground, walk across the bridge to the hut and kill a few more bandits. Some may begin fighting the Skags around the perimeter, so make sure to physically kill the bandits yourself rather than the Skags. In order to reach the other side of the camp, you'll have to walk alongside the northern perimeter and loop around. Shoot down the Skags as you plod through the sludge to a New-U Pole. Kill the bandits and the Badass Bruiser here, then leap past the New-U Pole into the main campsite. The circular area is home to many bandit enemies, so pick any cluster of huts and go from there. There are more than 25 bandits here in the camp, so you should reach your desired head count before clearing out the entire area. - Bandits killed: 25/25 - TURN IN! There is still likely more to be explored, however. If you loop around to the middle portion of the camp, you can climb up a ramp onto the central tower. There are a ton more bandits up here, and plenty of objects to loot. Walk through the entire boardwalk leading to the central tower and gain as much XP and collect as much loot as possible. .============================================================================. | HAIR OF THE DOG [0705] | |============================================================================| | | | | Level: 23 | Unlocks: | | | - The Next Piece | | Rewards: | | | - 4950XP, $5082 | | |-------------------------------------+--------------------------------------| | - Collect Bottles of Booze from the bandits at Treacher's Landing | | | | One more thing. I'm all outta booze. You wanna get my alien whatsit? | | You're gonna go pick up a new supply from the bandits out at Treacher's | | Landing. They brew a mean moonshine out there. Don't know what's in it, | | but who cares? Those bandits don't part with it willingly, of course. | | That's why you're going, and not me! | |____________________________________________________________________________| Your quest for liquor takes you to a new realm called Treacher's Landing. The transition gate is at the southernmost point of the Rust Commons West, so head on down to the gate. There is a little bit of bandit resistance before reaching the docks (climb onto the tower next to the gate and grab the contents of the [SILVER CHEST] before leaving). Treacher's Landing is mainly a series of shipping ports and piers, so there is a lot of confined spaces when crossing the docks and boardwalks. Exit the dock and walk over to the group of bandit houses. Start wastin' people and enter the first house on the left to find a [SILVER CHEST]. Every bandit drops a [BOTTLE OF BOOZE] when killed, so the quest guidelines are pretty easy: kill enemies and loot their bodies. All you need are 24 bottles, so you must slay roughly 24 bandits to complete the mission. I will not go into detail of the area's layout here and will instead explain it in side missions that actually require you to scour the lands. All I am going to say is be careful when standing on the docks and taking cover: the abundance of elemental barrels and Jakobs fuel tanks, paired with the small confines of the docks, can make for a very dangerous trip. Be wary of your surroundings. - Bottles of Booze: 24/24 - TURN IN! Once you have the booze, return to Earl at his trailer and fork it over. You can Fast Travel to Crazy Earl's Scrapyard from the Treacher's Landing entrance. Unfortunately, Earl gives you some bad news in regards to the Vault key... .============================================================================. | THE NEXT PIECE [0706] | |============================================================================| | | | | Level: 25 | Unlocks: | | | - Jaynistown: Secret Rendezvous | | Rewards: | | | - 6480XP, $8500 | | |-------------------------------------+--------------------------------------| | - Get Krom's piece of the Vault Key and return to Tannis | | | | You want my alien doo-dad? It was stolen from me by one tough-ass bandit, | | a bastard by the name of Krom. If you're stupid enough to take him on, | | you'll find him to the northeast, in Krom's Canyon. Just follow the river | | north and past Flood Lock. If you get it back from him, you and that | | Tannis woman do whatever you want with it. I'm done with it. | |____________________________________________________________________________| The quest for the next key piece takes you through Krom's Canyon, which is accessible through the Rust Commons East. After receiving this quest card, new missions at Helena Pierce's office and the New Haven bounty board become available, which all focus on the Rust Commons East. If you are a completion fanatic and would rather become acclimated with the Rust Commons East before waltzing through to Krom's Canyon, then be my guest and get started on the side missions before hunting down the Vault Key Piece. As a forewarning: once you open that can o' worms, it'll be a long time before you can put it down and resume the hunt for Krom. There are two ways to enter Rust Commons East: from the gate at the Underpass and down south near the Aqueduct Encampment. It doesn't matter which way, even though your waypoint directs you to the northern route. As you can see, Rust Commons East looks unsurprisingly similar to the Rust Commons West... and it's just as big. For the sake of this job, you are to make a beeline towards Krom's Canyon and leave the exploration for later. From the Underpass - East, drive south until you come to a tunnel on your left and head through. Stay low to the ground and drive through the canyon underneath the raised drawbridge. Park your car at Flood Lock and walk up to the New-U Pole. With the dam currently sealed, you won't be able to drive your car through and must instead continue on foot. This next area is tough, so consult the Med and Ammo Vendor on the east side of the dam if you are ever in trouble. The entrance to Krom's Canyon is guarded by a Level 26 Gatling Turret and Level 26 Rocket Turret stationed on the top of two pillars. This is where you and your Sniper Rifle become best friends. Hug the left wall and slowly sneak towards the Gatling Turret; if it notices you, stick to the wall and wait until the gunfire stops. You'll want to make a mad dash towards the southernmost column, which offers protection from both turrets. From here you can peek out from the side and plug the Gatling Turret. If you don't have a good enough Sniper Rifle, then try anything with a Weapon Zoom: Combat Rifles, SMGs, even Rocket Launchers. Since both have shields, Shock weapons work extra well here. You'll be able to sprint towards other columns and objects to hide behind, but the lack of an efficient zoom forces you to get closer to your target. Once the Gatling Turret is down, focus on the Rocket Turret. If you stand on the left side of the pillar and behind the metal frame, the rockets have a hard time passing through the gaps in the frame to hit you. Therefore, you can occasionally stand safely behind the frame and shoot at the Rocket Turret without having the rockets pass through and hit you. If you do start getting bombarded, then retreat behind the pillar. If you have Wee Wee's Super Booster equipped, you can hide there all day until your health regenerates. See? This is why side missions are important! You aren't out of the woods just yet. In addition to bandit camps around Flood Lock's perimeter, there is also a Mulciber Mk2 turret planted right next to the Krom's Canyon gate. You can try flanking the gun, but in any case I certainly would not suggest running through the center of the area. If you are confident in your sniping abilities, try to snipe the gunner off the turret. My goodness! And we haven't even actually reached Krom's Canyon yet! Once the two turrets and the Mulciber Mk2 are down, feel free to explore all of Flood Lock before entering Krom's Canyon; there are [2 SILVER CHESTS] to be found in the vicinity. Krom's Canyon is mighty big. It's more long than big (think Lost Cave rather than Dahl Headlands), because it features two winding, snakelike pathways. The enemies are very tough and are anywhere from Level 25 to Level 27, so you will likely be encountering some fierce competition. If you are not at least Level 26 yourself, then you may want to turn back and train. The path immediately splits in Krom's Canyon and presents you with a choice: left or right? Since Krom is located down the left branch, you'll want to take that option. You generally have two choices in this area: you can stay on the ground for simple "Point A-to-Point B" transportation, but you may be missing out on a lot of loot. However, you can take to the skies and follow the cliffside walkways to fight enemies easier and collect a lot of goodies. I prefer the latter, because you always have the option to drop down to a lower location if you so desire. Use the Med and Ammo Vendors at the fork, then go to the right. Yeah, I know Krom is to the left. Go right anyways. Climb up the first ramp you see and kill the bandits, then follow the walkway as it entwines up the side of the mountain and eventually moves back to the west side of the canyon. Take a look at the map and you'll see that you are on the upper portion of the trail. Before you continue northwest, go south to a dead end and collect the contents of the [RED CHEST]. Once you reach the edge of the cliff, snipe the bandits on the other side of the gap. Once you've got most of 'em, look off the edge and fall down to the lower level. Now if you hug the wall to the right, you can jump up a couple rock steps to ultimately cross the gap. I know I'm making it seem like you are playing a game of "the floor is lava", but it's generally easier if you keep a parkour-like element to this and avoid traveling on the ground when you don't have to. Of course if you do fall to the ground, it's not the end of the world and you can simply move on. My way is helpful because you never have to deal with the bandits on the ground. Eventually you'll reach a dead end and have to fall to the ground. Stay on the cliff and kill the Level 26 Badass Psycho and his minions, then gun down the bandits below. Drop down and run past the New-U Pole to enter Krom's lair. .------------. | BOSS: Krom |_______________________________________________________________ | | | Level: 26 Resist: None | | | | Strategy: | | Krom is both a pain in the ass and unlike any other boss you have faced | | before. Krom resides at the top of his cliffside village and hides out in | | his house. He sits in a gatling turret on his balcony and fires down at | | you. This fight is similar to your face-offs against the Mulciber Mk2 | | turrets - one of them should be fresh in your memory. | | | | You are not targeting the bandit Krom himself, but rather Krom's Turret. | | Unfortunately, it has the ability to regenerate its health and a patient | | sniper's tactic is completely useless in this case. The turret can shoot | | machine gun rounds and rockets, so staying behind cover for too long won't | | protect you from splash damage. You must frequently move. | | | | Unlike the fights with the Mulciber Mk2s, it is not recommended that you | | sit back and try to snipe Krom. Krom is a boss, and he isn't susceptible | | to one-hit KOs like a bandit simpleton. Your best plan of attack is to | | make your way up to the balcony so you are close enough for a clean shot. | | | | The layout of the village is a bit annoying, so you will have to zig and | | zag your way across the bridges in order to ultimately reach the boss. Go | | at a snail's pace; there is no need to rush, but obviously hurry when | | moving from one cover to the next. Aside from Krom himself, you'll find | | all kinds of bandits: Thugs, Killers, Raiders, Psychos, and Midget | | Shotgunners. Enjoy! | | | | From the entrance of the village, you can go right or left. I suggest you | | head right to bypass the first two islands. Chuck a grenade before you run | | to any of the islands here in the village. This does two things: it kills | | many of the enemies present, and also helps eliminate elemental barrels | | that can easily be set off by Krom's Turret. | | | | At the third island is a few more bandits and a [SILVER CHEST]. You are | | getting much closer to Krom, which is a good and bad thing: both your and | | his attacks have increased accuracy at a closer range and thus can deal | | more damage. Toss one or two grenades over to the fourth island before you | | sprint across. | | | | The fourth island offers a lot of cover, so chill here for a while. If you | | still have Wee Wee's Super Booster - even if you don't have it equipped - | | make sure to use it for this fight to regenerate your health before you | | make your next move. | | | | Here is where strategies branch off a bit. If you are a close-range, | | Shotgun-loving character (Berserker, anyone?), the best plan of action is | | to run right up to the turret and go buckwild. Shotguns to the face, and | | use your Action Skill. Even though Krom can turn his turret 180-degrees, | | it should still be enough (plus, even if you become Crippled you are so | | close that you can shoot at him from three feet away). | | | | It is risky, but definitely doable. Even Lilith and Roland can employ this | | strategy. For Lilith: get up close to Krom, fire away, then use Phasewalk | | and run back down to one of the islands and hide. Roland probably has it | | best: by using Scorpio Turret, you direct all the unwanted attention away | | from you and can either bombard Krom from up close or attack from a | | respectable distance. Sorry Mordecai... :( | | | | Now for more long-range players and someone who isn't a tank like Brick, | | it is best to stay on this tier of islands and shoot at Krom with a Combat | | Rifle, Sniper Rifle, SMG, Repeater Pistol, you name it. Any mid-range or | | long-range weapon will do the trick. You can run across the bridge to get | | on either side of the balcony and confuse Krom a bit, which allows you to | | pull off clean shots easier. You have a multitude of strategies here; find | | one that you like and get to work! | |____________________________________________________________________________| - Krom killed: Objective Complete Raid Krom's loot, including [KROM'S SIDEARM], a weak Repeater Pistol with great Weapon Zoom and awesome Shock damage. Open the [RED CHEST] for a bunch o' equipment, then the treasure chest for the [VAULT KEY PIECE]. - Vault Key Piece: Objective Complete - TURN IN! Now take the long trip back to the entrance and Fast Travel to the Underpass. From there, bring your findings to Patricia Tannis at her dig site. .============================================================================. | JAYNISTOWN: SECRET RENDEZVOUS [0707] | |============================================================================| | | | | Level: 27 | Unlocks: | | | - Jaynistown: A Brother's Love | | Rewards: | | | - 3480XP, $5331 | | |-------------------------------------+--------------------------------------| | - Cross the drawbridges and talk to Taylor Kobb, outside of Jaynistown | | | | I'm reading traces of Eridian artifact activity out at the Trash Coast, so | | we're going there next. It's across the drawbridges, so talk to one of the | | Claptraps there. Pierce has already given you the necessary credentials. | | It's a little shady, but I've arranged for a meeting with a bandit named | | Taylor Kobb. The bandits of Jaynistown control access to the Trash Coast | | but he says he can get us in. | |____________________________________________________________________________| The southern side of the Rust Commons East is contains a bandit community called Jaynistown. Drive south to the South Drawbridge (there is a transition gate leading to the Rust Commons West, for future reference). The drawbridge is raised, so ride up to it and talk to the Claptrap waving you down. - Claptrap talked to: Objective Complete Taylor Kobb, your informant, is not inside Jaynistown. Instead, drive past it towards the Cauldron New-U Station and follow the narrow mountain trail on foot. Defeat the Spiderantlings along the way and then speak with Taylor inside the campground. - Taylor Kobb found: Objective Complete - TURN IN! .============================================================================. | JAYNISTOWN: A BROTHER'S LOVE [0708] | |============================================================================| | | | | Level: 27 | Unlocks: | | | - Jaynistown: Spread the Word | | Rewards: | | | - 6264XP, $10662 | | |-------------------------------------+--------------------------------------| | - Kill Jaynis Kobb in Jaynistown | | | | My brother Jaynis is the leader of Jaynistown, and he's turned the place | | into a hive of scum and villainy. It wasn't always that way. Good people | | used to live in that town, but his thugs chased them all away. When I | | protested, he exiled me, his own brother! It ain't right, and the people | | of that town deserve better. Jaynis needs to be "removed" from office. | | Violently. | |____________________________________________________________________________| There's no love lost on the Kobb brothers. Taylor Kobb wants you to infiltrate Jaynistown and eliminate his brother, Jaynis. View your map if you need help finding Jaynistown, then head there immediately. Stay outside of the main gate and peer inside the town, scoping out the area and determining who you can kill from out here. Try to pick off as many bandits as you can before actually entering the town. You'll encounter pretty much every bandit type (including Psychos) under the sun in Jaynistown; the enemies are all around Level 26, so this should be no trouble if you have already tackled the Circle of Slaughter. There is a building on the southwest end of town that gives you access to the roof. This is a great place to start sniping any stragglers: you have great cover from bandits, and the Psychos must funnel up the staircase in order to reach you, so you can cut them off at the stairs. Once the bandits have been killed, direct your attention to Jaynis Kobb, who wanders around the north side of Jaynistown. .-------------------. | BOSS: Jaynis Kobb |________________________________________________________ | | | Level: 27 Resist: None | | | | Strategy: | | Unlike many bosses, Jaynis Kobb is free roaming and you can trigger this | | boss fight as soon as you enter Jaynistown. Doing so is ill-advised and | | killing the accompanying bandits first is a much better idea. Make sure to | | stay on the south side of town so you don't catch his attention and | | prematurely begin the duel. He'll threaten you if you get too close and | | only opens fire in retaliation, so don't shoot at him until you're ready. | | | | Since Jaynis Kobb typically doesn't start the fight, make sure you get a | | good, clean first shot. Snipe him in the head or blast him with a grenade | | or Rocket Launcher. A critical hit with a strong enough weapon may fully | | drain his shield in one shot, so the first shot is worth it. | | | | There is a lot of running room in Jaynistown and plenty of areas to hide | | and protect yourself. While you probably cannot see him from the roof of | | the southwest house, there are a couple other buildings at the north end | | that have roof access. Jaynis probably won't run up the stairs and | | confront you, but if he does you can drop down to the ground and flee. | | | | A few more bandits may enter the fray after Jaynis opens fire, so try and | | deal with them first. As for the boss himself, treat him like any other | | bandit. He may have more HP and a tough shield, but you have the entirety | | of Jaynistown to yourself. Run around, hide on the opposite side of the | | town, heck, even take a breather and check out the Weapon Vendor if you | | want to buy a weapon. It's pretty easy to shake Jaynis Kobb. | |____________________________________________________________________________| - Jaynis Kobb killed: Objective Complete - TURN IN! Pick up the weapon left behind, [THE MEAT GRINDER] (an average Combat Rifle with a very large magazine), then have a look around town. There is a [RED CHEST] at the north end behind the building and a [SILVER CHEST] on a roof of the northeast house. There are also plenty of ammo crates to keep your stock high. With the deed done, drive east from Jaynistown and report back to Taylor Kobb. .============================================================================. | JAYNISTOWN: SPREAD THE WORD [0709] | |============================================================================| | | | | Level: 27 | Unlocks: | | | - Jaynistown: Getting What's Coming | | Rewards: | to You | | - 1740XP | | |-------------------------------------+--------------------------------------| | - Speak with Erik Franks in New Haven | | | | You've removed my brother from power. The next step is to gather my | | supporters. My right-hand man is a fellow named Erik Franks. You'll find | | him in New Haven, keeping an eye on that Pierce bitch. Report to him, and | | he'll spread the word. Once we've gotten the word out, we'll clean the | | remaining trash out of Jaynistown. I mean, Taylortown! | |____________________________________________________________________________| Ugh. I don't know what sounds worse: Jaynistown or Taylortown. Either way, you have successfully eliminated Jaynis Kobb from his position of power, so now the next step is to inform the denizens of New Haven. Use the New-U Station at the Cauldron to Fast Travel to New Haven. Access the vendors to sell any unwanted junk, then look for Erik Franks. Walk down the alley near Marcus Kincaid's shop and head over to the banged-up building with the shady solicitor out in front. This is Erik Franks. - Erik Franks found: Objective Complete - TURN IN! .============================================================================. | JAYNISTOWN: GETTING WHAT'S COMING TO YOU [0710] | |============================================================================| | | | | Level: 27 | Unlocks: | | | - Jaynistown: Unintended | | Rewards: | Consequences | | - 4872XP, $15993 | | |-------------------------------------+--------------------------------------| | - Find the container outside of New Haven | | | | You've done a great service for our cause. Taylor has asked that I give | | you a reward worthy of your service! A little ways outside of New Haven is | | a container. I'll mark it for you. Go out there and you'll find your | | reward waiting for you. | |____________________________________________________________________________| While you're here, make sure to pick up the "Dumpster Diving for Great Justice" side mission from Erik Franks. Taylor Kobb has decided to reward you for a job well done - your reward is waiting for you inside a shipping container on the border of New Haven. Exit the city through the northern gate and walk through the junkyard until you come to an alcove. There should be a large shipping container smack dab in the middle. Little out of place, but there's nothing suspicious about it... right...? - Container found: Objective Complete - TURN IN! Turn in the mission by inspecting the computer screen on the container. Yes, try to ignore any unsuspecting screams emanating from inside. I mean, there is totally a reward inside! I mean, Taylor Kobb is the nicest bandit you have seen here on Pandora and totally not a sleaze bag! .============================================================================. | JAYNISTOWN: UNINTENDED CONSEQUENCES [0711] | |============================================================================| | | | | Level: 27 | Unlocks: | | | - Jaynistown: Cleaning Up Your Mess | | Rewards: | | | - 3480XP | | |-------------------------------------+--------------------------------------| | - Report to Helena Pierce in New Haven | | | | Something is fishy here. You'd better go talk to Helena Pierce. Your | | liberation of Jaynistown may have had unintended consequences. | |____________________________________________________________________________| As soon as you accept the quest, the container door begins to open from the inside. Out comes a Mutant Midget Psycho, just as several other bandits hop the fence and ambush you. This shouldn't be all that surprising. Taylor Kobb used you in order to get his brother out of the picture, and now he has taken over the town for himself. And I bet he isn't even going to try and improve the quality of living for the common folk! After surviving the surprise attack, run back to New Haven and tell Helena Pierce about Taylor Kobb's plan. - Report to Helena Pierce: Objective Complete - TURN IN! .============================================================================. | JAYNISTOWN: CLEANING UP YOUR MESS [0712] | |============================================================================| | | | | Level: 29 | Unlocks: | | | - Another Piece of the Puzzle | | Rewards: | | | - 13391XP, $20062 | | |-------------------------------------+--------------------------------------| | - Kill Taylor Kobb, then talk to his Claptrap | | | | An idiot Vault Hunter follows the direction of an insane archeologist, and | | the result is disaster. Jaynis was no angel, but under Taylor's rule, | | Jaynistown is a greater threat than ever. You caused this mess, so you can | | clean it up by killing Taylor Kobb. If reaching the Trash Coast is so | | blasted important, his hacked Claptrap should allow you to pass once he's | | dead. | |____________________________________________________________________________| There are a couple new side missions that have become available, so at least pick them up before you leave New Haven. You might want to complete them before going through with the assassination. Fast Travel to The Cauldron and get to steppin'. Jaynisto-- well, Taylortown, has been revamped by its new head in charge; the first order of business being the installation of Gatling Turrets around the town to keep out unwanted visitors (read: you). You will have to disarm them first if you want to safely enter the town. Don't enter Jaynistown yet and head for the watch tower at the east end of the town's border - it's right across the street from The Cauldron Catch-A-Ride Station. Here you have a great view at two of the Level 27 Gatling Turrets, but the long range requires you to use a Sniper Rifle in order to sufficiently eliminate them. Duck whenever the gunfire gets too crazy and focus on one at a time. There are two ammo crates inside the tower. Now enter Jaynistown through the main gate. The enemies here are a slightly higher level than before (around Level 28), but you have plenty of room to maneuver and several buildings that you can climb up on (the northeast and southwest corners primarily) for a good sniping position. Unlike Jaynis Kobb, his sibling does not associate himself with his lowly subordinates, so you don't have to worry about bumping into him and triggering the boss fight; Taylor is safely and securely tucked inside a building at the west end until you are ready to confront him. Take your time annihilating all the bandits in the town, then search the place for any Silver and Red Chests, and even sell loot at the Weapon Vendor before you are ready. Once you are ready, move over to the waypoint at the west side of Jaynistown. There is a building on the other side of a gate, and Taylor Kobb reveals himself once you get close enough. .-------------------. | BOSS: Taylor Kobb |________________________________________________________ | | | Level: 29 Resist: None | | | | Strategy: | | You will want to run away immediately. Taylor does not step into the town | | alone: he is joined by two Level 28 Bruisers and a pair of Level 24 Rocket | | Turrets. Get back behind the gate and find a house or something to hide | | behind. You will want to prioritize and pick off each group individually. | | | | Unfortunately, Taylor has installed a gate that cuts off the west side | | from the rest of the town, so you cannot flank him by going around. The | | only way is through the gate that you entered, and that's right in the | | line of fire. Taylor and the Bruisers are smart enough not to leave their | | post, so you won't be able to coerce them past the gate. | | | | Your best bet is to back up and eliminate the two Rocket Turrets from a | | respectable distance. You can shoot the one on the right from the roof of | | the southwest house. As for the one on the left, you can probably stay on | | the ground, but pretty far away. Once the two Rocket Launcher Turrets are | | out of the picture, you can pick off the two Bruisers through the gate. | | | | Once it's just you and Taylor, pass through the gate and attack. Taylor | | Kobb can be one tough customer. He has a big ol' shield and a destructive | | Rocket Launcher; like the Reaver fight, you will want to keep moving as to | | prevent the boss from landing an accurate hit. Taylor usually has to plant | | his feet before firing a rocket, so he is slow to attack (but the hits are | | devastating!). Strafe side to side and use the crates and rocks to confuse | | Taylor. He shouldn't be able to land any clean shots if you keep moving. | |____________________________________________________________________________| - Taylor Kobb killed: Objective Complete Taylor Kobb drops [THE ROASTER], his signature Rocket Launcher that has x4 Fire properties: the highest available! Make sure to also inspect the [RED CHEST] on Taylor's front porch before leaving. There is no need to report to Helena Pierce or anyone else. You are free to enter the Trash Coast and continue your alliance with Patricia Tannis. The Trash Coast is located east of Jaynistown, past The Cauldron. From the garage, pass through the gorge towards Taylor Kobb's initial campsite, then climb the hill to find his hacked Claptrap guarding the way. Now that his master is kaput, the sassy robot answers to you and steps aside. - Claptrap talked to: Objective Complete - TURN IN! Accept the next mission from the Guardian Angel. Before you enter the Trash Coast, run back to the Middle of Nowhere bounty board and Crazy Earl's Scrapyard for a handful o' side missions. .============================================================================. | ANOTHER PIECE OF THE PUZZLE [0713] | |============================================================================| | | | | Level: 27 | Unlocks: | | | - Not Without My Claptrap | | Rewards: | | | - 10440XP, $15993 | | |-------------------------------------+--------------------------------------| | - Recover another Vault Key Piece from the Trash Coast | | | | The Guardian Angel spoke cryptically of a challenge that awaits in the | | Trash Coast, and Tannis thinks another piece of the Vault Key can be found | | there. Given the way things have worked out so far, you're probably going | | to need to overcome this mysterious challenge before you'll be able to | | obtain the third fragment of the Vault Key and return it to Tannis. | |____________________________________________________________________________| .-----------------------. | Easter Egg: The Rider | '-----------------------' - There is a unique gun that can be obtained now. In fact, the window for collecting it is pretty small: you can only get it when you have this current story mission ("Another Piece of the Puzzle") in your inventory. If you have managed to obtain the Vault Key Piece, then the area becomes inaccessible, so you're best off doing this before even entering the Trash Coast. Enter New Haven. Go down the alley behind Marcus' shop and then turn to the right. There is a small blue building across from Erik Franks. Go up to the door and press X; it should open even though there isn't a button prompt onscreen. If you have turned in the mission already, the door won't open and you will not be able to get the gun. Head inside and ride the elevator down to the basement. There are a few Level 30 Psychos and Badass Psychos inside. Next, open the [RED CHEST] to receive [THE RIDER], a semi-automatic Sniper Rifle with no zoom and a big magazine. In fact, the weapons manufacturer is Gearbox themselves! The gun isn't anything special (it resembles like Whitting's Elephant Gun), but the weapon is clearly a reference to the movie "A Christmas Story". In fact, check out the desk to find the leg lamp! The Trash Coast is a large coastal area that has recently become a dump site, so the once-lush scenery has now been overrun with stinky garbage. You start off somewhat in the middle of the Trash Coast, and various missions are either located at the north side or the south side. In this case, you will be heading north to find the Vault Key Piece. Once past the vendors, walk onto the bridge and continue north. The Trash Coast is home to many Spiderants, so they are your main encounters here. At the fork, hang a right to stay on the coastline. There are a lot of Spiderants here, Level 29 at best, and things can get tough if you are underleveled. If you aren't at least Level 30, maybe head back and try some side missions. Walk onto the island for a [RED CHEST], then exit to the north and continue onward. Fight past another group of Spiderants to eventually come to a New-U Pole; you may begin hearing some loud grumblings. For the record, the source of that noise is the "challenge that you must overcome". Proceed past the skull and bones decorations as you make your way to the northern point. There is a ramp leading down to the ground or a path to the left that keeps you on the cliff. Walk to the left and stay on the cliff. If you walk far enough, you should trigger a cutscene. .-----------------. | BOSS: Rakk Hive |__________________________________________________________ | | | Level: 28 Resist: None | | | | Strategy: | | Yep. Do you remember seeing those strange orange mounds that release Rakks | | into the air during your journey? Well one of those climbs out of the | | earth to reveal much more than an orange mound. This is a Rakk Hive. | | | | The Rakk Hive is a gargantuan four-legged creature that shoots Rakks out | | of its back. In addition to fighting the lumbering beast, you will have to | | fend off groups of Rakk dive bombers. You can fight the boss either on the | | ground or from the cliffside, but the choice depends on your character | | class and preferred weapons. | | | | First off, the attacks: the Rakk Hive himself does not do much other than | | walk around the clearing. The boss occasionally raises up onto its hind | | legs and stamps down onto the ground, creating a miniature earthquake that | | you must jump over (obviously this attack is useless if you are standing | | high up on the cliff). The Rakk Hive can also shoot Corrosive blobs out of | | its mouth, so you'll probably see this one a lot if you're on the cliff. | | These gas bombs create a lingering poison stench that can damage you. | | | | Lastly, and most importantly, the Rakk Hive can release Rakks into the | | skies. These Rakks - either Experienced Defender Rakks or Experienced | | Kamikaze Rakks - attack in groups. The Defender Rakks are regular Rakks, | | but the Kamikaze Rakks explode on contact and can deal a lot of damage. | | Look for them (they are shades of yellow and orange) and shoot them down | | before they blow up in your face. | | | | This boss fight can be tough (well, more annoying than tough) for Brick | | players; assuming that you are fond of Shotguns and Rocket Launchers. You | | will be fighting against Rakks more than the boss itself, and automatic | | weapons with preferably large magazines and/or reload speed are key for | | taking down hordes of Rakks. The good thing about Kamikaze Rakks is that | | blowing one up usually sets off a chain reaction and kills the rest. | | | | In addition, the Rakk Hive's weak point are its four fluorescent eyes, | | which are pretty high up and likely out of the range of most Shotguns. If | | you are a close-range fighter, you may want to jump off the cliff and | | fight the boss on the ground. Even if you can't hit the eyes, shooting at | | the boss's legs and side will get the job done. | | | | For virtually any other character, I suggest staying on the cliff. It is | | high enough so you are at the same level as the Rakk Hive and have a great | | view of the sky and the surrounding areas, so no Rakks should surprise you | | from above. You are also out of range of the boss's shockwave stomp and | | only have to worry about the Corrosive projectiles. On top of all that, | | you can run back to the intersection and hide from the boss if need be. | | | | Precision players such as Mordecai should have an easy time sniping out | | the Rakk Hive's four eyes. After taking enough damage, they pop and force | | you to target somewhere else, but once the fourth eye is removed the boss | | is likely on its last legs (shooting at its eye sockets still counts as a | | critical hit). Any fully automatic weapon with a good Weapon Zoom or a | | Sniper Rifle work wonders against the Rakk Hive. | |____________________________________________________________________________| - Challenge overcome: Objective Complete After the fight, try to collect as much loot as you can that was scattered by the Rakk Hive. Upon closer inspection, you'll notice that the Rakk Hive is still alive and likely suffering. That's sad. There are two red tents down in the clearing where you can find a buttload of ammo crates to help restock after the boss battle. If you look on your map for a cavern entrance and walk over to it, the door is set on fire and a huge Rakk flies out and away (I tried shooting it down but it doesn't die). Check the place out to find a chest containing the [VAULT KEY PIECE] and some cash. - Vault Key Piece: Objective Complete - TURN IN! Give Tannis the Vault Key Piece to complete the mission. .============================================================================. | NOT WITHOUT MY CLAPTRAP [0714] | |============================================================================| | | | | Level: 28 | Unlocks: | | | - The Final Piece | | Rewards: | | | - 10800XP, $5970 | | |-------------------------------------+--------------------------------------| | - Rescue Claptrap in Old Haven | | | | Once our Vault Key is completed, it will lead us to the location of the | | Vault. There's just one more piece, and my sources tell me that Baron | | Flynt has it. He lives on a giant digging machine in the Salt Flats. Wait. | | The gate to the Salt Flats won't open unless you find the silly little | | Claptrap doorman. My sources tell me he's trapped inside Old Haven, so | | maybe you'd better go and get him out of there, first. Otherwise, I'll be | | stuck here with you. | |____________________________________________________________________________| Exactly where does this lady get her sources? Whatever. Your journey takes you to Old Haven; a city that used to be the place to be in the Rust Commons until it was abandoned and New Haven was built. Well, Old Haven is no longer empty and is now a hotspot for the Crimson Lance, the Atlas Corporation's personal task force. The going gets tough from here on out. You might want to invest in some Shock and Corrosive guns. You can reach Old Haven from the Rust Commons East. Warp to The Cauldron, then drive through the tunnel towards the North Drawbridge. The transition gate is on the right side of the road just before coming to the bridge. Once inside Old Haven, exit the building to reach a New-U Station. Even though you don't have to search high and low, this is a good area to gain XP and find loot. For the sake of this mission, I'm going to provide a straightforward route to the trapped Claptrap. From the Med and Ammo Vendor, go west past a New-U Pole until you reach a main street. From here, you can head south all the way to the opposite end of the map. The Crimson Lance will make sure your trip isn't a pleasant one. Most of the baddies here are Level 28. Crimson Lance enemies are all heavily armored and shielded. They are also a lot smarter than bandits and are known to take cover and throw much more frequently then their uncivilized counterparts. The Crimson Lance replace bandits as the typical enemy encountered for the remainder of your adventure. Lance Infantries are the most common Crimson Lance and don't always have shields. Despite being the weakest, they are also the fastest. Lance Engineers wear all red armor and are much slower, but more durable. What makes them dangerous is that they can deploy Scorpio Turrets. It's usually best to take care of the Engineer after a turret is set up, because it will automatically disappear when the Engineer is killed. Lance Defenders look like Engineers but carry huge shields that protect most of their body. forcing you to provide better aim or get behind them. The Badass Lance are the worst. They come in three varieties: Badass Infantry, Badass Engineer, and Badass Defenders. Needless to say, they share the same abilities as the normal type but are bigger and stronger. Even though there are streets throughout Old Haven, they are usually heavily populated. Think about the uncharted routes, such as weaving through alleys and even using lockers and crates to get on top of buildings. Old Haven offers a lot of freedom in movement. Once you have reached the southern end of Old Haven, try and take cover from the Gatling Turrets. The southern platform is separated from the rest of the city by a dried moat, and the main bridge is destroyed. Stay on the other side and gun down all the Crimson Lance on the other side. There are a lot of them. Next, drop down to the bottom of the moat and use one of the flights of stairs to reach the south side. Search the place for loot and a [RED CHEST]. The Claptrap you're looking for is inside a cage on the left. Flip the switch to lower the cage and set him free. - Claptrap freed: Objective Complete - TURN IN! Talk to the Claptrap to hand in the mission. Your stay in New Haven and the surrounding areas is complete. Time to head to the Salt Flats for the final Vault Key Piece. ______________________________________________________________________________ ============================================================================== [8] WALKTHROUGH (SALT FLATS) [0800] ============================================================================== .============================================================================. | THE FINAL PIECE [0801] | |============================================================================| | | | | Level: 30 | Unlocks: | | | - Get Some Answers | | Rewards: | | | - 15360XP, $29959 | | |-------------------------------------+--------------------------------------| | - Take back the final piece of the Vault Key from Baron Flynt | | | | The little Claptrap doorman is freed, so you should now be able to enter | | the Salt Flats. Talk to the Claptrap once he's at the gate. It is time to | | go after Baron Flynt, who punched my dog and stole a piece of the Vault | | Key. Did I mention he lives on a giant digging machine in the Salt Flats? | | He calls himself the leader of all the bandits. You'd like him, I think. | |____________________________________________________________________________| Try to wrap up the Old Haven sidequests and any other side missions in the previous regions. The Salt Flats is the final stretch. The Claptrap doorman will be at his post immediately after the conclusion of the last mission, so you are free to enter the Salt Flats right after accepting the quest. The Salt Flats is basically one large circle, and right in the middle of the circle is the drilling mechanism that Baron Flynt calls home (well actually, he technically calls it Thor). The area is also real pretty with its light blueish-purple hue. Before you reach the actual Salt Flats you'll come to a small bandit camp. Splatter everyone and then comb the area to find a [RED CHEST] along with generic loot. As Baron Flynt beckons you from your ECHO device, drive into the middle of the Salt Flats. Thor is protected by Level 29 Out Riders that usually drive in circles around the mining structure. All you have to do is torch four of them to break down Thor's security force. There are a couple Catch-A-Ride garages, with the closest ones being at the base of Thor's Digtown and one at the north end near the entrance to the Devil's Footstool Arena. - Bandit patrols destroyed: 4/4 Doors on the north, south, east, and west side of Thor's Digtown open after blowing up four Out Riders. Feel free to look around the area before going inside Thor: I wouldn't go too far, but there is a large silo on the east side of the map which contains a [RED CHEST]. When you are ready, drive over to the gate at Thor's Digtown and step inside. I suggest infiltrating from the east end. The town is mainly a ring of camps surrounding Thor's base, so do a lap and wipe everyone out before trying to get inside the structure. The enemies here are only around Level 29-30. There is a [RED CHEST] ripe for the taking near the western gate. On this side of the town is a tunnel leading to a New-U Pole, an elevator, and a second [RED CHEST]. Ride the elevator. - Thor infiltrated: Objective Complete Baron Flynt sits on his trashy throne atop Thor, but is willing to sick his men on you before getting his hands dirty. Various doors begin to open as you step foot off the elevator, and you are greeted by bandits and Psychos. The ones you have to worry about are the Level 30 Badass Psychos. Up next are Baron Flynt's personal bodyguards. .--------------------. | BOSS: Hanz & Franz |_______________________________________________________ | | | Hanz - Level: 30 Resist: None | | Franz - Level: 30 Resist: None | | | | Strategy: | | These two goons resemble Badass Bruisers - Franz especially. Both are big | | meatheads with a mean streak. Hanz is the bald guy with the huge cleaver | | and Franz uses a Combat Rifle and wears a thick helmet. Therefore Hanz is | | more inclined to chase after you and use melee attacks while Franz sits | | back and guns you down. | | | | The top floor of Thor is a large rectangle with two walls on the left and | | right side. You can run around the entire rig and have Hanz follow suit, | | so try to run behind one of the walls to separate Hanz and Franz. Sprint | | from north to south, then turn around and wait for Hanz to round the | | corner before you unload a clip. Run around the other side of the wall in | | a circle and repeat the process. As for Franz, treat him like the Badass | | Bruiser that he is. | |____________________________________________________________________________| They were just the appetizer... the main course is still to come! .-------------------. | BOSS: Baron Flynt |________________________________________________________ | | | Level: 30 Resist: Corrosive, Fire, Shock | | | | Strategy: | | The second Hanz and Franz hit the ground, Baron Flynt is all over you like | | white on rice. A few bandits and a Bruiser join in on the fun, but you | | might want to keep one or two around in case of needing a Second Wind. | | The enemies appear at the north end of the platform, underneath Baron's | | throne. The boss himself starts off at his throne and begins running amok. | | | | Baron Flynt has a unique Shotgun that actually fires rockets, and also is | | able to unload a full clip with one pull of the trigger. Even though the | | top of Thor is mammoth in size, the rockets can travel pretty far and can | | strike you from a surprising amount of places since they kinda wiggle in | | the air and rarely travel in a straight line. | | | | The boss's gun has its pros and cons. For one, it's powerful and getting | | hit by six or so rockets simultaneously really hurts. If you manage to | | dodge all of them, however, Baron is left defenseless while he has to | | slowly reload. | | | | The only reason why this boss battle isn't particularly difficult is due | | to the size of the arena. Thor's platform is gigantic and you have so much | | running room and so many tiny buildings to hide in. You even have access | | to the upper levels and Baron's throne, so you can effectively run away | | from Baron Flynt and then snipe him from a corner while he's out looking | | for you. Stand on his throne and shoot down at him from above, then when | | he climbs up to the throne jump to the bottom level and go hide. | | | | You can play a silly game of cat and mouse with Baron Flynt, but you need | | to make sure never to get close to him. Otherwise, Baron's Shotgun attack | | will unload its rockets directly in your face and you'll probably die in | | one hit. He can be hard to see since for whatever reason he kinda blends | | in the background, so you're better off looking for the trail of rockets. | | | | Be patient, but don't take too long of a break in between hiding and | | attacking: Baron Flynt's shield has a very high recharge rate and can | | fully refill in no time. It's a tedious fight, but if you keep your | | distance and land critical hits, you will win. | |____________________________________________________________________________| - Baron Flynt killed: Objective Complete - TURN IN! Pick up Baron Flynt's [BOOM STICK], which, as you know, can fire six rockets in one shot. It's kinda like Sledge's Shotgun: super deadly, but literally zero Accuracy. Climb up to Baron's throne and pop open the chest. .============================================================================. | GET SOME ANSWERS [0802] | |============================================================================| | | | | Level: 30 | Unlocks: | | | - Find the ECHO Command Console | | Rewards: | | | - 15360XP, Artifact | | |-------------------------------------+--------------------------------------| | - Find Tannis, wherever she may be | | | | Tannis has betrayed you. Who knows what motivates that babbling bitch, but | | it's a sure bet she's fled her dig site. It's time to take back your Vault | | key and get some answers. First, you'll need to figure out where she's | | hiding. | |____________________________________________________________________________| Commandant Steele radios in out of the blue and proclaims that there is no fourth Vault Key Piece and that Patricia Tannis is a slimy backstabber, and also that she is shutting down the ECHO system. Who knows what to believe. All I know is that it is time to get some answers. Ride the elevator back down to Thor's Digtown and find a Runner. Time to take matters up with the Crimson Lance. Their stronghold is southwest of Thor, so set off for the corner. You will begin to see a change of scenery as you go: snow! Don't follow the road all the way, or else you will find yourself at the transition gate to the Crimson Enclave with a whole lotta Crimson Lance in your hair. Look on the map for an alcove and park on the side of the road. There is a very small and well hidden tunnel that takes you into Thor Cave. The gate to the Backdoor is just up ahead. The Backdoor is a small tunnel that serves as a secret entrance to the Crimson Enclave. The trip is uneventful, but there are Level 30 Spiderants and Larva Crab Worms residing in the cavern. There are a lot of ammo crates and even a [RED CHEST] to help prepare you for the upcoming task. Proceed through the industrial tunnel to end up at a New-U Pole, an Ammo Vendor, and [2 RED CHESTS]. You know something big is coming up soon. Drop down the shaft and hit X next to the Data Recorder to reveal the entrance to the Crimson Lance's base. Unfortunately, you have to tango with the doorman... .--------------------------------------------. | BOSS: Master McCloud, Lance Royal Guard x2 |_______________________________ | | | Master McCloud - Level: 31 Resist: None | | Lance Royal Guard - Level: 31 Resist: None | | | | Strategy: | | Well, Commandant Steele obviously saw us coming. So much for being sneaky. | | Master McCloud is a high-ranking officer of the Crimson Lance and is a | | force to be reckoned with. He also brings along two Lance Royal Guards, | | who are very tough in their own right. | | | | The two Lance Royal Guards should be your first priority. They are the | | weaker guys compared to the real boss, and can be taken down easier since | | they do not have shields. Even though they are bigger than your average | | soldier and wear purple armor, they share the same mannerisms with Lance | | Infantry (Badass Infantry, to be specific). They have thick armor on their | | legs and shoulders that absorb all damage, so you must aim for the head at | | all times. Also watch out for grenades - they are grenade fiends. | | | | The arena is strangely reminiscent of the room where you fought the Roid | | Rage Psycho in Sledge's Safe House. It is one huge circle with stacks of | | boxes littering the area, providing you with plenty of hiding spots. You | | cannot run far from three Crimson Lance, which is why whittling this fight | | to a standard 1-on-1 affair is key. | | | | Things become much more manageable when it's just you and Master McCloud. | | He is essentially a suped-up Lance Engineer who can summon a Scorpio | | Turret on command. You should not bother wasting your ammo on destroying | | the turret. The room is big and wide enough for you to simply run around | | and/or behind it to render is completely useless. Plus, it disappears | | around 30 seconds after it is deployed. | | | | The boss also uses a lot of grenades and usually tosses them at you from | | behind a crate or his Scorpio Turret. Thankfully, he only uses standard | | grenades rather than the Transfusions that most Lance Engineers prefer. He | | also uses an Eridian weapon which may be new to you; these weapons are | | very rate and usually fire plasma rounds. In this case, the gun shoots out | | huge Shock balls that travel slowly through the air. Easy to dodge, but | | boy do they hurt if you aren't paying attention. | | | | The fight is pretty easy when the two Lance Royal Guards are out of the | | picture. Master McCloud has a shield but it can be drained in one shot | | with a Shock weapon or if you score a critical hit. Like all Crimson Lance | | enemies, Corrosive weapons help on an armored foe like Master McCloud. | |____________________________________________________________________________| Search the three corpses, especially McCloud's, who drops the [10110 CANNON] after his death. You can test it out in the arena to see what it's like. Eridian weapons do not consume any ammunition, but require a cooldown period after several shots. They are usually very slow to fire and recharge, but often offer really good elemental stats. They definitely aren't for everyone. Continue through the gate to the Crimson Fastness. The Crimson Fastness is a base that eventually leads to the Crimson Enclave. It's kinda like Sledge's Safe House in that the area mainly consists of hallways and small rooms. Claustrophobics beware. Leave the vendors and New-U Station behind as you enter the first chamber. It is a long room with a Gatling Turret at the far end that begins shooting at you immediately. Destroy it and clear out the Level 31 Crimson Lance soldiers as well. They don't take too kindly to Claptraps, so it seems: there are piles of destroyed Claptraps scattering the room (although one is alive!). Enter the den. There are more bad guys roaming around downstairs past the tables and bunk beds. Kill them from above, then stay on the top floor. You can access the next room by opening the door on the second floor or by heading downstairs and opening the large gate. Doesn't matter, though the door on the top floor has a [RED CHEST] on the other side. Either way, you will find Patricia Tannis. - Tannis found: Objective Complete - TURN IN! In order to get to her cell, you must fight through a wave of Crimson Lance, including a random Badass Lance. Talk to Tannis through her holding cell next to the New-U Station. .============================================================================. | FIND THE ECHO COMMAND CONSOLE [0803] | |============================================================================| | | | | Level: 31 | Unlocks: | | | - Reactivate the ECHO Comm System | | Rewards: | | | - 3960XP | | |-------------------------------------+--------------------------------------| | - Find the ECHO command console | | | | It's probably impossible to take back the Vault Key or open the Vault now. | | Let's focus on something else instead. Let's bring the ECHO system back | | on-line. The Lance locked it down, but I know ow we can bring it back, | | since I pretty much invented it. I wrote some instructions on the back of | | this paper towel. Find the ECHO command console, and follow my | | instructions. | |____________________________________________________________________________| Just scanning the room could give you the heebie-jeebies. Leave through the southern opening and peek around the corner: there are about three Crimson Lance and a Gatling Turret planted in the stairwell. Toss a couple grenades to get 'em riled up, then take them down in the confusion. Ascend the stairs and continue into a large loading dock. Here you will find the ECHO Command Console. - ECHO console found: Objective Complete - TURN IN! Not sure why this one specifically, but once you turn in this mission you should unlock the "Made in New Haven" Achievement if you have completed every available story mission and sidequest in the Rust Commons up to this point. .============================================================================. | REACTIVATE THE ECHO COMM SYSTEM [0804] | |============================================================================| | | | | Level: 31 | Unlocks: | | | - Find Steele | | Rewards: | | | -9900XP | | |-------------------------------------+--------------------------------------| | - Reactivate the Transmitter Consoles | | | | The notes Tannis gave you are rambling and disjointed, and appear to be | | written in the form of an argument with either an invisible cellmate or a | | rat. However, she also mentions reactivating three network transmitter | | consoles in three separate buildings, then returning to this main control | | console. | |____________________________________________________________________________| The three Transmitter Consoles are in the Crimson Enclave. Proceed north to the exit door, only to have four Badass Engineers storm in. Back up into the center of the room and defeat them while taking necessary cover. On the other side of the door is the hangar near the entrance. Climb the stairs and return to the vendors, otherwise exit the hangar. Before going through the transition gate, hang a right to enter a narrow hallway containing [2 RED CHESTS]. The Guardian enemy type makes their return after only being seen in a brief side mission. Guardians are wispy ghostlike aliens that are very fast and mainly use Shock-based attacks. Their heads are their weak point, but can be hard to hit since their noggins are so tiny. The majority of Guardian enemies have very large shields, but these enemies are fragile once without it. You'll mainly fight against Principal Guardians (swordsmen) and Arch Guardians (long-range fighters). Badass Guardians are tougher versions of the Principal Guardians. Stand back and let the Guardians and the Crimson Lance duke it out, only stepping in to kill a Badass Guardian. Once the dust settles, take down any survivors. Head to the north, where the first Transmitter Console is located. Pass through the ravine and up the hill towards the overpass. Kill the Crimson Lance and continue towards the building. The alarms sound and a mob of Lance Infantry rush outside. Hide behind one of the storage containers so you aren't in the Gatling Turret's line of fire; try to down the turret so you have more freedom against the soldiers. Go through the front door and up the stairwell to the second floor. Open the door here, then open the next one to reach the control room. Fiddle with the button panels to activate the Transmitter Console. Continue onto the roof, open the [RED CHEST], then jump off. The second building is way south. Even though there is a Catch-A-Ride Station farther down the ravine, a gate prevents you from joyriding across the entire map. Time to hoof it. An alarm sounds when you get too close to the building, and another Gatling Turret pops out of the ground. Shoot it down and direct your attention to the Crimson Lance fleet; there tend to be more Lance Engineers at this station. Climb up the stairs on the right and enter the building through the balcony. Work your way downstairs, heading towards the control room. Activate the second Transmitter Console. Continue to the first floor for a [RED CHEST], then open the door and get outta there. The third building is secluded to the west. From your position, head northwest along the plain, breezing through the Crimson Lance on patrol. As you reach the entrance bridge, you'll find another battle between the Crimson Lance and the Guardians. New enemies, Sera Guardians, float in the air and shoot laser beams at their targets. These foes are tough and hard to reach since they usually fly out of range of some weapon types. Again, stay out of everyone's business and let the battle decide a winner, then kill that party. As you make your way up the hill past the bridge, a Gatling Turret opens fire from the top. Duck behind the rocks and eliminate it before focusing on the lesser enemies (most of them being Lance Defenders) and the Badass Defender. Make your way inside the building from the front entrance. Once again, the computer room is on the second floor. - Transmitter Console activated: 3/3 - TURN IN! Now that the ECHO Command System is back up, you must return to the Crimson Fastness. First, climb on the roof and open the [RED CHEST] before dropping down to the ground. Nothing special happens during the trip back, although all the enemies in the Crimson Fastness (including the four Badass Engineers) have respawned. Yikes! Head back to the loading dock to turn the mission in. Tannis gives you your next mission over your ECHO device. .============================================================================. | FIND STEELE [0805] | |============================================================================| | | | | Level: 32 | Unlocks: | | | - Destroy the Destroyer | | Rewards: | | | -20400XP | | |-------------------------------------+--------------------------------------| | - Find Steele and take back the Vault Key | | | | I know where the Vault is, and so does Steele. She took my Vault Key. You | | know, the one you worked so hard to get for me? Well, she took it. That | | albino bitch is going to open the Vault unless you can somehow find her, | | and beat her to it. I'm marking a waypoint at the location of the Vault. I | | don't have to tell you what to do, do I? | |____________________________________________________________________________| It's simple: track down Commandant Steele and take back the Vault Key before she opens the Vault and reaps the rewards all to herself. Stop by at the vendors here in the Crimson Fastness and do what you need, then Fast Travel to the Salt Flats. This is the end of the game. Plain and simple. If there are any missions left untouched or any stones left unturned, this is the time for that. When you are ready for the challenges ahead, get in a Runner and drive to the area northwest of Thor. There is a small crack in the mountain wall that you can squeeze through in order to reach the transition gate. Clear out the small bunch of Crimson Lance on the ridge, then fall down to find another small wave of soldiers. Look on your map for the entrance and follow the cliffside path to The Descent. The Descent is an ancient underground temple and home to the Guardians... you caught a glimpse of the scenery during the side mission "Ghost of the Vault". A pillar falls in the first room and startles a group of Trash Feeders. These birds are harmless; let 'em fly away. The next thing that pops up is not as harmless: a Sera Guardian swoops through the air and attacks. When you walk towards the [RED CHEST] on the side, a big Badass Guardian materializes. These dudes can be tough and carry around two sharp swords. Watch them as they glide across the room and shoot their head and chest. Open the treasure chest, then look off the side of the ledge and begin your descent. Notice how the drops between each platform are very big, so there is no way of climbing back up once you start going down. You can be reckless and fall all the way to the bottom, but you may miss out on loot and things such as the [SILVER CHEST] in this chasm. Move into the main chamber to stumble upon an all out war. Again, try to stay out of the fray and choose your battles wisely. Most of the enemies here and onward are Level 32, so the going may get rough. The Sera Guardians are the worst since they can stand on the opposite side of the mining site and shoot you with their stupid lasers. There are a lot of enemies to keep track of, so be patient and loot all the ammo crates. And try to stay on the upper levels. Explore the rest of the area to find a [RED CHEST] at the base of the monolith among other random lootable objects. The large door at the north end opens when you walk up to it, revealing more Crimson Lance and a Badass Engineer. Once they are done with, pass through the room and carefully cross the gorge. You'll come to the entrance to the Eridian Promontory. Begin climbing up the side of the snowy mountain. Like in the Crimson Enclave and The Descent, there will be many instances of Crimson Lance soldiers and Guardians fighting each other. By now you have probably figured out what type of enemy you match up against best. If Guardians are harder to kill, then side with the Crimson Lance and help take down as many Guardians as you can, and vice versa if you hate those Atlas-loving geeks. At the second camp, there is a [RED CHEST] underneath the tent. Just past that is a New-U Pole, and more Guardians. This time, there are no Crimson Lance; you have their full attention. Shotguns work great in this situation because the Principal Guardians teleport and all surround you, so things can get disorienting. There's a [SILVER CHEST] in the third camp. Go up the hill past the third camp to encounter a Badass Guardian and more Sera Guardians. Run back down the hill so you're out of the Sera Guardian's range as you murder the Badass Guardian. Kill the Sera Guardians and proceed to the top of the hill (there is a [RED CHEST] underneath the arch on the right). Continue up the incline towards the fourth camp; an Arch Guardian and three Sera Guardians appear out of thin air: kill the Sera Guardians first, then the Arch Guardian and open the [RED CHEST] behind him. Up at the fourth camp, there are more Crimson Lance and another [RED CHEST]. We're almost there! A couple more waves of Guardians, and you will reach the final campsite. Help the Crimson Lance against the annoying-ass Guardians, then reward them with a swift death. There are a lot of ammo crates and a [RED CHEST] in the camp, so stock up on ammunition, heal, then enter the Vault. Cutscene time! - Steele found: Objective Complete - TURN IN! The mission is automatically completed following the cinema, and you begin a new one. .============================================================================. | DESTROY THE DESTROYER [0806] | |============================================================================| | | | | Level: 32 | Unlocks: | | | - Bring the Vault Key to Tannis | | Rewards: | | | -28560XP, $9395 | | |-------------------------------------+--------------------------------------| | - Defeat the Destroyer | | | | Do you feel that I betrayed you? Do not. I am possessed of a sight that | | allows me to look forward and backward along the timeline, and the release | | of this creature was inevitable. There was only one chance for this | | dimension's continued existence. A hero. Someone who was at the right | | place, at the right time, and strong enough to push back. I have given you | | the unique opportunity to defend the existence of all that you know. Go! | | Fight! Be that hero! I will help you however I can. | |____________________________________________________________________________| Final boss time! .---------------------. | BOSS: The Destroyer |______________________________________________________ | | | Level: 33 Resist: None | | | | Strategy: | | So this is why the Guardians were protecting the Vault... to prevent this | | monstrosity from escaping! The Destroyer is a huge octopus monster with a | | huge fanged mouth and four long tentacles. It can be a little daunting, | | but trust me when I say that this final boss is a disappointment. The fact | | that you can Fast Travel out of the area during the fight is one reason | | why. So if you're pooped from the trek here, just warp somewhere and come | | back when you have a restocked inventory. | | | | The Destroyer does not move and is stuck hanging out of the mountain. Its | | tentacles on the ground can reach out and smack you, and the boss also has | | a long tongue that it can use as a whip. The two black tentacles on the | | top of the boss can hurl spikes at you. The Destroyer also has a shockwave | | attack that can send you across the map. | | | | The boss's final attack that it mainly uses when the fight is halfway | | over. You'll hear a weird charging noise as The Destroyer lets a pink | | laser beam shoot out of its eyeball. This attack is devastating, and the | | boss is nice enough to tell you when it's coming. Use the two pillars on | | the far end for cover when you hear the laser charging. | | | | This thing is one huge target, but there are some regions that you should | | shoot over others. The Destroyer's weak points are its mouth and the pink | | bulbs on the black tentacles. When the boss uses its tongue lash attack, | | shoot into its mouth for critical hits. Also blasting the bulbs will do | | the trick. The black tentacles can be destroyed as another respawns, so | | sever one when crippled to get a Second Wind. | | | | Continue attacking the black tentacles to drain the boss's HP the fastest. | | The Destroyer doesn't have a shield but has a metric-ton of health, so the | | battle may drag on a bit (but like all unshielded enemies, The Destroyer | | is weak against Fire). Larger, thicker tentacles sprout from the boss and | | grab onto the environment, but ignore them and continue shooting the black | | ones with the pink spots. | | | | After cutting off all four tentacles, it usually takes a while for them to | | grow back at once. Resort to aiming at The Destroyer's eye, which is also | | a weak point. Stay behind one of the two main columns to keep yourself | | protected from the eye beam. Continue shooting the eye until you win. Or, | | if the black tentacles grow back, then switch back to them. | |____________________________________________________________________________| - Destroyer defeated: Objective Complete - TURN IN! Woo! The contents of the Vault are all yours. The cliffhanger at the end is a foreshadowing for one of the DLCs: Claptrap's New Robot Revolution. The game ain't over after the credits; you still have one more post-story mission! .============================================================================. | BRING THE VAULT KEY TO TANNIS [0807] | |============================================================================| | | | | Level: 32 | Unlocks: | | | - N/A | | Rewards: | | | -17136XP, $234885 | | |-------------------------------------+--------------------------------------| | - Grab the Vault Key and return to Tannis at her Rust Commons dig site | | | | The Vault Key won't work again for another two hundred years, so it is now | | effectively useless. Tannis has volunteered to become the caretaker of the | | key, and may even pay well for it. | |____________________________________________________________________________| Pick up all the loot dropped by The Destroyer, including the [VAULT KEY]. Much success! - Vault Key: Objective Complete - TURN IN! Use the New-U Station to Fast Travel to the Underpass in the Rust Commons West. Make your way back to the dig site and give the Vault Key to Patricia Tannis. As you can see from the cash reward, you are well compensated. Well that's Borderlands for ya! The game's story mode has been completed, and you are free to roam around and complete any unfinished sidequests, you lazy bum you. If you are completely done with all missions, you can go ahead and start Playthrough 2. .---------------. | Playthrough 2 | '---------------' - After exiting and loading your file, you have the option to start a second playthrough. During Playthrough 2, you start the game all over again, but your character's stats and current inventory are untouched. Enemy and equipment levels will all be tweaked to suit your current level, and you have increased odds of finding purple and orange weapons through the game. Enemy names change on your second playthrough (refer to the bestiary for more details), and Badass enemies are now called BadMuthas. The level cap for your character is Level 50 for the standalone game, and it will probably take a full go through Playthrough 2 to reach that point. If you have downloaded the three story DLCs (specifically The Secret Armory of General Knoxx) or have the Game of the Year Edition, then the level cap increased to Level 69. I will be covering the three story DLCs in their own separate sections below. After completing Playthrough 2, enemies scale to your level, allowing you to revisit areas and continue fighting high leveled enemies anywhere in Pandora. You cannot replay the game a third time with one character, but this is still a step up from Playthrough 2, which is why this is commonly referred to as "Playthrough 2.5" by fans. ______________________________________________________________________________ ============================================================================== [9] SIDE MISSIONS [0900] ============================================================================== For the complete Borderlands experience, I suggest going through the game's side missions when they first become available rather than clumping them together until the end of the game. The mission order is loosely based on the order I think they should be completed, but it is by no means set in stone. .============================================================================. | ARID BADLANDS [0901] | '============================================================================' .============================================================================. | T.K. HAS MORE WORK | |============================================================================| | | | | Level: 10 | Prereqs: | | | - Job Hunting | | Rewards: | | | - 360XP, $776 | | |-------------------------------------+--------------------------------------| | - Go see T.K. Baha | | | | Hey, stranger! If you're still alive, I've got some more work for you! | | Come see me and I'll fill you in. | |____________________________________________________________________________| This side mission becomes available at the bounty board, and I recommend that you begin it as soon as possible. This mission is an absolute joke when you look at the rewards you receive: all you have to do it walk southwest from Fyrestone to T.K.'s shack. You have done it plenty of times and this case is no different. Head on over for your reward and the next side mission. - T.K. Baha visited: Objective Complete - TURN IN! .============================================================================. | T.K.'S LIFE AND LIMB | |============================================================================| | | | | Level: 7 | Prereqs: | | | - T.K. Has More Work | | Rewards: | | | - 4320XP, $2210, T.K.'s Wave | | |-------------------------------------+--------------------------------------| | - Kill Scar in Skag Gully and return T.K. Baha's Prosthetic Leg | | | | I used to be a go-getter like you...till a skag named Scar bit my leg off. | | I stabbed him through the eye, but it didn't kill him! I had another go | | after Dr. Zed whipped up a replacement leg, but Scar got that one, too! | | Pulled the thing clean off, and I was barely able to drag myself home. | | Say, you mind getting my leg back from Scar? If you kill him while you're | | at it, I got a special gift for you! | |____________________________________________________________________________| Strange that this mission is Level 7 while the previous (which required virtually no effort) is Level 10. Hmmm. Anyways, this quest comes alongside "By the Seeds of Your Pants", but this one is easier and therefore should be completed first. Head on out to Skag Gully. Once inside Skag Gully, start following the path as if you were going towards Nine-Toes' lair. Instead, you want to head north towards the central plain. The enemies here are around Level 6 and 7, and you'll also run into some nasty Spitter Skags. As their name implies, these Skags can spit acidic bile globs at you. Once in the middle area, defeat all the Skags and head northeast at the fork. This path eventually takes you to the top of a cliff overlooking this junction. There are a ton of Skag dens in this hillside trail, meaning that you'll be fighting many Skags... and looting many Skag piles. Be on the lookout for Spitter Skags - they are much faster than regular Skags and their acid spit can melt through your shield in a snap. The camp site where Scar resides is nearby when you reach another fork. You can either go west and approach him from the south or continue north and eventually come in from above. I prefer the northern path, despite having to face off against Feeder Rakks and Bloated Rakks at the northern tip. .------------. | BOSS: Scar |_______________________________________________________________ | | | Level: 8 Resist: None | | | | Strategy: | | Scar roams around the center of the campsite and waits for his prey to | | come to him. Slay all of the Skags in the vicinity without getting too | | close to Scar (he walks around in laps, so you can figure out his boundary | | lines and determine how close you can get without provoking him). | | | | Once all the lesser Skags are killed, open your map and look for the small | | path that comes to a point at the northeast corner of the camp. Climb up | | to the top and take out any long-range weapon. Here you have a good | | vantage point where you can snipe the boss (he's hard to miss - Scar is | | much bigger than any other Skag you've faced). | | | | Scar will likely notice you immediately and sprint towards your location. | | He is very fast and can jump super high (he can reach the ledge from the | | ground in one leap), so you'll want to drop down and enter the main camp | | site so you have more room to maneuver around Scar. | | | | Scar uses the same attacks and has the same mannerisms as any other Skag, | | but he also uses a vicious projectile beam that can cause elemental | | damage. Try to avoid facing him head-on so you can avoid this attack and | | aim for Scar's head; if he opens his mouth to roar at you, shoot nonstop | | into his gaping maw for critical damage. The Clipper is a nice weapon | | choice if you are having trouble finding a good gun to use. | |____________________________________________________________________________| - Scar killed: Objective Complete Scar drops a ton of loot when killed, including [T.K. BAHA'S LEG]. Wipe off the guts and drop the prosthetic limb in your inventory. - T.K. Baha's Leg: Objective Complete - TURN IN! Before you head out, search the camp for a [RED CHEST] and ammo crate. There is a metal walkway next to the chest that brings you down to the central area. Feel free to start up "By the Seeds of Your Pants" since you are in the neighborhood, or return to T.K. and claim your prize. T.K.'s Wave is technically a Shotgun, but it fires strange blue particles that travel forwards in a wave. It's truly a one-of-a-kind weapon, but can be a hit or miss among players. .============================================================================. | BY THE SEEDS OF YOUR PANTS | |============================================================================| | | | | Level: 9 | Prereqs: | | | - T.K. Has More Work | | Rewards: | | | - 1980XP, $1386, Sniper Rifle | | |-------------------------------------+--------------------------------------| | - Gather Bladeflower Seeds and return to T.K. Baha | | | | I'll only survive the winter if I can plant my crops soon enough, but I'm | | out of Bladeflower Seeds. I haven't been able to restock since I closed up | | Skag Gully. I used to get my seeds from the caves in there while I was | | hunting skag. Their vomit must make for amazing fertilizer. Blasted smelly | | piss mongers apparently are good for something. If you're willing to risk | | your life and personal hygiene to give a blind man a hand, I'll reward | | you. | |____________________________________________________________________________| This mission is tough, but it can be completed immediately after "T.K.'s Life and Limb" if you are brave and are stocked up on items and ammunition. This quest requires you to scour through the northern cave in Skag Gully. To get there, go northwest at the fork in the area's center (as opposed to northeast, which takes you to Scar's camp). Proceed into the canyon. You must collect eight Bladeflower Seeds; the plants look like spiny green pincushions with a tall red stalk emerging from the center. They glow green like any key item and each one can be viewed as waypoints on your map and radar. The first [BLADEFLOWER SEED] is down the northwest path, next to two Skag dens. Continue forward through the narrow trail. Large bones that resemble ribcages line the side of the road as you move ahead. Grab the second [BLADEFLOWER SEED] at the bottom of the trail leading into the clearing, then face off against the horde of Skags. Most of these foes are Level 8 or 9, meaning that this is tough company if you are underleveled. Even Skag Whelps are dangerous at this level, let alone the Adult Skags you fight here. Exit the clearing to the north, but double back and hug the eastern wall. You can jump onto a boulder on the east side of the clearing where you can find the third [BLADEFLOWER SEED]. Return to the vendors at the entrance to Skag Gully if necessary, because once you go ahead there's no turning back. Drop off the rock balcony into the second clearing; a number of Skags are waiting for you at the bottom, so stay on the upper ledge and shoot down at them. There are many more Adult Skags in this area, but they look and act just like Skag Whelps and aren't as dangerous as the Spitter Skags. The fourth [BLADEFLOWER SEED] is to the right of the cave entrance. Next, proceed inside the fifth [BLADEFLOWER SEED] on your left. Walk up the ramp and hug the right wall so you end up on the ledge on the right side of the room. Defeat the Skag Whelps and stomp through the tall grass at the back corner. This small area may contain a lot of Alpha Skags, but you can also locate a [RED CHEST] back here. Continue south/southwest through the cave, passing by the sixth [BLADEFLOWER SEED], until you reach a circular room with more Skags. Pick up the seventh [BLADEFLOWER SEED], then follow the twisting cave path to the final [BLADEFLOWER SEED] not too far from the previous one. - Bladeflower Seeds: 8/8 - TURN IN! At the end of the cavern is a [RED CHEST] and some money boxes for the taking. As you can see, the cave looped completely around to the entrance to to the canyon, so you can drop down and return to T.K. Baha's Claim in a jiffy. .============================================================================. | WHY ARE THEY HERE? | |============================================================================| | | | | Level: 7 | Prereqs: | | | - T.K. Has More Work | | Rewards: | | | - 1944XP, $1658, Shield | | |-------------------------------------+--------------------------------------| | - Find two more data recorders in Skag Gully | | | | You've discovered a beat-up data recorder dropped by the bandits. The data | | is too garbled to be of any use, but there may be other recorders like | | this in Skag Gully. Search for additional evidence, and take any you find | | back to the bounty board in Fyrestone. | |____________________________________________________________________________| This mission is not given by a client and only begins when you pick up the [BANDIT DATA RECORDER] at the entrance of Skag Gully. The recorder is found on a bloody cot just past the two vendors. Unfortunately for you, the two other recorders are on opposite ends of Skag Gully. The first one is at the southern end and appears on your map as a waypoint. Proceed south as if you were visiting Nine-Toes. When you reach the entrance to his lair, head west up the steep incline. Go forward, kill the Rakk group, and cross the bridge to the camp where you located the Red Chest after the Nine-Toes mission (so this should all be familiar territory). Since chests respawn every time you reload your game, it should be filled assuming that you quit and restarted the game at some point between here and when you killed Nine-Toes. The next [BANDIT DATA RECORDER] is between two corpses. - 1st Data Recorder: Objective Complete Now you are to explore the northern end of Skag Gully. Assuming that you killed Scar, you should know where you are going. At the first fork, continue northeast and then go north at the second fork. You should end up at the northern cliffside where a group of Rakks reside. Shoot them down and collect the [BANDIT DATA RECORDER] under the canopy near the deceased bandits. Consult the map if you need any help with directions. - 2nd Data Recorder: Objective Complete - TURN IN! You can turn this mission in at the Fyrestone bounty board. Oh, and as a little side note: some minor bosses respawn, such as Nine-Toes and Scar. If you want to cut through Scar's camp, you will have to fight him and his Skag minions again. It may be considered an inconvenience, but it is a good way to rack up XP and attain some good loot. .============================================================================. | GET A LITTLE BLOOD ON THE TIRES | |============================================================================| | | | | Level: 10 | Prereqs: | | | - Bone Head's Theft | | Rewards: | | | - 1152XP, $2329 | | |-------------------------------------+--------------------------------------| | - Roadkill enemies with the Runner vehicle | | | | Scooter's lettin' you drive his Runners, huh? You know what's fun? | | Roadkillin'. Runnin' over every living thing that's stupid enough to | | wander in front of your grille. I bet you're squeamish, though. I bet good | | money you haven't got the guts to go roadkillin' yourself. | |____________________________________________________________________________| This one is painfully easy and doesn't even warrant specific attention; you will complete it at some point during your journey, so as long as you have the mission in your inventory you'll complete it eventually. This mission requires you to run over ten enemies with the Runner. This is incredibly simple because enemies tend to explode in even the slightest contact, so a simple love tap from the hood of your car results in their untimely death. If you do want to bang it out quickly and get it over with, there are a number of Skag dens near the Catch-A-Ride garage and west of Bone Head's hideout. - Roadkill: 10/10 - TURN IN! .============================================================================. | GET THE FLOCK OUTTA HERE | |============================================================================| | | | | Level: 10 | Prereqs: | | | - Sledge: Meet Shep | | Rewards: | | | - 2880XP, $2329 | | |-------------------------------------+--------------------------------------| | - Kill rakk, then return to Shep Sanders | | | | There's a flock of rakk that keep flying around the wind turbines at | | Zephyr Substation. The bandits may have control of the turbines for now, | | but I plan to take them back, and in the meantime, I don't need rakk | | flying into the blades and damaging the equipment. So, I'm willing to pay | | you to eliminate the entire flock of rakk. | |____________________________________________________________________________| The two Shep side missions take place at the Zephyr Substation, the location of the mine key needed for "Sledge: The Mine Key", so you might as well kill two birds (rakks) with one stone and finish up these two missions while you are there. The Zephyr Substation is south of Shep, past the Piss Wash Gully. Drive over there (there is a Catch-A-Ride station next to Shep's shack) and park your Runner at the east end of the substation. The Rakks should pop out of their nest and fly high up in the air. Your front-mounted guns certainly won't be able to reach them at that high an elevation, so try hopping in the vehicle's turret (Y). You have a bit more range, but if you still can't reach the Rakks with the reticule, try shooting at them and then hopping back in the turret once you have their attention. You'll mainly be fighting Level 10 Rakks as well as some Bloated Rakks and Feeder Rakks, but your turret should finish them off with ease. There are a lot more than ten Rakks present, but feel free to leave once you reach your desired headcount. - Rakk killed: 10/10 - TURN IN! .============================================================================. | BRAKING WIND | |============================================================================| | | | | Level: 10 | Prereqs: | | | - Sledge: Meet Shep | | Rewards: | | | - 3023XP, $2329, Shield | | |-------------------------------------+--------------------------------------| | - Release the emergency Turbine Brakes at Zephyr Substation | | | | During one of their first raids, the bandits took over Zephyr Substation | | and set the emergency brakes on all the wind turbines. They tried to | | ransom the region's power supply, but Helena Pierce refused to negotiate. | | We've been running off generator power ever since. Since you're on some | | sort of anti-bandit crusade anyway, why not release those brakes and turn | | the power back on? There'll be a reward for your trouble. | |____________________________________________________________________________| There are three switches that activate the emergency turbine brakes at the Zephyr Substation. Roll down to the substation and follow your waypoint to the first one. It does not matter which brake you release first, but the waypoints only appear one at a time and they certainly help over blindly walking through the bandit-infested area. The first switch is on the west side of Zephyr Substation. This area is particularly dangerous due to the Skag dens. While you have been dealing with Skags aplenty up to this point, you have not yet encountered the Badass Skags that live here. The Badass (Elemental) Skags have breath attacks similar to Scar that can easily destroy your Runner, leaving you to fight off these monsters on foot. Be careful when fighting them and try to run them over rather than using your mounted guns. There is a boulder with a switch on the top near the western set of Skag dens. Climb the stairs to reach the top of the boulder and press the switch on the side of the balcony. - Turbine Brake A released: Objective Complete Turbine Brake B is near the central part of the substation, at the southern end. This is bandit territory, and driving through with a car may not be the safest route. From the boulder, look south at the huts and buildings and use some sort of long-range weapon to snipe at the bandits. Most of the enemies here are standard bandits (Bandit Thugs, Bandit Killers), but you may find some nasty fellas such as Midget Shotgunners and Bruisers. A Bruiser is a hulking beast of a man that wields a high-powered Combat Rifle, but is very slow and susceptible to headshots. Once most of the crew is deceased, ride down with your car and run over the remaining enemies. Release the second Turbine Brake. - Turbine Brake B released: Objective Complete The last one is back west, on the other side of the main building. Assuming that you killed pretty much everyone, you can easily drive over and hit the switch without interruption. - Turbine Brake C released: Objective Complete - TURN IN! .============================================================================. | HIDDEN JOURNAL: THE ARID BADLANDS | |============================================================================| | | | | Level: 13 | Prereqs: | | | - Bone Head's Theft | | Rewards: | | | - 2699XP, $5454 | | |-------------------------------------+--------------------------------------| | - Download 5 Log Entries from Data Recorders in the Arid Badlands | | | | This is Patricia Tannis, calling for anyone with two brain cells to rub | | together. I hid five of my Data Recorders in the Arid Badlands, but now | | I've decided I want them back. Listen to each one, and your ECHO device | | will record them. Once you have all five recordings, upload them to the | | bounty board. | |____________________________________________________________________________| As you can see, this mission is a bit high on the difficulty scale and even though it is available after killing Bone Head, you might want to hold off until you breeze through some of the Sledge-related story missions before you pick this one up. You'll be exploring some new parts of the Arid Badlands that house some dangerous denizens. There are five total Log Entries scattered around the Arid Badlands. The first one that you should pick up is located in Bone Head's camp. Now keep in mind that most bosses in Borderlands respawn, so there's no need to do a double take if you see Bone Head walking around his camp again. That's no ghost; he will have respawned if you quit and restarted the game since when you first killed him. Defeat Bone Head once more and grab the [TANNIS JOURNAL ENTRY] hanging on the metal scaffolding. - Journal Day 1: Objective Complete You won't have to travel far for the next Data Recorder; it can be found in the small bandit outpost southwest of Fyrestone. The [TANNIS JOURNAL ENTRY] is next to a Red Chest in the center of the outpost. - Journal Day 43: Objective Complete Your quest takes you down south to the Zephyr Substation. Assuming that you went there prior for the "Sledge: The Mine Key" story mission and the related side missions, you should know your way around the area. Drive to the main building and clear out any bandits that get in your way. Use the metal beams on the west side of the building to reach the rooftop, then inspect the red metal dumpster on the roof; the [TANNIS JOURNAL ENTRY] is lying in front of the open door. - Journal Day 76: Objective Complete Head back north. The next Data Recorder is located near the bandit gate that you opened up for the mission entitled "The Piss Wash Hurdle". From Shep's location, go east down the road and park your vehicle near the gate. Climb up the ramp on the right side of the gate and obtain the [TANNIS JOURNAL ENTRY] in the lookout tower. - Journal Day 119: Objective Complete Only one more to go! The final Data Recorder is found in an area that you likely have not traversed. From the entrance to the Zephyr Substation, pass the main road and take the lower trail south/southwest past another Catch-A- Ride garage. North of the garage is the Lost Cave (a sidequest will be taking you there not too long from now). From the garage, take the ramp across the way to a bandit camp. You may find over-leveled enemies on the outskirts of the camp (there are some Level 15 baddies south of the Catch-A-Ride garage), but all the bandits at the camp are around Level 12 and not as threatening. Feel free to explore the camp and the cliffside village, but for now pick up the [TANNIS JOURNAL ENTRY] near the cluster of barrels. - Journal Day 172: Objective Complete - TURN IN! You should probably check out the cliffside village while you're here. From the base camp, go northeast onto the metal catwalk and kill the bandits ahead. The enemies here are a bit tougher than below, around Level 13-14, but it will provide a nice challenge and earn you some much-needed XP. Shoot the Bandit Raiders and Burning Psychos, then open the ammo box and run down the ramp to the hut. Defeat the Bruiser to your left and any other bandits, then head that way to reach another hut containing a [RED CHEST]. Return to the previous hut and walk down the ramp cross the bridge to the main road. You can explore the two huts here but there isn't anything of major worth. If you want to check out the area south of the Catch-A-Ride garage/southeast of the camp, go right ahead. Be forewarned that this little nook contains Level 15 enemies. Go inside the cabin and open the lockers for some loot, then crawl down the tunnel etched out of the side of the building. This takes you down into a small cave containing two Mutant Midget Psychos (they act just like regular Psychos), a [RED CHEST], and a Weapon Vendor. Due to the level cap in the area, you can expect to find powerful weapons in that chest. .============================================================================. | SHOCK CRYSTAL HARVEST | |============================================================================| | | | | Level: 15 | Prereqs: | | | - The Piss Wash Hurdle | | Rewards: | | | - 3672XP, Shock Artifact | | |-------------------------------------+--------------------------------------| | - Harvest Shock Crystals in the Lost Cave | | | | Shock Elemental Artifacts allow you to customize your skills with the | | power of lightning. The key component for such an artifact is the Shock | | Crystal. I can fashion an artifact for you, but you'll need to provide the | | crystals. Go to the Lost Cave and shoot the Crystal Clusters to break them | | apart. Watch out for the bandits that have taken over the cave. | |____________________________________________________________________________| This is a pretty long sidequest that takes you through a large dungeon called the Lost Cave. It features new and deadly enemies as well as some cool loot, so you oughta check it out once you are around Level 15. The Lost Cave is located west of the Zephyr Substation. Facing the entrance to the Zephyr Substation, take the lower road towards the Catch-A-Ride garage. The entrance to the cave is located right next to the garage. There is a Med Vendor and an Ammo Vendor inside the cave that can help prepare you for the challenges ahead. You must harvest 50 Shock Crystals inside the Lost Cave and while that is a staggering amount, it's a bit easier when considering that they are found in bunches of five. They are easy to spot by looking for surges of electricity pulsating in the area. Also, don't bother using the waypoint in this mission, since it only points to the entrance to the cave and is confusing and useless. You'll have to keep your eyes peeled and ignore the radar and map when looking for the Shock Crystal formations. The Lost Cave is inhabited by Larva Crab Worms. These enemies are slow, but can burrow underground and pop up somewhere else. This, coupled with the fact that they travel in groups, make them hard to eliminate individually. Make sure to aim for their lone eye - it's their weak point. Dispose of the first batch of Level 15 Larva Crab Worms and head over to the junction. Your first Shock Crystal batch is found here, leading up to the northern path (like any key item, it glows green). Shoot the crystal formation with one of your guns and pick up the [5 SHOCK CRYSTAL] pieces. Like I said, you always find five per formation. Now continue up the northern trail to encounter a group of Level 15 Alpha Skags. Run back down the hill so you have some room to work with when fighting these beasts. You are close enough to the vendors for a quick restock if things get hairy. Once they are defeated, sprint back up the hill to find [5 SHOCK CRYSTALS], bringing your total to 10/50. Drop down off of the balcony leading to the southern path and slice through the Larva Crab Worms. Be sure to be checking the Skag piles throughout the cave for ammo and items; it's a pretty big cave and you don't want to be running back to the entrance any time you need ammunition or health. Proceed west, collecting the [5 SHOCK CRYSTALS] in the southern alcove filled with several Larva Crab Worms. [5 SHOCK CRYSTALS] are farther west along the trail. If you go around the pillar behind the crystal formation, you can reach a New-U Pole and a [RED CHEST]. Drop down after collecting the loot and wipe out the multitude of Skags near the large Skag dens; you'll find mainly Adult Skags and Spitter Skags, but also a nice amount of Alpha Skags. Go up the hill to reach the southern point and grab the [5 SHOCK CRYSTALS] as well as the stuff inside the ammo crate. Watch out for the Badass Elemental Skag that lives up here! You should now be halfway home. The road continues west, leading into bandit territory. Snag the [5 SHOCK CRYSTAL] here and crouch down; you can shoot some of the wandering bandits from here and continue to eliminate the ones that emerge from the houses. Once the coast is clear, grab all the loot, including the [RED CHEST] between two of the houses. A defenseless Claptrap is lying in the center of the camp, and talking to him begins another side mission. Since "Claptrap Rescue: The Lost Cave" is also completed inside the Lost Cave, you can work on these two missions simultaneously. From the first bandit camp here, go south; there is another bunch of [5 SHOCK CRYSTALS] this way, plus a [RED CHEST] at the dead end. Now double back and proceed north to the next set of bandit huts. Utilize the elemental barrels present and pick up the [5 SHOCK CRYSTALS] before passing through. As you pass underneath a bridge, you'll come to a New-U Pole and another set of [5 SHOCK CRYSTALS]. You emerge next to some Skag dens, prompting a battle with an Alpha Skag and his subordinates. Lastly, [5 SHOCK CRYSTALS] are found next to the dens, which should bring your total up to 50. - Shock Crystals: 50/50 - TURN IN! If for some reason you are short on Shock Crystals, there is still a decent amount of undiscovered land where you can obtain more of them. Regardless, you should still proceed through the remainder of the Lost Cave for some goodies in addition to the Repair Kit needed for the Claptrap. Head west at the bend and go up the hill past the mine track. Take down the various bandits and Psychos present, then approach the bridge. The Repair Kit needed for the Claptrap is located here (for more information, consult the mission card below). Cross the bridge to the final cavern. This area is tough: it contains several Skag dens which are home to Alpha Skags only. The Skags usually appear in pairs, but you will fight a total of at least ten. It can be pretty tough for a Level 15-16 character, but the best way to go through this is to utilize your Action Skill and stay near the bridge so the enemies have to funnel towards you. Your prize for surviving is [2 RED CHESTS]! Now you can leave the Lost Cave. When you turn in the mission at the Fyrestone bounty board, part of your reward is a Shock Artifact. Elemental Artifacts are class-specific (I'm pretty sure this one always applies regardless of your character class) and can be equipped to give your Action Skill elemental properties! .============================================================================. | CLAPTRAP RESCUE: THE LOST CAVE | |============================================================================| | | | | Level: 15 | Prereqs: | | | - The Piss Wash Hurdle | | Rewards: | | | - 1020XP, Backpack SDU | | |-------------------------------------+--------------------------------------| | - Find the Repair Kit and repair this Claptrap | | | | You've discovered yet another defunct Claptrap here. Doubtless, he | | wandered in here and was destroyed by the inhabitants of the cave. Perhaps | | there is a Repair Kit nearby? | |____________________________________________________________________________| A wounded Claptrap is found inside the Lost Cave, near the first bandit camp. After wiping out the foes, inspect the helpless bot to accept the mission. The Repair Kit is found somewhere inside the Lost Cave, and you can use your waypoint to determine its location. The Repair Kit needed is located near the end of the Lost Cave. From the Claptrap, proceed north through the bandit camps. You'll fight basically any bandit-type enemy you have faced before, including Psychos and Bruisers. Follow the straightforward path until you reach the top of a hill. Wipe out the enemies and approach the bridge. Next, search inside the stack of pipes next to the bridge to find the [REPAIR KIT] inside. - Repair Kit: Objective Complete - TURN IN! Deliver the Repair Kit to the Claptrap to complete the mission. As a note to readers: you must physically use the Backpack SDU in your inventory in order to upgrade the number of slots; doing so increases the number of slots in your backpack from 12 to 15. .============================================================================. | CIRCLE OF DEATH: MEAT AND GREET | |============================================================================| | | | | Level: 12 | Prereqs: | | | - Sledge: The Mine Key | | Rewards: | | | - 504XP | | |-------------------------------------+--------------------------------------| | - Talk to Rade Zayben | | | | Think you've got what it takes to be a gladiator? Enter the arena and put | | your life on the line for the amusement of our spectators and gamblers! | | Direct all enquiries to Rade Zayben, director of events. | |____________________________________________________________________________| The Circle of Death Arena (not to be confused with the arena at the bandit outpost near Fyrestone) is located in the central region of the Arid Badlands. From the Zephyr Substation, follow the upper road west until you come to a sign on the side of the road next to a skeleton (up ahead is the bridge leading to the cliffside village). Dismount and walk between the scrap metal walls on your right, and cross the bridge to another New-U Pole. This cavern serves as the entrance to the arena and contains a Med Vendor, Weapon Vendor, and Ammo Vendor so you can stay in tip-top shape as you progress through the rounds. As for this mission, all you have to do is speak with the rugged dude behind the receptionist desk. - Rade Zayben met: Objective Complete - TURN IN! Completing this mission allows you to enter the Circle of Death Arena. I recommend that you complete each of the arena's rounds back-to-back. You should be at a high enough level (around Level 13) to beat the first two rounds without much trouble. .============================================================================. | CIRCLE OF DEATH: ROUND 1 | |============================================================================| | | | | Level: 12 | Prereqs: | | | - Circle of Death: Meat and Greet | | Rewards: | | | - 1680XP, $1947, Shield | | |-------------------------------------+--------------------------------------| | - It's kill or be killed! | | | | Get in there. You live, you get paid. You die, I get paid a lot more. | | Either way, I win. Oh, and if you're gonna die, at least try to put on a | | good show. Scream and spurt blood a lot, the crowd loves that. | |____________________________________________________________________________| Make sure you have enough healing items and ammo for the test ahead, then enter the battlefield only to have the exit close behind you. There is only one wave of enemies that you must survive against, and they are all Skag enemies. There are three gates that release enemies: two on the west side and one on the east side. Stay near the entrance and wait for the gates to open before you begin firing. The enemies in this round include Adult Skags, Spitter Skags, and usually one Alpha Skag. Make sure to defeat the Spitter Skags first since their Corrosive spit can melt through your shield. The Alpha Skag is tough due to the armor plating on its front, forcing you to shoot its back and side for maximum damage. The Skag enemies here are around Level 12 with the Alpha Skag being Level 13, so you should have no trouble with one round of these guys. - Round survived: Objective Complete - TURN IN! Collect the spoils and return to Rade Zayben to begin the next round. .============================================================================. | CIRCLE OF DEATH: ROUND 2 | |============================================================================| | | | | Level: 15 | Prereqs: | | | - Circle of Death: Round 1 | | Rewards: | | | - 2652XP, $4105, Grenade Mod | | |-------------------------------------+--------------------------------------| | - It's kill or be killed! | | | | Back for more, eh? It's gonna be tougher this time. I don't expect a punk | | like you to last very long, but you understand the sequel has to up the | | ante. | |____________________________________________________________________________| This one is a lot tougher due to the increased levels and the extra wave of enemies. The first wave of foes is identical to the last round: a few Adult Skags, some Spitter Skags, and an Alpha Skag. However, their levels are increased and you can expect to be fighting Level 15 Alpha Skags. On top of that, two more Alpha Skags enter the mix, and you can be fighting up to three of these at one time! These guys are very tough and they jump around a lot, giving you little time to break free and create separation. Use Light Healing Kits sold at the Med Vendor to heal yourself and always aim at their naked flesh instead of the gray plating on their front. - Round survived: Objective Complete - TURN IN! .============================================================================. | CIRCLE OF DEATH: FINAL ROUND | |============================================================================| | | | | Level: 18 | Prereqs: | | | - Circle of Death: Round 2 | | Rewards: | | | - 4800XP, $9612, Weapon | | |-------------------------------------+--------------------------------------| | - It's kill or be killed! | | | | No one has gone three rounds in the circle that ain't skag food right now. | | You got the small of skag food. | |____________________________________________________________________________| Okay, now this one is a bit of a stretch, so you might want to hold off on this round for a while. The final round does not deviate much from its predecessor: for the first wave of enemies it throws in a couple Elder Skags that you should watch out for. There are also a couple more Level 15 Alpha Skags that enter the fray at the same time. In addition, there is a super-powerful Level 18 Alpha Skag that emerges after the others. Needless to say, he is stronger and more durable than the others. One upside of the Circle of Death mission chain is that if you die and must restart, you begin the round where you left off. So if you die at the hands of the final Alpha Skag, you can stock up on items and face off against him without having to go through the rest of the cavalcade. - Round survived: Objective Complete - TURN IN! .============================================================================. | THE LEGEND OF MOE AND MARLEY | |============================================================================| | | | | Level: 15 | Prereqs: | | | - Sledge: The Mine Key | | Rewards: | | | - 6120XP, $4105, Incendiary | | | Artifact | | |-------------------------------------+--------------------------------------| | - Kill Moe and Marley | | | | Rumors speak of Moe and Marley, two of the toughest skags to ever walk | | Pandora. I want their skulls mounted on my wall, but I'm too busy to go | | track them down myself. Instead, I'm offering to pay anyone to find them | | and take them down. | |____________________________________________________________________________| Pretty simple: Moe and Marley are a legendary Skag couple that roam the Arid Hills. You must kill them to receive your reward. They are found in the hills portion of the Arid Hills, although they tend to wander the area and are not always in the direct center as the waypoint likes to show. They will probably find you before you find them, leading to an impromptu fight. .--------------------. | BOSS: Moe & Marley |_______________________________________________________ | | | Moe - Level: 15 Resist: Fire | | Marley - Level: 15 Resist: Shock | | | | Strategy: | | Moe and Marley are intimidating Alpha Skags that each possess special | | elemental properties. Moe is a Fire-based Skag that has a fast, flaming | | charge attack and Marley is a Shock-based Skag that spits electrical balls | | of goo out of his mouth; they also both have elemental shockwave attacks. | | | | The tandem duo are almost always together, so you will have to face them | | together, plus any other Skag who wants to join in on the fun (it's always | | a lot): a 2-on-1 handicap match just got a lot harder. The lesser Skags | | are good to keep around in case you are crippled and need an easy kill to | | initiate Second Wind. | | | | If you are unlucky enough to get both Moe and Marley's attention, it does | | not matter which one you target first. Moe is the larger of the two and | | resistant to Fire-based attacks, so make sure to use any other weapon | | type. Marley, of course, is resistant to Shock. | | | | Even though Marley has more health, I find him easier to take down because | | he is forced to open his mouth for his his electric spit attack. Plus, | | killing Marley first makes the fight against Moe easier since your shields | | won't get depleted as fast. | | | | This portion of the Arid Hills is filled with tons of boulders and | | crevices; if you can find a high enough rock to position yourself onto, | | Moe (who only has melee attacks) won't be able to do jack squat and Marley | | might have a tougher time reaching you with his projectiles. You can have | | it real easy if perched way out of reach of the Skag bosses. | |____________________________________________________________________________| - Moe killed: Objective Complete - Marley killed: Objective Complete - TURN IN! Moe and Marley each give up a lot of loot and XP, and their deaths will trigger the mission objective. Now all you have to do is turn the mission in at the bounty board whenever you are in town. .============================================================================. | SCAVENGER: SNIPER RIFLE | |============================================================================| | | | | Level: 12 | Prereqs: | | | - Sledge: The Mine Key | | Rewards: | | | - 1932XP, Sniper Rifle | | |-------------------------------------+--------------------------------------| | - Find all of the sniper rifle parts | | | | I used to hunt skags from the east ridge near the mine. I was working on a | | new sniper rifle so I could really take 'em down. I never quite finished | | and had to stash the parts around so the bandits wouldn't find 'em. If you | | retrieve the pieces its all yours. I need the Stock, Body, Sight, and | | Barrel. | |____________________________________________________________________________| When it comes to scavenger missions, your waypoint is virtually useless as it only directs you to the general location of all the parts. You will have to do some old-fashioned rummaging if you want to find the gun pieces. Make your way to the bandit camp at the northern point of the Arid Hills and kill all enemies before trying to search for the four Sniper Rifle parts. Go up the hill on the east side of the camp to reach the second level. Before you get to the metal catwalk, enter the building on your left to find the [SNIPER RIFLE BODY]. - Sniper Rifle Body: Objective Complete Next, traverse across the metal walkways and go to the right (north) when it branches off - you'll discover the [SNIPER RIFLE BARREL] lying on a table. - Sniper Rifle Barrel: Objective Complete Continue west across the walkways until you reach a building on your left. You can climb to the top of the building using the large gas canister, allowing you to claim the [SNIPER RIFLE STOCK] up here on the roof. - Sniper Rifle Stock: Objective Complete Now walk west to reach the other side of camp and proceed down the hill as if you were going back to the entrance. As you slowly descend the ramp, keep your eyes peeled for the [SNIPER RIFLE SIGHT] discarded in a pile of junk, next to an old mattress. - Sniper Rifle Sight: Objective Complete - TURN IN! Now when you ultimately deliver the mission card to the bounty board, you will receive the Sniper Rifle (it's always a random Sniper Rifle) along with your XP rewards. .============================================================================. | CLAPTRAP RESCUE: SAFE HOUSE | |============================================================================| | | | | Level: 14 | Prereqs: | | | - Sledge: The Mine Key | | Rewards: | | | - 960XP, Backpack SDU | | |-------------------------------------+--------------------------------------| | - Find the Repair Kit and repair this Claptrap | | | | You've discovered a defunct Claptrap here. It looks like the bandits were | | pretty rough on him. Perhaps there is a Repair Kit nearby? | |____________________________________________________________________________| The downed Claptrap is found at around the midway point of Sledge's Safehouse. Talk to him to accept the mission and begin the search for a Repair Kit. Luckily, it can be found in the previous room, so you won't have to travel very far. Go back up the stairs towards the New-U Pole and where you fought the Badass Bruiser. Standing directly in front of the New-U Pole, turn around and slowly walk west. Look up at the ceiling near the air vents and you should spot the [CLAPTRAP REPAIR KIT] on top of the ventilation system hanging above the ramp. Jump and snatch it down from there to retrive the goods. - Repair Kit: Objective Complete Bring the Repair Kit to the Claptrap in the basement and restore him to good health. Use the Backpack SDU to increase your inventory (up to 18 slots) and focus on the Claptrap after he gets up. Follow him as he speeds away to a locked door. The Claptrap opens it, giving you access to the [RED CHEST] and lockers (which usually contain equipment) inside. Thanks buddy! .============================================================================. | WHAT HIT THE FAN | |============================================================================| | | | | Level: 13 | Prereqs: | | | - Sledge: To the Safe House | | Rewards: | | | - 2699XP, $4363 | | |-------------------------------------+--------------------------------------| | - Shoot the rakk droppings off of the wind turbine in Howling Defile | | | | All of the wind turbines are functioning, except for the one in Howling | | Defile. For some reason, the rakk always flock over that one, so the whole | | thing is covered in rakk droppings. The turbine blades won't even turn! | | I'm offering a cash reward to anyone who goes out and shoots all that crap | | off. | |____________________________________________________________________________| Howling Defile is located at the western end of the Arid Badlands. In order to get there you must drive past the entrance to the Circle of Death arena and continue west on that same road. It isn't a separate area from the Arid Badlands so you'll automatically come up to it. The damaged wind turbine will be on the right side of the road, behind a Rakk nest. If you stay far back enough, you can target the turbine without disturbing the Rakks. Just shoot the wind turbine a few times until you have removed all of the droppings. There should be no trouble. - Droppings removed: 6/6 - TURN IN! .============================================================================. | SCAVENGER: COMBAT RIFLE | |============================================================================| | | | | Level: 15 | Prereqs: | | | - Sledge: To the Safe House | | Rewards: | | | - 2346XP, Combat Rifle | | |-------------------------------------+--------------------------------------| | - Find all of the combat rifle parts | | | | I was working on a custom rifle. I didn't want the bandits to get a hold | | of my design so I dismantled it and scattered the components around. If | | you find all of these components, I can reassemble the weapon for you. | | Bring me the Body, Stock, Sight, and Barrel. | |____________________________________________________________________________| The pieces to the Combat Rifle are situated in the cliffside town near the center of the Arid Badlands. If you drive west past the Zephyr Substation near the path leading to the Circle of Death, you will come to the northern end of the town. It doesn't really matter which side of the town you start on; if you want to sneak through the southern end starting from the base of the hill, be my guest. Get off of the road and start across the bridge at the northeast end of the village. There will be a group of bandits shooting down at you from the huts stringed along the cliff, but if you duck behind the crates on the bridge you can take down most of them. Don't forget to snatch the [COMBAT RIFLE STOCK] from one of the crates here on the bridge. - Combat Rifle Stock: Objective Complete There are two ramps at the end of the bridge. Take the one pointed downward, which leads to a single home. Pick up the [COMBAT RIFLE BARREL] which is, funnily, resting on top of a barrel. - Combat Rifle Barrel: Objective Complete Grab the loot inside the shack and run back up the ramp, then take the other one leading into the center of the bandit town. There is an intersection at the top of the ramp: continue northwest through a building and up another ramp towards a shack in the corner. Inside is a [RED CHEST], while the [COMBAT RIFLE SIGHT] is found on the ground if you go out and around the building. - Combat Rifle Sight: Objective Complete Return to the fork and take the other route, which brings you southeast. Once you are under the red tarp, wipe out the enemies and recover the [COMBAT RIFLE BODY] next to the ammo crate. - Combat Rifle Body: Objective Complete With that, you can proceed back to your vehicle and turn the mission in at the bounty board. .============================================================================. | SCHEMIN' THAT SABOTAGE | |============================================================================| | | | | Level: 18 | Prereqs: | | | - Sledge: Battle For the Badlands | | Rewards: | | | - 4800XP, $7659, Grenade Mod | | |-------------------------------------+--------------------------------------| | - Infiltrate the Headstone Mine, place the fuses, and use the detonator | | | | This here's a job for anyone who thinks they got a pair that clank. | | Everyone knows how the bandits overran Headstone Mine. They've been | | sellin' iridium on the black market. I don't know who's buyin' it, but | | screw 'em. Anything fundin' bandits needs to stop. I tried blowing the | | emergency valves on the main line, but they chased me out before the job | | was done. I need someone to get in there, finish connecting the fuses, | | then blow them up. Any takers? | |____________________________________________________________________________| You might as well head right on back to Headstone Mine after picking up this mission and get it over with; you just returned from there after sending Sledge packing, so at least the area layout is fresh in your memory. Make your way to the first excavation site. With any luck, the Mulciber Mk2 won't be in use (in fact, I think it disappears completely in this side mission). There will still be a lot of enemies to kill, though. The first fuse is to be placed on the base of a large support beam; consult your map and radar for further help (it's near the center of the site). - Fuse A placed: Objective Complete The second fuse spot is just north of the first one. Take a few steps and place it on the support beam base. - Fuse B placed: Objective Complete The third and final fuse is also north of this one, to follow the trend. - Fuse C placed: Objective Complete Make your way to the southwest staircase and proceed to the second level. Go left and clear out the enemies, then position yourself on the plateau overlooking the excavation site. Push the detonator here to demolish the pipeline. - Pipeline Destroyed: Objective Complete - TURN IN! The ensuing explosion also takes out a nice part of Sledge's lair. I am not sure if you still have access as a result... .============================================================================. | FIND BRUCE MCCLANE | |============================================================================| | | | | Level: 15 | Prereqs: | | | - Sledge: Battle For the Badlands | | Rewards: | | | - 3060XP | | |-------------------------------------+--------------------------------------| | - Find Bruce McClane | | | | Can anyone help me? I haven't heard from my fiancee in weeks. His name is | | Bruce McClane, and he lives in a shack out near Zephyr Substation. Last I | | saw him, he was bragging about how rich he was about to become, and how he | | was gonna buy us a flight off this planet. Whatever he was up to, I bet it | | got him into trouble. Please, someone, find my fiancee. | |____________________________________________________________________________| Isolated shack... Zephyr Substation... does this sound familiar at all? You have probably been there several times without knowing it. Drive past Zephyr Substation and follow the road as if you were going back to Headstone Mine. The shack is located on this road and is guarded by a Psycho and a Midget Shotgunner. Run them over and go inside the shack. There is a hole tunneled in the side of the shack that leads down into a cave, complete with a Weapon Vendor and a [RED CHEST]. Slay the pair of Mutant Psycho Midgets, pick up the loot, and inspect the dead body lying on the cot. That's your man. - Bruce McClane found: Objective Complete - TURN IN! Open [BRUCE'S JOURNAL] to turn in the mission and receive another one. .============================================================================. | PRODUCT RECALL | |============================================================================| | | | | Level: 15 | Prereqs: | | | - Find Bruce McClane | | Rewards: | | | - 3468XP, $4105 | | |-------------------------------------+--------------------------------------| | - Collect Bruce's Boxes of Cigars near Titan's End | | | | In the journal, Bruce described a scam where he gathered local plant | | leaves, rolled them into cigars, then sold them to bandits while claiming | | they were prized offworld tobacco. With the money, he'd hoped to marry his | | fiancee and take her away from Pandora. Apparently, his first customer | | immediately died of massive internal bleeding, and the bandits forced | | Bruce to use his own product as payback. You'd better round up these | | cigars before some kid gets hold of one and smokes it in a back alley. The | | journal mentions that Bruce's customers were primarily the bandits around | | Titan's End. | |____________________________________________________________________________| If you have not been to Titan's End before, it is a huge archeological dig site at the western end of the Arid Badlands. Unfortunately, bandits have sprung up and took the place over in a way. Your destination is a small alcove at the south side of Titan's End. Either cut through the camp or weave your way around until you reach the alcove. From the entrance to the alcove, continue south through the gate. Upon closer inspection of the map, you'll notice an elevated portion on the south end of the alcove. Once through the gate, walk alongside the cliff and climb up the rocky outcropping to a tent containing a [RED CHEST] and the first [BOX OF CIGARS]. The other two cigar boxes are in the alcove below, but now you have an awesome vantage point which allows you to snipe all the bandits roaming around. Also, falling down into the alcove (or safely going back the way you came) triggers the appearance of some Skags, which leads to a bandit/Skag war. After the show, the likely survivors are the Bruiser and Badass Psycho. Watch out for the Badass Psycho as he chases after you and plug a few rounds into his head, then pick off the other stragglers. The final [2 BOXES OF CIGARS] are down here in the alcove. - Box of Cigars: 3/3 - TURN IN! .============================================================================. | INSULT TO INJURY | |============================================================================| | | | | Level: 15 | Prereqs: | | | - Sledge: Battle For the Badlands | | Rewards: | | | - 4080XP, $2736 | | |-------------------------------------+--------------------------------------| | - Remove the human skulls from the pikes at Titan's End | | | | The bandits took over my dig site in the Arid Badlands. Members of my team | | attempted to defend themselves, but they were failures and now the bandits | | have hung up their skulls like trophies. This is unsanitary and | | inappropriate for an archeological dig site. I will pay someone to go to | | Titan's End and remove their skulls from the pikes. | |____________________________________________________________________________| Titan's End is the westernmost region in the Arid Badlands - only the gate to the Dahl Headlands is farther west. You likely have not explored the area yet, so it will probably be unfamiliar territory. Fortunately, it isn't very large and is only composed of a decently-sized bandit camp. If you follow the main road west, you'll come to a Catch-A-Ride garage and the Titan's End New-U Station. Unsurprisingly, the bandit camp in Titan's End contains a lot of bandits; mostly around Level 14 or 15. At this stage in the game they should be fodder. Dismount and enter the gate farthest from the garage; the first [ARCHEOLOGIST SKULL] is sticking right out of the gate. Now hug the wall and proceed west, climbing the tower at the far west end. Here is your next [ARCHEOLOGIST SKULL]. Leap from the tower and walk southwest past the large skeleton barrier. Stay on the outer perimeter of the camp as you continue south, then southeast around the edge of the camp. Along the way, you should find the third [ARCHEOLOGIST SKULL] on a pike sticking out of a hut. A little ways southeast is another watchtower with another [ARCHEOLOGIST SKULL] on top. From the ramp leading up to the tower, go northeast to cut into the camp. There is an [ARCHEOLOGIST SKULL] on the metal plank and another [ARCHEOLOGIST SKULL] not five feet in front. As a bonus, there is a [RED CHEST] inside the house next to the pair of skulls. That should be six out of ten skulls. Continue across the metal walkway to the other side of camp. An [ARCHEOLOGIST SKULL] is leaning against the southeast hut; a Badass Bruiser usually lives in there. Now spin back around and slide down into the pit underneath the metal walkway. Down here you will find the eighth [ARCHEOLOGIST SKULL] and another [RED CHEST]. Back at the southeast hut, walk north alongside the scrap metal wall to come to an [ARCHEOLOGIST SKULL] near a tall metal beam. The final [ARCHEOLOGIST SKULL] is resting alongside part of the giant skeleton near the center of camp. If at any point you need help finding the skulls, then use your waypoint. This mission is unlike the scavenger weapons in that the waypoint does indeed point you directly towards the items in question. - Skulls removed: 10/10 - TURN IN! .============================================================================. | DAHL HEADLANDS [0902] | '============================================================================' .============================================================================. | BIG GAME HUNTER | |============================================================================| | | | | Level: 20 | Prereqs: | | | - Leaving Fyrestone | | Rewards: | | | - 5280XP, $4823, Whitting's | | | Elephant Gun | | |-------------------------------------+--------------------------------------| | - Get some bait, place it outside the cave, then kill Skagzilla | | | | See all the giant bones? Dug them up myself. I thought these creatures | | were extinct until, down at Wellspring Bluff, I came across a skag bigger | | than any I had ever seen! Its diet of cesium cactus, Runner fuel, and of | | course, human flesh, seems to have endowed it with incredible mutations. | | Truly, Skagzilla is a marvel of adaptation and survival. So, I want you to | | acquire some bait, lure it out, and kill it! | |____________________________________________________________________________| You know you're in for a challenge you when you are asked to bring down a beast with the title "Skagzilla". You know that's one big bone you're pickin' with. You must lure the monster out of its lair with bait; bait that can be stolen from a bandit outpost on the west side of the Dahl Headlands. Drive to that section of the plain and run over any enemy that gets in your way - there's only about five residents. Next, gather the roasted [SKAGZILLA BAT] hanging over the fire. What's strange is that the bait looks like cooked Skag. I guess Skagzilla has cannibalistic tendencies... - Skagzilla Bait: Objective Complete Your next destination is right next to the bandit outpost. Skagzilla's den is beyond the rock wall, so the only way to get over the wall is to cross the nearby bridge. Drive over to the bridge, disembark, and begin walking over until you drop into the den, which resembles a gladiator-style arena more than anything. Ignore the brutal roars emanating from the cave as you approach the entrance and place the bait on the spike. - Bait placed: Objective Complete Here he comes! .-----------------. | BOSS: Skagzilla |__________________________________________________________ | | | Level: 21 Resist: Corrosive, Fire, Shock | | | | Strategy: | | Skagzilla is without a doubt the king of all Skags, based on size alone. | | He towers over you and can strike fear into the hearts of many, but | | Skagzilla is manageable despite all his scare tactics. The first thing you | | should know is that while Fire weapons work best on flesh like regular ol' | | Skags, Skagzilla is resistant to all elements. | | | | The boss has five main attacks. First is his melee attack, which is only | | used if you are directly next to him. Second, he has a jumping attack that | | is mainly used to catch up with you if you are far away, but Skagzilla | | creates an earthquake when he lands; jump in the air when he lands to | | avoid it. Skagzilla can also charge at you, which is preceded by the boss | | standing still and stamping his foot like he's building momentum. | | | | Skagzilla also uses two projectile attacks. The first is a rapid Shock | | spit attack that can be hard to dodge due to how fast he spits at you. It | | can deplete your shields quickly like any Shock-based attack, so keep your | | guard up and run away if your shield gets too low. Finally, Skagzilla also | | uses a long-range laser beam attack. He sweeps from side to side to cover | | a lot of ground, but it's actually easiest to avoid by standing next to | | either side of his face. | | | | Unlike normal Skags, Skagzilla isn't one to show off and won't stand back | | and roar at you for show. That means the best (and really only) time to | | score critical hits is when he is using his laser beam attack. Like I said | | before, you can avoid the beam if you approach Skagzilla's head and stand | | directly on either side of it - he doesn't move until the attack ends so | | you'll be completely safe while the attack is going on. Being so close is | | also a great chance to score critical hits with a powerful Shotgun. | | | | All in all, Skagzilla is pretty easy despite his appearance. Even though | | he is Level 21, you can easily slay the beast at the same level. The arena | | may not offer any cover, but it's huge and the numerous Skag piles may | | come in handy if you're looking for ammo or Instant Health Vials. | |____________________________________________________________________________| - Skagzilla killed: Objective Complete Skagzilla usually drops some good loot. I'm not sure if it happens in every first playthrough, but I scored an Explosive Artifact from the boss. A metal panel on the outer edge of the den falls over, granting you escape from the area. Return to your vehicle and drive back to Ernest at the northeast hill. He rewards you with Whitting's Elephant Gun, which is technically a Sniper Rifle but doesn't really resemble one at first: it's powerful as hell with an increase in Damage and Critical Hit Damage, but has no zoom. It is definitely an interesting and sometimes useful weapon choice. .============================================================================. | FUEL FEUD | |============================================================================| | | | | Level: 20 | Prereqs: | | | - Powering the Fast Travel Network | | Rewards: | | | - 4800XP, $3844, Grenade Mod | | |-------------------------------------+--------------------------------------| | - Destroy the Bandit Fuel Tanks | | | | The worst part about living out here isn't the frequent skag attacks, it's | | the traffic. And by traffic, I mean those bandit bastards that think they | | have a right to shoot anything that moves. Hit 'em where it hurts. Destroy | | their fuel tanks so we can ride free! | |____________________________________________________________________________| The Dahl Headlands is a prime source of fuel, and there are three fuel tanks located in the region that contain a large supply of the product. Your goal is to cut off the fuel supply to the bandits by destroying the tanks. The first fuel tank is marked on your map and can be found near the front of the Ludicrous Speedway. Hop in a Runner and drive west as if you were returning to Skagzilla's den, but hang a left and proceed south towards the race track. Park near the garage and open the door to the building. The speedway is infested with Scythids, and you'll be fighting Scythid Crawlers and Desert Scythids. Even though they are Level 20, Scythids are very weak and the Scythid Crawlers in particular can be dispatched with a single melee blow. Snoop around the building to encounter a gruesome sight; walk out the back exit to encounter more Scythids, including a Giant Scythid. Exterminate the buggers and then open fire on the Jakobs fuel tank positioned in the far corner of the yard. Since you're already here, it wouldn't hurt to jump in and quickly complete the "Death Race Pandora" sidequest. But feel free to hold it off if you wish. The second fuel tank is ways away, at the northwest point of the headlands. It is located in the back of a small bandit camp, and even though you cannot progress inside the camp with your Runner, the tank is positioned in a way where you can shoot rockets at it from the front gate. But I suggest you go inside the camp anyways to earn XP killing bandits, pick up stuff, and to loot the [2 RED CHESTS] in the back. Lastly, drive to the mountain in the dead center of the plain to track down the third and final fuel tank. Once again, the tank is located in a miniature bandit camp and once again, you can destroy the tank from the luxury of your Rocket Launcher Runner. However, I do not recommend that method due to the resident Badass Bruiser, who is capable of demolishing your vehicle in a hurry. Get out, take cover and eliminate him along with the other bandits before targeting the fuel tank. There is a Catch-A-Ride Station nearby if your vehicle does get totaled during the firefight. - Fuel Tanks destroyed: 3/3 - TURN IN! Return to Lucky's bounty board at the Watering Hole to receive your reward. .============================================================================. | WELL THERE'S YOUR PROBLEM RIGHT THERE | |============================================================================| | | | | Level: 18 | Prereqs: | | | - Powering the Fast Travel Network | | Rewards: | | | - 6000XP, $7689 | | |-------------------------------------+--------------------------------------| | - Close all Fuel Pipe Valves around the Lucky's Last Chance | | | | What with all the gunfights going on around here, my fuel pipes have got | | more holes than Swiss cheese. I think the system is salvageable, I just | | need somebody to close a few valves for me. I'd do it myself, but I'm | | afraid there'd soon be holes in me, too! | |____________________________________________________________________________| More fuel-related activities goin' down here. Instead of cutting off the bandit's fuel supply, this time you have to turn on Lucky's fuel sources. There are three damaged fuel valves that need to be turned on in order to get the stuff running again. The first one is located at the northernmost point of the Dahl Headlands. Get out of your vehicle when you reach the line of boulders and squeeze through towards the tainted spring. Scythids emerge from the murky waters and begin attacking. Feel free to move on past them and turn the fuel valve or sit around and punch each one to death. Since you're in the neighborhood, take a ride to the edge of the cliff a few yards away and stop at the guard rail. If you follow the cliffside to the far east end you'll stumble upon a hidden walkway. The ramp takes you to a tiny hut etched out of the side of the cliff. What kind of daredevil would live on the side of a cliff? Well, there isn't anything here aside from a couple lock boxes, but I thought it's interesting enough to warrant a mention. Your travels now take you to the bandit camp where you found the Skagzilla Bait. For those who forgot or never got around to the quest, this small camp is on the west side of the Dahl Headlands and next to Skagzilla's den. Blast the bandits and Bruisers, then close off the valve. You won't have to go far to find the last fuel valve; it is in the settlement north of your location. Drive up to Devil's Gate Hill and walk up to the fuel pipe. The valve is behind a metal fence, forcing you to take the long route. If you look beyond the valve, you'll spot a boulder that is just as high as the fence. Walk behind the boulder to find a stepping stone, then hop to the top and leap over the fence. Now you can close off the valve. - Valves closed: 3/3 - TURN IN! .============================================================================. | SCAVENGER: REVOLVER | |============================================================================| | | | | Level: 20 | Prereqs: | | | - Powering the Fast Travel Network | | Rewards: | | | - 3036XP, Revolver | | |-------------------------------------+--------------------------------------| | - Find all of the revolver parts | | | | There are components to a revolver scattered around. If you find all of | | these components, I can reassemble the weapon for you. Bring me the Body, | | Cylinder, Sight, and Barrel. | |____________________________________________________________________________| Once again, this is a scavenger hunt featuring Revolver parts that, when fully assembled, create a random Revolver that you can keep. The parts can be found at the Devil's Gate Hill, which is on the west end of the Dahl Headlands and north of Skagzilla's den. Approach from the south and trudge up the to the Catch-A-Ride Station. Follow the east wall until it opens up, then begin climbing on the rocks outside of the settlement. Look for a rusty shell of a Runner and climb on top of the ruined vehicle. Inside the cockpit is the [REVOLVER BARREL]. - Revolver Barrel: Objective Complete Now begin your search inside the settlement. The next gun piece isn't very far away; in fact, the [REVOLVER BODY] is resting on the floor of the garage next to the Catch-A-Ride Station. - Revolver Body: Objective Complete Next, climb to the top of Devil's Gate Hill and step on top of the roof of the garage you were just inside. From the garage roof, look to your left at the metal tower and leap onto the platform attached to the tower. Pick up the [REVOLVER CYLINDER] and jump back to the roof. - Revolver Cylinder: Objective Complete The final Revolver part is near the fuel valve from the side mission "Well There's Your Problem Right There". Approach the large boulder behind the fenced-in fuel valve and jump to the top. From here, you can scale the fence to reach the valve. However, hop onto the piece of sheet metal resting on the corner of the fence and grab the [REVOLVER SIGHT]. Voila! - Revolver Sight: Objective Complete - TURN IN! .============================================================================. | DEATH RACE PANDORA | |============================================================================| | | | | Level: 20 | Prereqs: | | | - Powering the Fast Travel Network | | Rewards: | | | - 5280XP, $4099, Weapon | | |-------------------------------------+--------------------------------------| | - Kill the Scythid Crawlers at the racetrack | | | | There's an old race track in the Dahl Headland, called the Ludicrous | | Speedway. It was great in its day, but it's been abandoned since the | | corporation pulled out. I'm thinking of reopening the place, but there's a | | catch. It's been overrun with vermin. I need someone to go out there and | | kill all the bugs. | |____________________________________________________________________________| Mosey on down to the Ludicrous Speedway at any time after picking up this mission from the bounty board. The place is overrun with icky Scythids, and it is up to you to clear them off of the race track to keep the customers coming. 50 may seem like a lot of enemies, but you have the luxury of running down the suckers with your Runner. Most of the common baddies like Scythid Crawlers won't do much, but bigger creatures like Badass Poison Scythids and Badass Fire Crawlers can put a dent into your Runner, so pay attention to your vehicle's health when on your killing spree. If it ever gets low, get out and resume fighting on foot until the health bar refills on its own. It's time consuming, but overall really easy. Do a few laps around the track as you kill any Scythid that makes its presence known. This method will also help when going for the "Speedy McSpeederton" Achievement, which is earned by finishing a lap around the race track in under 31 seconds. - Scythid killed: 50/50 - TURN IN! Also, about the Achievement: even though you must complete a lap under 31 seconds, there will be no timer or any indication that you have begun a race on your HUD. The game keeps track of your time internally and you begin getting timed the second you drive under the banner attached to the building at the start of the track. To complete a lap under 31 seconds, make sure to study the course and utilize its shortcuts. The best shortcut to use is at the south end of the track. At the start, drive forward and continue south, taking the left path. When you enter the cave, hug the left wall. A path opens sharply to the left just before reaching a ramp in the middle of the cave. Take this path and boost off the huge jump to cut off a lot of time. From here, follow the track past the other side of the building. If your time is good enough for the Achievement, it should pop up after passing the building and reaching the start of the course. .============================================================================. | GHOSTS OF THE VAULT | |============================================================================| | | | | Level: 20 | Prereqs: | | | - Powering the Fast Travel Network | | Rewards: | | | - 5280XP, $2893, Explosive | | | Artifact | | |-------------------------------------+--------------------------------------| | - Visit the Haunted Excavation and recover the Elemental Artifact | | | | This is Tannis. I was digging in the Dahl Headland, and came very close to | | uncovering an Elemental Artifact, most likely from the Vault. I was forced | | to abandon the dig when my brain-dead team quit. They said they saw | | ghosts, or Bigfoot, or something. If you're someone who isn't a | | superstitious dolt, I invite you to recover the artifact for yourself. | | Here's the freight lift code so you can access the site. | |____________________________________________________________________________| Select the mission and follow it on your map to the mountain in the center of the Dahl Headlands. Drive up the hill to the metal planks leading to the excavation site. You can shoot down the first group of bandits in the huts next to the walkways, but after that you'll have to continue on foot. Follow the walkway to an elevator at the far end. Now you will be stopped by a multitude of bandits before you can ride the elevator, so try and find some cover behind the crates or run back towards your vehicle. When you are ready, stand in the elevator and descend down the mine shaft. As soon as you hit rock bottom, a Badass Psycho and a Bruiser , along with some standard Bandit Thugs, run around the corner. Finish them off and use the two vendors to restock supplies. Proceed down the passage towards the Haunted Excavation. It's a little eerie, but nothing seems particularly strange when you first enter the site aside from a few tremors. When you approach the altar at the end, however, ghastly enemies appear out of thin air... the so-called "Ghosts of the Vault"! These are Guardian enemies, and they can be a huge pain. Guardians are fast-paced enemies that can float in the air and teleport, and they attack with long energy swords. Their weak points are their heads, but targeting can prove difficult due to their oddly disproportionate craniums (dey got tiny heads). You are ambushed by two Guardian Wraiths and a Guardian Spectre. Both types of monsters carry shields that can be tough to take down, so sticking to a Shock- based weapon is the way to go. The good news is that Guardians typically have very low health and can be easily dispatched once their shields are lowered. The Guardian Spectre is larger and has more health than the Wraiths. After the scuffle, go towards the altar to find the Elemental Artifact; this is also where you can turn the mission in. - Elemental Artifact found: Objective Complete - TURN IN! You receive an Explosive Artifact for your troubles, which can be equipped to give your Action Skill Explosive elemental qualities. Since you probably have more than one Elemental Artifacts, now is a good time to point out that you can switch between them in the Skills menu. Also, make sure to crack open the [RED CHEST] next to the altar before heading out. .============================================================================. | NEW HAVEN [0903] | '============================================================================' .============================================================================. | CLAPTRAP RESCUE: NEW HAVEN | |============================================================================| | | | | Level: 21 | Prereqs: | | | - Road Warriors: Bandit Apocalypse | | Rewards: | | | - 1380XP, Backpack SDU | | |-------------------------------------+--------------------------------------| | - Find the Repair Kit and repair this Claptrap | | | | You've discovered another malfunctioning Claptrap robot. You noticed that | | there was some discarded Claptraps rusting on the scrap heaps around town. | | Perhaps some spare parts could be salvaged from those? | |____________________________________________________________________________| This should be the first side mission you complete (it can even be completed before the story mission "Power to the People". This poor Claptrap is found lying next to the New Haven bounty board at the north side of the city. After picking up the mission, enter the back alley next to Marcus' shop. On the right is a red dumpster pressed against the side of the building south of the weapons shop. Use this to reach the roof, then look south to spot the [CLAPTRAP REPAIR KIT] leaning on a balcony. From the side of the roof you should be able to leap onto the balcony and pick up the kit. - Repair kit: Objective Complete - TURN IN! Return to the Claptrap and patch him up, then follow the lil' guy to a secret room containing a shiny [SILVER CHEST]. You should also now have 21 slots. .============================================================================. | IS T.K. O.K.? | |============================================================================| | | | | Level: 21 | Prereqs: | | | - Road Warriors: Bandit Apocalypse | | Rewards: | | | - 6072XP, $8102, Grenade Mod | | |-------------------------------------+--------------------------------------| | - Check on T.K. Baha for Scooter | | | | I just got a call from my good buddy, T.K. Baha. You met him, right? Blind | | as a bat in heat, and twice as looney. He'll watch your back in a fight, | | though. Just make sure you yell a lot so's he knows where you're standin'. | | Anyway, he called me, but he didn't say nothin'. That coot never calls | | unless he's got a reason, y'know? Would you go check on him? Make sure a | | skag didn't eat his other leg or somethin'. | |____________________________________________________________________________| Now that you have access to the Fast Travel Network, a quest like this becomes embarrassingly easy. From the nearest New-U Station, warp to Fyrestone and hoof it to T.K.'s Claim. Scooter knows something is fishy with T.K.'s call, and his suspicions are confirmed as soon as you step foot in his house. - T.K. checked on: Objective Complete - TURN IN! If it's any consolation, at least there's a [RED CHEST] on the back porch. You are ambushed by a mob of Psychos as you exit the house; the likely culprits behind T.K. Baha's untimely demise. Exact revenge and return to Scooter with the unfortunate news. .============================================================================. | SCOOTER'S USED CAR PARTS | |============================================================================| | | | | Level: 21 | Prereqs: | | | - Power to the People | | Rewards: | | | - 4140XP, $10803 | | |-------------------------------------+--------------------------------------| | - Collect all the vehicle parts and return to Scooter | | | | Scooter here. Somebody's been really hard on the Runners lately, and we're | | not going to see a shipment of replacement parts anytime soon. There are | | probably plenty of spare parts we could salvage out in the Commons. Take | | this list and return with the parts, and I'll pay you for 'em. | |____________________________________________________________________________| Scooter's car parts are all located in the Rust Commons West; enter the area from the southeast gate in New Haven. At the junction, head right up the hill and take out the bandit/Rakk combination. Stay to the right and enter the junk tunnel, which takes you to a bandit camp. These Level 20-22 bandit-type enemies have stolen Scooter's vehicle parts and scattered them around the village. This camp is not only packed with bandits, but there is also heavy security in the form of Level 21 Gatling Turrets. These guns are stationed high and low, so watch for the red laser sights bouncing back and forth across the village. Do a lap around the village and take out all the bandits and Gatling Turrets. Now that the coast is clear, your scavenger hunt will be much easier. The first [FRONT FENDER] is at the north end of the camp, underneath the neon billboard. Head further north to run into a [REAR FENDER] lying up against a sheet metal shack next to a locker. Open the [SILVER CHEST] behind you, then run south to find a [FUEL CELL] against one of the support beams to the pipeline above. From here, go immediately southwest to the next support beam; jump on the base, then leap onto the trailer in the middle of the camp. Here you'll find the second [REAR FENDER]. - Rear fender: 2/2 From up here, look around and you'll spot another car part nearby, against a pile of cargo containers. Fall down and pick up the [FRONT FENDER]. - Front fender: 2/2 Lastly, the second [FUEL CELL] is west of here. Pick it up out of the pool and dry it off. - Fuel cell: 2/2 The final piece is the Rusty Engine, and it is a tad hard to find. Continue southwest towards the transition gate to Crazy Earl's Scrapyard. Facing the gate, turn around and walk back towards the shipping containers. Jump on the right side of the one sticking out of the ground, then jump to the next to spot the [RUSTY ENGINE]. - Rusty Engine: Objective Complete - TURN IN! .============================================================================. | UP TO OUR EARS | |============================================================================| | | | | Level: 21 | Prereqs: | | | - Power to the People | | Rewards: | | | - 5250XP, $8102, Weapon | | |-------------------------------------+--------------------------------------| | - Destroy the blockage in 2 pipes at the Rust Commons Sump Station | | | | Man! You wouldn't believe the crap I have to put up with. And when I say | | crap I mean honest to goodness crap! Seems as though bandits overran the | | Rust Commons Sump Station and killed the personnel. Now the dang pipes are | | clogged! With all that slurry tricking through tons of vermin-infested, | | rusting metal, it gets saturated with very unpleasant debris, if you know | | what I mean. We need it fixed immediately, or we'll be up to our ears in | | who-knows-what. | |____________________________________________________________________________| Once again, talk to Scooter for this job. To fix the sewage problem, you need to destroy the blockage at the two pipes in the Rust Commons Sump Station. Note: this is not the sewage plant you passed through on your trip to Tannis' lab. Proceed towards the sump station from the Cesspool and go past the Cesspool arena to eventually reach it. A looping rock wall prevents access from any other direction than the west, so head in from the west end and begin slaying folks. Buncha Level 20-21 bandits here, so there are no surprises waiting for you. Clear the area out and look for objects to loot as always. Walk onto the dock at the east side and look up at the side of the station. There are two blocked pipes that are glowing green, signifying your target at hand. Shoot the gunk clogging each pipe, beginning with the one on the left. - Pipe 1 clear: Objective Complete Now do the same with the one on the right. A couple bullets should do the trick. - Pipe 2 clear: Objective Complete - TURN IN! .============================================================================. | LIKE A MOTH TO A FLAME | |============================================================================| | | | | Level: 21 | Prereqs: | | | - Road Warriors: Bandit Apocalypse | | Rewards: | | | - 8280XP, $8102, The Blister | | |-------------------------------------+--------------------------------------| | - Light the torches and kill Mothrakk | | | | Over in the Arid Badlands, just east of Shine Gravel Processor, people | | have been disappearing in the night. Some say they're being carried away | | by a monster rakk, one the locals call "Mothrakk". She seems to be | | attracted to fire, and that's how we're going to lure her out. Light the | | three torches I've set up, and when she shows up, you take her down! | |____________________________________________________________________________| This bounty board mission requires you to hike back to the Arid Badlands in order to take down a mutant monster rakk. Warp to Fyrestone and work your way from there; going west from the Zephyr Substation towards the Lost Cave. There is a hilltop path not too far from Bruce McClane's shack. Drive up the hill to find a strange ritualistic setup. There are three torches surrounding the main tree. Press X next to the first torch to light it. - 1st torch lit: Objective Complete Do the same with the second one. - 2nd torch lit: Objective Complete ...and the third. - 3rd torch lit: Objective Complete Lighting all three torches will summon Mothrakk, the monster rakk boss. Clearly a reference to Mothra of Godzilla fame. .----------------. | BOSS: Mothrakk |___________________________________________________________ | | | Level: 25 Resist: Corrosive, Fire, Shock | | | | Strategy: | | Even though you have your Runner, it won't be of much use since Mothrakk | | stays way up in the sky and is out of reach of your turret. You must fight | | this beast on foot with traditional weaponry, so I hope you brought a | | Sniper Rifle or at least a gun with a weapon zoom. An automatic weapon | | such as an SMG or Combat Rifle is probably better than a Sniper Rifle, and | | an added Weapon Zoom perk is just the cherry on top. Heck, I managed to | | slay her once by jumping in the air and shooting with a powerful Shotgun. | | | | As soon as you see the boss float over the mountainside, immediately dash | | down the hill towards the Catch-A-Ride Station. This garage provides great | | cover from Mothrakk's meteor attack. Mothrakk only has one attack, but it | | is a doozy: all the boss does is circle overhead while raining fireballs | | down on you. Which is why some sort of shelter is key here. | | | | Mothrakk has a pretty short attention span, so after several seconds of | | inactivity she will increase her flight path and begin flying in much | | larger circles. When you cannot see or hear any more fireballs, peek out | | from the garage and scan the skies for Mothrakk. When she is far away and | | uninterested, use a few Sniper Rifle rounds to get her attention again. | | | | The boss is a surprisingly high level (compared to the mission's level) | | and is also resistant to the three main elements, so you have no advantage | | over Mothrakk and this fight will likely consume a lot of time, ammo, and | | energy. Shoot and hide. That's the name of the game here. | |____________________________________________________________________________| - Mothrakk killed: Objective Complete Another downside to the Mothrakk boss fight is that she scatters her loot when killed, which means you'll have to comb the area for the goods. You receive The Blister when you hand in the mission at the New Haven bounty board; a slightly weaker Shotgun that makes up for it with destructive Corrosive properties and an awesome Weapon Zoom. .============================================================================. | CORROSIVE CRYSTAL HARVEST | |============================================================================| | | | | Level: 21 | Prereqs: | | | - Road Warriors: Bandit Apocalypse | | Rewards: | | | - 5520XP, $2700, Corrosive | | | Artifact | | |-------------------------------------+--------------------------------------| | - Harvest Corrosive Crystals in the Tetanus Warren | | | | Corrosive Elemental Artifacts allow you to customize your skills with the | | power of acid. The key component for such an artifact is the Corrosive | | Crystal. I can fashion an artifact for you, but you'll need to provide the | | crystals. Go to the Tetanus Warren and shoot the Crystal Clusters to break | | them apart. Watch out for the bandits that have taken over the cave. | |____________________________________________________________________________| This mission is identical to the "Shock Crystal Harvest" way back when you were out venturing through the Lost Cave. The premise is the same, at least, but the challenges will be greater. Tetanus Warren - where your excavation takes place - is at the northwestern end of New Haven. Start by prowling through the junkyard north of town. You may stumble across a conspicuously-placed storage container with a computer terminal at the north end of New Haven. You cannot get inside, and won't for a long while. The rest of the northern junkyard is home to a tribe of Psychos. There is one small camp in particular that contains several Bandit Raiders, so watch out that you don't accidentally wander in their territory. You'll also notice that the junkyard is under heavy Scythid infestation. Make sure to locate the [SILVER CHEST] in the middle of the junkyard, underneath a large metal panel. The first portion of Tetanus Warren is a straight line and very easy to navigate, but the second half branches off and can get confusing. This quest shouldn't take you as long as "Shock Crystal Harvest" because Tetanus Warren is an incredibly small area compared to the Lost Cave. The Corrosive Crystal Clusters are easy to spot because they glow green and create loud, sludge-like noises. The first batch of [5 CORROSIVE CRYSTALS] are up the path and on your left. Impossible to miss. You've already got your first five crystals. As you run towards the next two sets, [10 CORROSIVE CRYSTALS], Spiderantlings pop out of the ground and ambush you. Defeat them and destroy both crystal bunches to bring your total up to 15/50. There are three more sets for a total of [15 CORROSIVE CRYSTALS] at the junction, which means you'll be up to 30/50 crystals once you survive the Badass Elemental Spiderant and Spiderantlings that show up. Now that you are presented with a choice, you must make a decision on which way to go. First, head to the left past the wounded Claptrap (talk to him and take the mission, of course) and face off against the Badass Bruiser and other bandits. There may not be any Corrosive Crystals here, but you can find a [RED CHEST] by climbing onto the roofs of the buildings. Return to the fork and make a right this time. Wade through the waters and blast the two bunches of [10 CORROSIVE CRYSTALS] to bring your total up to 40/50. Fight the various Scythids in the area and turn back since up ahead is a dead end. Now take the central route. Go past the "PIS OFF" sign towards the New-U Pole. Kill the Bruiser and the patrolling bandits, then hang a right at the next fork. Open the [RED CHEST] on the roof, then return to the fork and go left this time. Collect the [5 CORROSIVE CRYSTALS] before entering the bandit outpost. There's another Badass Bruiser inside, but thankfully he only carries a Combat Rifle. The final few clusters of [5 CORROSIVE CRYSTALS] are in the alcove to your left; there are a few extra batches in case you missed any from before (as well as yet another [RED CHEST]). - Corrosive Crystals: 50/50 - TURN IN! Now of course you can turn back now that the mission is complete, but Tetanus Warren has not been fully explored. I'll be covering the rest of the area in the "King Tossing" side mission, so go check it out if you're interested in spelunking a bit more. .============================================================================. | CLAPTRAP RESCUE: TETANUS WARREN | |============================================================================| | | | | Level: 21 | Prereqs: | | | - Road Warriors: Bandit Apocalypse | | Rewards: | | | - 1380XP, Backpack SDU | | |-------------------------------------+--------------------------------------| | - Find the Repair Kit and repair this Claptrap | | | | You've discovered another defunct Claptrap robot. Could there be an unused | | repair kit somewhere in here? | |____________________________________________________________________________| The Claptrap in question is at the main junction in the Tetanus Warren; he is lying on the side of the road near the western pathway. Speak with him, then set off on your quest for the Repair Kit. The Repair Kit is at the bandit camp north of the fork. If you take the middle pathway and keep going straight, you will come to the camp. The waypoint is misleading because it points you to the direction of the dining area on the right, but the Repair Kit is actually high above. Here's how to reach it: From the dining area, walk northeast and stay on the upper walkway. From here, step onto the red tarp and use it to jump onto the next red tarp across the way (this jump can be tricky to make). From here, walk west across the planks and climb onto the metal overhang, then pick up the [CLAPTRAP REPAIR KIT]. - Repair Kit: Objective Complete - TURN IN! Bring it back to the Claptrap and patch the lil' dude up. Your Backpack SDU now allows you to carry up to 24 items! Unfortunately, the Claptrap does not lead you to a secret loot room like some of the others... .============================================================================. | KING TOSSING | |============================================================================| | | | | Level: 21 | Prereqs: | | | - Road Warriors: Bandit Apocalypse | | Rewards: | | | - 5244XP, $5401, The Spy | | |-------------------------------------+--------------------------------------| | - Go to Tetanus Warren and kill King Wee Wee | | | | The Tetanus Warren is a series of interconnected hollows under loose piles | | of rusting scrap metal. As if that weren't dangerous enough, one of the | | biggest threats to New Haven makes his home there. King Wee Wee is angry, | | drunken, and surrounded by a legion of followers. I'm offering a fat | | reward for someone to end his terrible reign. | |____________________________________________________________________________| King Wee Wee's lair is in the depths of the Tetanus Warren, past the point of Corrosive Crystal harvesting. To get there, head to the bandit camp up north and proceed east through the campsite after killing everyone. After killing a couple Psychos and Bandit Raiders, the gate leading into King Wee Wee's domain lowers for you. .--------------------. | BOSS: King Wee Wee |_______________________________________________________ | | | Level: 22 Resist: None | | | | Strategy: | | King Wee Wee is one of the game's easier bosses because as a human boss, | | he does not have a shield. Well, actually he does. Kinda. King Wee Wee | | does not use his shield for defensive purposes, so you never have to worry | | about lowering it. In fact, the boss uses the shield to attack! | | | | The boss mainly runs around and tries to hack away with his buzz saw, or | | throw it at you if you are too far away. But if you see King Wee Wee raise | | his purple shield in the air, then get the hell away. Strange energy balls | | shoot out of the shield and create ginormous shockwaves on the ground. It | | can damage you repeatedly if you are in the epicenter, so try and get away | | from it if you can. | | | | Despite his damaging attack, King Wee Wee is really easy. Since he is only | | Level 22 and does not have a shield, you can drain his health in a snap | | with any powerful gun. Just try to stick with a gun with some range, | | because you'll want to stay away from the king and his shield attack. | |____________________________________________________________________________| - King Wee Wee killed: Objective Complete - TURN IN! King Wee Wee drops his trusty shield, the [WEE WEE SUPER BOOSTER], upon defeat. This is a unique shield: even though it has low Capacity compared to current shields (~185-205) and a low Recharge Rate, it actually has the ability to regenerate your health over time! It is a gamble, since you are sacrificing shield quality for regenerative properties, but it's kinda hard to turn down. As a bonus, go inside King Wee Wee's house to find a [RED CHEST]. Follow the hill next to King Wee Wee's house to reach a shortcut taking you back to the main junction. Now you can leave Tetanus Warren. The Spy is an SMG given to you as a reward when returning to the bounty board... that isn't really that special of a gun at all. Oh well. .============================================================================. | SCAVENGER: SUBMACHINE GUN | |============================================================================| | | | | Level: 23 | Prereqs: | | | - Power to the People | | Rewards: | | | - 3450XP, SMG | | |-------------------------------------+--------------------------------------| | - Find all of the submachine gun parts | | | | There are components to a submachine gun scattered around. If you find all | | of these components, I can reassemble the weapon for you. Bring me the | | Body, Cylinder, Sight, and Barrel. | |____________________________________________________________________________| Warp to the Outeryard in the Rust Commons West to get this mission started. Grab a vehicle and drive south underneath the overpass. You can explore the two buildings on either side of the overpass, but there isn't anything noteworthy inside. You'll come to the Aqueduct Encampment on the other side of the overpass. On your left is the entrance to the Rust Commons East, for future reference. Now on the right is a junkyard bandit camp and the location of the five SMG parts. First, enter the camp on foot and begin attacking everyone. Mainly Psychos and some other bandit types; there's plenty of cover in the form of large storage containers. Enemies worth noting are the Badass Raider and Badass Psycho. The west side of the bandit camp is where you'll find the next Circle of Death arena, but you can not participate yet. You can at least use the Med and Ammo Vendors at the arena gate. From the west side of camp, climb on the hill leading north and hug the wall on the right. Follow the walkway onto the roof of the nearby building, then look over the edge and drop down on the lower portion of the roof for the [SMG BODY]. - SMG Body: Objective Complete Time for a little platforming. From your location, walk east and jump from the roof onto the pillar, then onto the metal awning straight ahead. The [SMG SIGHT] is found here, on top of a cot. - SMG Sight: Objective Complete If you look out towards the east side of camp, you can probably spot the next SMG part on top of a shipping container. Drop down onto the ground and head that way. You can climb on top of the container using the piles of junk nearby. Claim the [SMG BARREL]. - SMG Barrel: Objective Complete The final piece is on ground level and not that hard to find. Proceed back to the other end of the area. Stop in front of the building that contained the SMG Body and look for the crate with the green tarp on it. Take a peek inside the tire next to the crate to spot the [SMG MAGAZINE]. - SMG Magazine: Objective Complete - TURN IN! .============================================================================. | HIDDEN JOURNAL: RUST COMMONS WEST | |============================================================================| | | | | Level: 23 | Prereqs: | | | - Power to the People | | Rewards: | | | - 6000XP, $20328 | | |-------------------------------------+--------------------------------------| | - Download 5 Journal Entries from Data Recorders in Rust Commons West | | | | This is Patricia Tannis, calling for anyone with two brain cells to rub | | together. I hid five of my Data Recorders in Rust Commons West, but now | | I've decided I want them back. Listen to each one, and your ECHO device | | will record them. Once you have all five recordings, upload them to the | | bounty board. | |____________________________________________________________________________| My oh my, look at that cash reward! This is a good mission for anyone who still isn't familiar with the layout of the Rust Commons West, since you'll be all over the place looking for the Data Recorders. The first Data Recorder is at the north end of the area, so you may want to warp to the Underpass from your current whereabouts. This Data Recorder can be tough to nab because it is in Rakkinishu territory; this powerful boss is Level 25 and may be out of your reach, so picking a fight with this uber-Rakk might be a bad idea. You'll have to get in and get out quick. However, since there is no mission specifically for Rakkinishu, I have nowhere else to include the boss strategy but here. If you are feeling froggy, then try taking him on. .------------------. | BOSS: Rakkinishu |_________________________________________________________ | | | Level: 25 Resist: Corrosive, Fire, Shock | | | | Strategy: | | Rakkinishu is much more confrontational than Mothrakk and won't sit back | | and let you blast him to smithereens. The boss lives at the north end of | | the Rust Commons West and will become disturbed if you approach the area | | and stay for more than just a few seconds. The boss only has one attack: | | he will breathe a stream of fire down on you. Unlike the meteors that | | Mothrakk used, Rakkinishu uses a stream of flames that can burn you alive. | | | | Make sure to stay inside one of the two huts near Rakkinishu. The boss's | | flame attack usually cannot penetrate the walls of the huts and you should | | be fine for the most part. Stay inside, then peek out and take a few shots | | before stepping back in. It's essentially the same strategy as Mothrakk, | | but you are allowed to use mid-range and even close-range weapons in this | | fight because Rakkinishu likes to swoop down real low. Even though you can | | drive a vehicle on the premises, I wouldn't fight the boss with a Runner. | |____________________________________________________________________________| Drive over to the two cabins on the edge of the cliff and run over to the box between both buildings. Quickly pick up the [TANNIS JOURNAL ENTRY] and jump back in your Runner before the flames of Rakkinishu rain down upon your candy ass. Or you can man up and use the strategy above to put an end to the beast. Your choice (Rakkinishu leaves behind the [CRACKED SASH], a Shield with an extraordinarily high Recharge Rate). - Journal Day 224: Objective Complete Back in the Runner, drive far, far away from Rakkinishu territory. Drive towards the main bridge and park just before crossing it. Kill the Badass Psycho (he's Level 25, so watch out) living in the tiny shack and open the [RED CHEST] in the campsite. Now cross the bridge in your vehicle and follow the road down into the sewage runoff below. Continue south towards the sewage plant nearby: the location of the second Data Recorder. The place is crawling with bandits, but there is a ton of space to maneuver around and a lot of places to hide. There are also numerous ammo crates to help replenish your ammunition count. Again, it's just your standard bandit enemies, although you may find a Badass Raider. The [TANNIS JOURNAL ENTRY] is on the southern platform of the sewage plant, on top of a crate. Also make sure to climb to the top floor of the plant for a [RED CHEST]. - Journal Day 321: Objective Complete You won't have to go far for the next Data Recorder. Continue southwest towards a Rakk nest, then stop and eliminate them. Get out and walk alongside the waters towards a small shelter on the east coast. The [TANNIS JOURNAL ENTRY] is inside, clinging on the wall. - Journal Day 457: Objective Complete The next Data Recorder is all the way on the other end of the map. Either warp to the Outeryard or drive to the southern end of the Rust Commons West if you haven't located the New-U Station yet. From the Catch-A-Ride garage here, you'll want to walk northeast towards the bandit watch tower. Kill the bandits and Bruisers on the ground, then blast the Gatling Turret stationed at the top of the tower. The [TANNIS JOURNAL ENTRY] is at the top of the stairs. - Journal Day 481: Objective Complete From here, head north under the archway and slay the hanging Rakks. You will make your way to another watch tower at the corner of the road; run up the stairs as the Spiderants crawl from the earth and pick them off from the top of the tower. Also open the [SILVER CHEST] up here. Proceed northwest, following the trail, to reach a bandit encampment east of the Rust Commons Sump Station. Fight your way through the horde of opponents and pick up the [TANNIS JOURNAL ENTRY] once the dust settles. - Journal Day 493: Objective Complete - TURN IN! Feel free to raid the bandit warehouse north of the Sump Station and steal the [2 SILVER CHESTS] inside. Otherwise, return to the New Haven bounty board and turn the mission in. .============================================================================. | FIREPOWER: ALL SALES ARE FINAL | |============================================================================| | | | | Level: 21 | Prereqs: | | | - Power to the People | | Rewards: | | | - 5520XP, $10803, Pistol | | |-------------------------------------+--------------------------------------| | - Search for information about the bandit weapon supplier | | | | I have an amazing opportunity for you, my friend, where both of us stand | | to profit. You see, the bandits are better equipped than most of the | | locals! They are a large, untapped market, but they have no demand for my | | goods! I need someone like you to find out who is supplying them. Go to | | their hideout and search for a sales invoice or something. I'll pay you a | | fair price for the information. | |____________________________________________________________________________| Marcus Kincaid offers you a three-mission chain after completing "Power to the People". Enter his shop and talk to him to receive this first quest. The Weapon Shipment Invoice Marcus wants you to get is in the Outeryard. You have likely been here many times, but if not, it can be found near the central region of the Rust Commons West (also where you collect the car parts for Scooter). The bandits inside the yard are all around Level 21, so they should be easy pickings if you waited this long in order to start the mission. After you have killed every living thing in the Outeryard, look for the [WEAPON SHIPMENT INVOICE] on a table near the trailer in the middle of the yard. - Weapon Shipment Invoice: Objective Complete - TURN IN! Now when you hand it over to Marcus, the mission will be complete and you can take up his next favor. .============================================================================. | FIREPOWER: MARKET CORRECTION | |============================================================================| | | | | Level: 21 | Prereqs: | | | - Firepower: All Sales are Final | | Rewards: | | | - 5520XP, $10803, SMG | | |-------------------------------------+--------------------------------------| | - Destroy the ammo dumps | | | | I believe that One-Eyed Jack is storing a recent ammo shipment in his | | warehouse. We can't have that! When there's too much supply, there's no | | demand. Prices go down, and nobody profits. So, I want you to go to the | | warehouse and trigger a little "market correction" by destroying the ammo | | dumps. You'll need explosives or elemental weapons, which are, of course, | | available at any of my stores for a reasonable price! | |____________________________________________________________________________| Fast Travel back to the Outeryard and work your way up north. One-Eyed Jack's warehouse is north of the Rust Commons Sump Station, and you must pass through a bandit camp to get there. From the Catch-A-Ride Station at the Outeryard, go northeast towards the watch tower. Drive north through Rakk and Spiderant territory to reach the bandit camp on your right. Either ignore the bandits at the camp or stop and fight them all. Your main destination is the warehouse northwest of this camp, so drive up the hill and park your Runner near the edge of the region. Clear out the majority of the area before you go hunting for the Ammo Dumps, just so things don't get too out of hand. The first Ammo Dump is located at the southeast end of the warehouse camp, near where you likely parked. Even though Marcus claims that you can only destroy the ammo crates with explosives or elemental weapons, this is not true. Pour enough bullets into one and it will blow up eventually. Whether this is an easier alternative is up to you... There are two more Ammo Dumps inside the actual warehouse, bringing your total up to 3/6. Head across from the warehouse towards the building to spot the fourth Ammo Dump on the roof. The final two Ammo Dumps are up on the hill overlooking the warehouse. Climb the hill and approach the building in the corner; the garage door opens up to reveal one or two enemies. Send the two boxes to kingdom come to wrap this job up. - Ammo Dumps destroyed: 6/6 - TURN IN! After completing this mission, the side mission "Jack's Other Eye" becomes available at Helena Pierce's office. Wrap up the final Marcus mission before moving on to that one. .============================================================================. | FIREPOWER: PLIGHT OF THE MIDDLE MAN | |============================================================================| | | | | Level: 23 | Prereqs: | | | - Firepower: Market Correction | | Rewards: | | | - 6000XP, $6776, Combat Rifle | | |-------------------------------------+--------------------------------------| | - Destroy Weapon Caches and find evidence | | | | I need to know who exactly is supplying the bandits. The invoice you found | | was a good start, but we need more. I'm sure you can find some of the | | original shipping crates, and that will provide the evidence we need. | | While you're at it, destroy One-Eyed Jack's weapon caches. There is too | | much of my competitor's product out there! We'll show them what happens | | when they try to cut out the middle man! | |____________________________________________________________________________| You may experience a case of deja vu, because the goals in this mission are nearly identical to the previous: destroying more crates! While you are disposing of Weapon Caches rather than Ammo Dumps, the caches are in the form of wooden crates just like in the last mission. You can find them south of the Outeryard, at another warehouse. Head over to the warehouse just before going underneath the overpass and park on the side of the road. Get out and walk to the right towards the building, shooting down the bandits that emerge from the huts. There are two Weapon Caches outside here, so destroy both before entering the building. Climb the stairs and cross the bridge to the other side of the road. The remaining caches are on this side of the road, in the little outpost. First off, shoot the Weapon Cache right after stepping off the bridge and then enter the building to find the fourth Weapon Cache. Exit into the outpost and slay the enemies present before targeting the final two Weapon Caches. - Caches destroyed: Objective Complete Lastly, the evidence needed to draw your conclusions is found here in the outpost, in the form of two empty Torgue crates. Inspect one of them. - Evidence found: Objective Complete - TURN IN! From here, continue south to eventually reach the Aqueduct Encampment New-U Pole. From here, you can access a Med and Ammo Vendors, as well as a Catch-A- Ride Station. There is no New-U Station here, however, so you'll have to go back to the Outeryard in order to Fast Travel to Marcus Kincaid's store at New Haven. .============================================================================. | JACK'S OTHER EYE | |============================================================================| | | | | Level: 23 | Prereqs: | | | - Firepower: Market Correction | | Rewards: | | | - 6000XP, $10164, The Sentinel | | |-------------------------------------+--------------------------------------| | - Kill One-Eyed Jack, and bring back his eye as proof | | | | What did you and Marcus do? One-Eyed Jack is madder than hell, and my | | sources tell me he's going to take it out on New Haven. Our only chance is | | to kill him before he strikes. This is your fault. You fix it. | |____________________________________________________________________________| Looks like your, ahem, "investigative journalism" has made One-Eyed Jack a little peeved off. Now that he's threatening to slaughter innocent townsfolk, it's probably a good time to put an end to his madness. One-Eyed Jack can be found at the warehouse north of the Rust Commons Sump Station - the same place where you trashed his Ammo Dumps. Head on over in a vehicle (important!) and Mr. Jack should walk out of one of the houses. .---------------------. | BOSS: One-Eyed Jack |______________________________________________________ | | | Level: 24 Resist: None | | | | Strategy: | | Like King Wee Wee before, it is hard to consider One-Eyed Jack a true | | boss. Yes, he is more powerful than your average numbskull bandit, but he | | should not put up much of a fight. If anything, his army of bandit friends | | are more problematic than the leader himself. | | | | One-Eyed Jack carries a powerful Revolver called the Madjack, which has a | | very high Fire Rate and even has bullets that ricochet off of surfaces! | | The bullets "slither" through the air like a sidewinder, making them extra | | hard to dodge. There's plenty of crates to duck behind and the warehouse | | is a good place to hide if your shields need recharging. | | | | If you want a fair fight, try to hide in the warehouse and let the bandits | | funnel inside while you pick them off individually. From here, you can try | | and loop around to the other exit if One-Eyed Jack makes his way inside. | | However, the best (and possibly cheapest) strategy is to run the boss over | | with your Runner. Your vehicle has access to the warehouse camp, so why | | not splatter One-Eyed Jack to add insult to injury? | |____________________________________________________________________________| You cannot pull off a hit and run because you have to claim Jack's Other Eye for proof. Clear out any remaining bandits after One-Eyed Jack's demise and walk over to his body to find [JACK'S OTHER EYE] and his weapon: [MADJACK]. It's a little weird to fire due to the bullet's odd trajectory, but the Explosive trait make it a blast to use! Ha. Ha ha. Ha. - Jack's Other Eye: Objective Complete - TURN IN! The bandit weapon smuggling should be put to an end now that the head in charge is six feet under. Helena Pierce rewards you with The Sentinel: a heavy duty Combat Rifle with a nice Weapon Zoom and burst firing mode, but has a fairly low Fire Rate for a Combat Rifle. .============================================================================. | TODAY'S LESSON: HIGH EXPLOSIVES | |============================================================================| | | | | Level: 22 | Prereqs: | | | - Meet "Crazy" Earl | | Rewards: | | | - 7200XP, $9075, Grenade Mod | | |-------------------------------------+--------------------------------------| | - Collect Earl's C-Charges, then plant them and set them off | | | | Those bandit assholes stole my C-Charges! The explosives must be around | | their camp somewhere. You're gonna teach them a lesson. They want my C- | | Charges? Fine. We'll shove 'em up their asses and set 'em off. You steal | | Earl's stuff, you get blasted to hell. | |____________________________________________________________________________| Completing this mission alongside the story mission "Get Off My Lawn!" is killing two Rakks with one stone, so follow them simultaneously. Start by going south at the fork towards the bandit encampment. Drop down to the ground from the walkway and then follow the perimeter clockwise until you reach the southeast corner of the camp. Kill all the enemies here and look for Earl's [C-CHARGE] next to a [SILVER CHEST]. - C-Charge: Objective Complete Now to place the charge. Continue clockwise around the bandit camp to reach another walkway. Deal with all the bandits and follow the walkway to the central watch tower. The place is crawling with Bandit Raiders and other heavily-shielded bandits, but the elemental barrels strewn around can help even the playing field. Once the bandits are killed, approach the detonation point at the metal canister's base and place the C-Charge. - C-Charge placed: Objective Complete - TURN IN! Don't run off just yet! Wait a few seconds until the fireworks happen. The explosion destroys a metal cage attached to the adjacent building, revealing [2 RED CHESTS] and an ammo crate. Ooh la la! .============================================================================. | CLAPTRAP RESCUE: SCRAPYARD | |============================================================================| | | | | Level: 22 | Prereqs: | | | - Meet "Crazy" Earl | | Rewards: | | | - 1380XP, Backpack SDU | | |-------------------------------------+--------------------------------------| | - Find the Repair Kit and repair this Claptrap | | | | You've discovered another defunct Claptrap robot. Could there be an unused | | repair kit somewhere in this scrap heap? | |____________________________________________________________________________| It is best to complete this mission as soon as possible, because it is easy to miss. You never have to explore the northern side of the scrapyard for any mission, so you can completely miss this helpless Claptrap if you're not a keen explorer. Make a left at the fork and enter the tunnel, following the path until it opens up into a field. There are numerous buildings lining the side of the road, so you can expect plenty of bandits here. Up ahead, take either the left or right ramp around the junk pile to another group of bandit homes. Here you will find the injured Claptrap. The road eventually leads you up a hill and loops around, so under normal circumstances you would have to climb the hill and claim the Repair Kit at the top. However, there is a way to bypass the entire bandit trail and reach the kit immediately. From the Claptrap, walk along the road and look out for a refrigerator on the side of the road. Jump on top of it, then continue jumping and you should hop your way up the junk pile and to the [CLAPTRAP REPAIR KIT] at the end of the trail (next to a [RED CHEST]). If you want to play it fair or if you (for whatever reason) cannot access it the easy way, then you'll have to follow the path to your goal. - Repair Kit: Objective Complete - TURN IN! Drop down to the Claptrap's location and give him the Repair Kit. Use the Backpack SDU to increase your inventory by three, bringing it up to 27. .============================================================================. | EARL NEEDS FOOD...BADLY | |============================================================================| | | | | Level: 25 | Prereqs: | | | - Hair of the Dog | | Rewards: | | | - 9720XP, $21250 | | |-------------------------------------+--------------------------------------| | - Collect cans of skag meat from Krom's Canyon, then return to Earl | | | | Hey, if you've got nothing better to do with your time, you can go get me | | some dinner. I'm talkin' about the best food on Pandora, canned skag meat! | | Only problem is, Krom likes it, too, and he hijacked my entire supply! | | Make yourself useful! Go on out to Krom's Canyon and hijack it back. | |____________________________________________________________________________| Hah. Reminds me of Gauntlet. Crazy Earl loves him some Canned Skag Meat, so it is up to you to get some for him and reap the rewards. The delicacy is only found in Krom's Canyon, which can be accessed from the Rust Commons East. From the Underpass - East, drive south until you reach an tunnel on your left and proceed through. Stay on the ground and drive under a raised bridge to come to a dam. The dam is heavily armed, including a Gatling Turret, Rocket Turret, and a Mulciber Mk2. The region is perilous, and most of the enemies on your trip will be around Level 26. It's no walk in the park. When you enter Krom's Canyon, take the eastern path. The ground road almost always takes you to your destination, but it is better to climb the ramps and follow the catwalks so you have the high ground when it comes to facing baddies and looking ahead. Even though the food was stolen by Krom, it is in the possession of a bandit leader named Reaver, and his camp is at the end of the eastern route. Go under the first overhang and head down the barren path until a group of Spiderants ambushes you. It won't be much longer before you reach the end of the road; the camp containing the food is just up ahead. Kill the first wave of bandits on the ground, then pick up the [CANNED SKAG MEAT] in front of the New-U Pole. Go up the ramp, walk forward towards the houses and defeat the enemies, then take the [CANNED SKAG MEAT] off the barrel next to the roasted Skag. There are two paths to take: head up the ramp on the right and grab the third [CANNED SKAG MEAT]. Stay in the tower and shoot down at the Badass Raider and other bandits to the west. Go west into the camp and pick up another [CANNED SKAG MEAT] from under the canopy. A Bruiser and s'more bandits are up ahead. There is also a whimpering Claptrap here; talk to him and receive the mission, but I'd wrap up this one before you worry about any Repair Kits. Pass by the New-U Pole and follow the arrow signs to the next part of camp. As you come towards a bridge, a bunch of Psychos run across, so toss a grenade to hit the whole group. There's a [CANNED SKAG MEAT] to the far right. On the other side, take the [CANNED SKAG MEAT] near the sleeping back to your right and proceed forward. The portion of the camp you are in overlooks the lower section where you found the second can. Stay alongside the cliff and jump towards the seventh [CANNED SKAG MEAT] on the tower, then jump back. When you come to a wooden gate, look for a lever and pull it. The gate raises, revealing a horde of bandits - mainly Bruisers - on the other side. The final wave of bandits is a doozy: there is a Badass Psycho, a few Bandit Raiders, and at least five Bruisers. Once the dust settles, walk to the end of the camp to find the final [3 CANNED SKAG MEAT]. - Canned skag meat: 10/10 - TURN IN! For an easy escape from the camp, head to the opposite side of the room to find a [RED CHEST]. Drop down from the balcony to cut your travel time in half. .============================================================================. | CLAPTRAP RESCUE: KROM'S CANYON | |============================================================================| | | | | Level: 25 | Prereqs: | | | - Hair of the Dog | | Rewards: | | | - 1620XP, Backpack SDU | | |-------------------------------------+--------------------------------------| | - Find the Repair Kit and repair this Claptrap | | | | You've discovered a defunct Claptrap here. It looks like the bandits were | | pretty rough on him. Perhaps there is a repair kit nearby? | |____________________________________________________________________________| This Claptrap is found at the Reaver's camp, just after finding the fourth Canned Skag Meat. The Repair Kit is actually behind you, but it's in a tricky spot: you cannot backtrack to get it. After accepting the job, continue through the camp and across the bridge. As you can tell from looking at your map, the item is in the part of the camp where you found the second Canned Skag Meat. However, it is out of reach from the ground and you must take an alternate route. Take down all the enemies and head northeast towards the seventh Canned Skag Meat: it is on top of a tower that you must jump to. Leap onto the tower, then onto the wooden platform. The [CLAPTRAP REPAIR KIT] is hanging from a rope. As a side note, make sure not to jump down onto the red building, because you won't be able to reach the platform from here. - Repair Kit: Objective Complete - TURN IN! Using the Backpack SDU means you now have 30 available slots in your inventory (assuming you have completed the previous Claptrap missions). Make sure to follow the Claptrap as he takes you to a [RED CHEST]. .============================================================================. | MISSING PERSONS | |============================================================================| | | | | Level: 24 | Prereqs: | | | - Hair of the Dog | | Rewards: | | | - 1560XP, $3794 | | |-------------------------------------+--------------------------------------| | - Search for evidence of Shawn Stokely's fate around New Haven | | | | Is anyone out there willing to help me? I'm trying to find my cousin, | | Shawn Stokely, and his son Jed. They both live here in New Haven, but they | | haven't been home or responded to my calls for weeks. Jed was a troubled | | young man and I think he may have run away again. Shawn must've gone after | | him, and now I'm fearing the worst. Anyone, please, search around New | | Haven and find out what happened to my cousin. | |____________________________________________________________________________| The whereabouts of Shawn Stokely are here in New Haven. Not in the city per se, but rather the western gate. This mission is only available after you accept the Crazy Earl mission, "The Next Piece". Get a car and drive down to the west gate. Walk up the ramp near the garage and enter the house on the far end. What comes next should not be much of a surprise at this point in the game. - Shawn Stokely found: Objective Complete - TURN IN! Read the journal next to Stokely's body to turn in the mission and receive the next one, "Two Wrongs Make a Right". .============================================================================. | TWO WRONGS MAKE A RIGHT | |============================================================================| | | | | Level: 25 | Prereqs: | | | - Missing Persons | | Rewards: | | | - 5670XP, $8500 | | |-------------------------------------+--------------------------------------| | - Eliminate Reaver and report back to New Haven | | | | Shawn's cousin will be devastated to hear about this. It seems that this | | "Reaver" character needs to be taught a little respect for his elders. If | | he joined Krom's men, he'll probably be found in Krom's Canyon. Find him, | | and mete out some old fashioned discipline. Then, return to New Haven and | | report what happened. | |____________________________________________________________________________| It is probably a good idea to complete this mission alongside "Earl Needs Food...Badly" since they take place at the same location in Krom's Canyon. It isn't the end of the world if you already got Earl his Canned Skag Meat. At least it'll be familiar territory for when you exterminate Reaver at his camp. Once you have Fast Traveled to Krom's Canyon, make a right at the fork and follow the canyon path. Reaver is located at the end of his camp (where the final three Canned Skag Meats are), so you will have to fight your way through the entire camp in order to reach his headquarters. .--------------. | BOSS: Reaver |_____________________________________________________________ | | | Level: 27 Resist: None | | | | Strategy: | | Time for some revenge with a capital "R". The story goes like this: Jed | | Stokely was a troubled lad who always found himself on the wrong side of | | the tracks, and this time crossed the line by killing his adoptive father | | and joining Krom's team of bandits. It's time to get some justice by | | killing the man now known as Reaver. He only shows his face when you have | | defeated the slew of bandits at the end of the camp. | | | | After he crawls out of the hole in the wall, throw a grenade as his feet | | and open fire. The boss's weapon of choice is a Sniper Rifle, so it can be | | very powerful but has a fairly slow firing rate. Reaver only takes shots | | if you are standing still, so you can go the entire fight strafing back | | and forth and he won't really do anything. | | | | It's a pretty embarrassing fight. I've had several instances where Reaver | | is like a statue and only fires his gun every few seconds. Keep your | | distance so he doesn't melee attack you and unload a few clips on him. I | | mean, it's a pitiful fight. Don't bring a Sniper Rifle to a gun fight. | |____________________________________________________________________________| - Reaver killed: Objective Complete - TURN IN! For executing Reaver, you receive the [REAVER'S EDGE]: his signature Sniper Rifle that has a good Fire Rate compared to most Sniper Rifles. Return to New Haven and hand in the mission at the bounty board. .============================================================================. | RELIGHT THE BEACONS | |============================================================================| | | | | Level: 27 | Prereqs: | | | - Hair of the Dog | | Rewards: | | | - 10440XP, $15993, Sniper Rifle | | |-------------------------------------+--------------------------------------| | - Reactivate both beacon towers | | | | While Dahl still maintained a strong presence on Pandora, they operated | | two interplanetary beacons, used by interstellar craft for navigation and | | communication. Recently, bandits have taken up residence around the beacon | | stations, shutting them down in the process. Somebody needs to get out | | there and clean the bandit infestation out of those stations, and | | reactivate the beacons. | |____________________________________________________________________________| In order to partake in this side mission, you must complete the story mission, "Jaynistown: Secret Rendezvous". With that out of the way, the two drawbridges in the Rust Commons East are lowered and you are granted full access to the region. You don't have to complete the entire Jaynistown saga, but this mission allows you to reach the second beacon in question. At this point in your adventure, you likely have not had the privilege of checking out the Rust Commons East aside from the cut through to Krom's Canyon. Warp to the Underpass and enter Rust Commons East. There isn't much sightseeing at the north end of the Rust Commons East. It is mainly a mountainous range crawling with Spiderants and Scythids. The Trashy Knoll is the northern peninsula, but you'll visit there later. The bus station east of the transition gate holds a [SILVER CHEST] on its roof and there is an Ammo Vendor on the ground. If you go southwest from there and climb the hill, you will reach the North Ridge beacon. There are some tough bandits outside the station and a [RED CHEST] on the side. The enemies here are tough. I'm talking Level 28, Level 29 tough. Proceed to the back corner of the beacon station and activate the panel to relight the beacon. - North Ridge beacon activated: Objective Complete The second beacon is at the southern end, so you must cross the South Drawbridge. Drive north past Jaynistown and veer off the road before the tunnel and up the path on your left. At the top of the hill is the beacon station. There aren't as many enemies at this station, and the wide open space gives you more options during combat. Watch out for any Badass Raiders here. Just as before, a [RED CHEST] on the side of the building greets you, and there is a [SILVER CHEST] at the far north end past the terminal. Hey, you can even see the North Ridge beacon station from here! - Overlook beacon activated: Objective Complete - TURN IN! .============================================================================. | MIDDLE OF NOWHERE NO MORE: INVESTIGATE | |============================================================================| | | | | Level: 24 | Prereqs: | | | - Hair of the Dog | | Rewards: | | | - 4680XP, $3794, Class Mod | | |-------------------------------------+--------------------------------------| | - Find the Middle of Nowhere bounty board and Mr. Johns | | | | A once popular fuel depot in the Rust Commons was abandoned a while ago. | | People have taken to calling it the "Middle of Nowhere". There was a | | Bounty Board out there, but it doesn't work anymore. Go take a look at the | | board and see if you can find its custodian, Mr. Johns. If you were to get | | the board working again, you might find several jobs left over from before | | the malfunction. | |____________________________________________________________________________| As the mission card states, completing this job (and a few others) opens up a cavalcade of new bounty board missions in the Rust Commons East. Enter the Rust Commons East via the Underpass - East gate. Continue south and pass the tunnel that leads to the Flood Lock. Park your car at the overpass, get out, and climb up onto it to find yourself at the Middle of Nowhere. Investigate the bounty board just past the New-U Station. - Bounty Board investigated: Objective Complete Turn back around and follow the catwalk to the other side of the road. Mr. Johns is standing outside his little shack. - Mr. Johns found: Objective Complete - TURN IN! Talk to Hudson Johns to turn in the mission. .============================================================================. | MIDDLE OF NOWHERE NO MORE: FUSES? REALLY? | |============================================================================| | | | | Level: 24 | Prereqs: | | | - Middle of Nowhere No More: | | Rewards: | Investigate | | - 6240XP, $15178 | | |-------------------------------------+--------------------------------------| | - Collect fuses and return to Hudson Jones | | | | The bounty board is missing a fuse, of all things. Who uses fuses these | | days, anyhow? That's the problem, really. They're hard to come by, seeing | | as most people have thrown 'em all out. Not like Marcus sells 'em; can't | | kill anyone with one. Even if you find one, it probably won't work. If you | | find three, there ought to be one in the bunch that will work. I'd sure | | appreciate it if you could find some and bring 'em to me. | |____________________________________________________________________________| Now that you have found the Middle of Nowhere bounty board, you have to get the thing up and running. That's where the Bounty Board Fuses come in. You can find three of them at the northern peninsula. Stop by at the trio of vendors next to the bounty board, then hop in a car and take off. Drive up to the Trashy Knoll and exit your vehicle. Fight your way through the Scythid army as you search for the three fuses. You'll find all kinds of Scythids here, usually including some sort of elemental Badass Scythid. The first [BOUNTY BOARD FUSE] is inside a Skag pile on the left side of the area, southeast of the central garbage heap. The next [BOUNTY BOARD FUSE] is also in a Skag pile lining the edge of the large trash pile. The final [BOUNTY BOARD FUSE] is inside another Skag pile on the northwest side of the trash heap. Don't pay attention to the waypoint, because it only pinpoints the general location of the fuses, so don't worry if you think it's glitching out on you. - Bounty Board Fuses: 3/3 - TURN IN! Now ride back to the Middle of Nowhere and talk to Mr. Johns. It's showtime. .============================================================================. | MIDDLE OF NOWHERE NO MORE: SMALL FAVOR | |============================================================================| | | | | Level: 24 | Prereqs: | | | - Middle of Nowhere No More: Fuses? | | Rewards: | Really? | | - 6240XP, $15178 | | |-------------------------------------+--------------------------------------| | - Kill off the spiderants for Hudson Johns | | | | While I get these fuses assembled and working for the bounty board, I need | | a small favor. Some spiderants are causing a ruckus near by. Exterminate | | the bugs and when you're done I should have the fuse ready for the bounty | | board. You scratch my back...ya, know what I mean? | |____________________________________________________________________________| Okay, not quite. At least Hudson Johns wasn't lying when he called it a small favor. There are some Spiderants making a fuss in the field nearby and in general being unpleasant company, so Mr. Johns has put their fate into your hands. This has gotta be the easiest mission ever. And for those XP and cash rewards? What a steal! Jump down from the overpass and head over to the field northwest from Mr. John's house. A handful of Spiderants should pop out of the ground. Gyros, Workers, Soldiers, you know the drill. Maybe a Badass Spiderant here and there. They should all be around Level 25, so they're no threat. There is a Catch-A-Ride Station nearby, so why waste bullets? - Spiderants killed: 5/5 - TURN IN! Hopefully Mr. John is a lightning-quick mechanic, because that should have only taken about thirty seconds. .============================================================================. | MIDDLE OF NOWHERE NO MORE: SCOOT ON BACK | |============================================================================| | | | | Level: 24 | Prereqs: | | | - Middle of Nowhere No More: Small | | Rewards: | Favor | | - 3432XP, $11383, Shield | | |-------------------------------------+--------------------------------------| | - Return to Helena with the good news | | | | Thanks for helpin' me get the board back up and runnin'. Be sure to check | | it for jobs. Next time you're in New Haven, you ought to ask Miss Helena | | or that loser Scooter to come out and pay me a visit. I'd sure like to see | | them again. | |____________________________________________________________________________| Okay, now this is just free money. The Middle of Nowhere bounty board is fully functioning, but you are given one more brain dead job by Mr. Johns. All you have to do is return to New Haven and talk to Helena Pierce. Fast Travel from the New-U Station at the Middle of Nowhere bounty board and talk to Helena in her office. - Helena talked to: Objective Complete - TURN IN! Should I even bother making sections for such trivial side missions? Anyways, make sure to check out the Middle of Nowhere bounty board to pick up a bunch of new quests. Remember, make sure that "Jaynistown: Secret Rendezvous" is wrapped up before you get carried away here. .============================================================================. | SCAVENGER: SHOTGUN | |============================================================================| | | | | Level: 24 | Prereqs: | | | - Middle of Nowhere No More: Small | | Rewards: | Favor | | - 3588XP, Shotgun | | |-------------------------------------+--------------------------------------| | - Find all of the shotgun parts | | | | There are components to a shotgun scattered around. If you find all of | | these components, I can reassemble the weapon for you. Bring me the Body, | | Magazine, Stock, and Barrel. | |____________________________________________________________________________| You know the drill. The weapon pieces are all located at the Flood Lock (the dam just before the entrance to Krom's Canyon). Since the dam is so small and the weapons are specifically hidden in the dam (not in the clearing past the dam), this scavenger hunt will be very easy. Go through the gate and immediately look to your right at the stack of boxes. Jump on top of them to reach the concrete base of the pillar. Pick up the [SHOTGUN MAGAZINE] and fall down. - Shotgun Magazine: Objective Complete Now cross the walkway to the east side of the dam. Here you will locate the [SHOTGUN STOCK] on top of a crate in front of you. - Shotgun Stock: Objective Complete Jump on said crate, then continue your ascent until you are on top of the roof. The [SHOTGUN BARREL] is up here. - Shotgun Barrel: Objective Complete From the roof, perform a running jump onto the cylindrical structure. If you look ahead, you'll find another component on top of the concrete tower base. Another running leap and you'll end up on top. Snag the [SHOTGUN BODY]. - Shotgun Body: Objective Complete - TURN IN! .============================================================================. | HIDDEN JOURNAL: RUST COMMONS EAST | |============================================================================| | | | | Level: 26 | Prereqs: | | | - Middle of Nowhere No More: Small | | Rewards: | Favor | | - 6719XP, $28560 | | |-------------------------------------+--------------------------------------| | - Download 5 Log Entries from Data Recorders in Rust Commons East | | | | This is Patricia Tannis, calling for anyone with two brain cells to rub | | together. I hid five of my Data Recorders in Rust Commons East, but now | | I've decided I want them back. Listen to each one, and your ECHO device | | will record them. Once you have all five recordings, upload them to the | | bounty board. | |____________________________________________________________________________| Yep. One of these again. Hop in a vehicle and take off towards the South Drawbridge. Drive right up to the bridge and park before going across. Walk behind the small building on the right and flip over the box to reveal the first [TANNIS JOURNAL ENTRY]. - Journal Day 578: Objective Complete Back in your Runner, return to the central sector near the Middle of Nowhere. Drive through the monumental pool of sewage and follow the western border. Once you make it past the sludge lake, drive up on the grassy incline and up to the wall separating the two portions of the Rust Commons. There are a lot of Scythids here, but Scythids are generally easy enemies and you can run over the majority of them without a care. The [TANNIS JOURNAL ENTRY] is hidden underneath a giant mushroom. - Journal Day 616: Objective Complete The next Data Recorder isn't far from here. Head north and then hang a right before coming to the Middle of Nowhere. You should be in the large field below the North Drawbridge. Navigate past the craters and stay on the south end of the field, near the cliff wall of the Overlook. The Data Recorder is located underneath a canopy. Look for a red tarp hanging over some supply crates and a few cots. Fight your way through the Spiderants hanging around, then check the site out. First, open the [RED CHEST], then look behind the overturned cot to find the [TANNIS JOURNAL ENTRY] peeking out from underneath. Definitely a tricky one to find, even with the waypoint. - Journal Day 653: Objective Complete You will be staying here in the field, because the next Data Recorder is at the opposite end, past the North Drawbridge. There is a bandit outpost not too far away that you might want to clear out, mainly because you will likely draw their attention during your drive. From the outpost, climb the hill towards the North Drawbridge and climb to the top of the nearby watch tower. They waypoint has directed you here, but the place is seemingly devoid of any Data Recorder. Not so fast! Approach the piece of sheet metal leaning against the side of the wall and press X to push it aside. The [TANNIS JOURNAL ENTRY] is underneath. - Journal Day 684: Objective Complete The quest for the final Data Recorder brings you to an area you know all too well: the Middle of Nowhere. Head on over and park underneath the overpass, then go inside Hudson John's house. The [TANNIS JOURNAL ENTRY] is sandwiched between the wall and a large crate. - Journal Day 718: Objective Complete - TURN IN! Well at least you don't have to go very far to turn in the mission. .============================================================================. | ALTAR EGO: BURNING HERESY | |============================================================================| | | | | Level: 24 | Prereqs: | | | - Middle of Nowhere No More: Small | | Rewards: | Favor | | - 6240XP, $7589, Shield | | |-------------------------------------+--------------------------------------| | - Burn the scriptures at bandit chapels | | | | We need to put an end to this new "religion" the bandits are creating, | | before they gain a following and all hell breaks loose. I can't help but | | wonder what started the whole thing, but I'm paying you to end it. I want | | you to destroy the scriptures that they preach at each of their altars. | |____________________________________________________________________________| The waypoint leads you to the north, so grab a Runner and take off. The first chapel is actually north of the Catch-A-Ride Station at the Underpass - East. Look for a small wooden building that looks to only fill one occupant. Inside is a [BANDIT SCRIPTURE] that you can set on fire by hitting X. - 1st scripture burnt: Objective Complete Your trip takes you to the vicinity of the Flood Lock. Continue south and drive through the tunnel towards the drawbridge. The chapel is northwest of the bridge, at the base of the hill. Burn the scripture inside. - 2nd scripture burnt: Objective Complete Return to the Middle of Nowhere. Drive south towards the huge pit of sludge before the South Drawbridge. Hug the wall and be on the lookout for a small chapel among a grassy patch on the east side. Enter and press X next to the [BANDIT SCRIPTURE] to light it up. - 3rd scripture burnt: Objective Complete - TURN IN! A slew of Scythids crawl after you after you exit the third chapel. Either kill them all or escape in your Runner, then return to the bounty board to hand it in. .============================================================================. | ALTAR EGO: THE NEW RELIGION | |============================================================================| | | | | Level: 27 | Prereqs: | | | - Middle of Nowhere No More: Small | | Rewards: | Favor | | - 6960XP, $5331 | | |-------------------------------------+--------------------------------------| | - Collect pamphlets from the bandits at Old Lynne Abbey | | | | You know Old Lynne Abbey, up on the Overlook? That place has been | | abandoned since we pulled out of Old Haven, but some bandits recently took | | the place over, and are now proselytizing and handing out pamphlets to | | anyone who'll listen. I doubt those nut jobs have really found religion. | | We need to grab some of these pamphlets and find out what they're up to. | |____________________________________________________________________________| This quest takes place at Old Lynne Abbey, which is on the east side near Jaynistown. You likely have not been to that area before, so this should be new territory for you. In a Runner, drive across the South Drawbridge and go past Jaynistown. Enter the tunnel and you'll come out on the other end near the Scraple New-U Pole. Make a hard left just past the pole (if you climb the hill to the right of the New-U Pole, you'll come to a [RED CHEST] at the top). Old Lynne Abbey is a run down chapel that has now been taken over by weird religious zealots. They are trying to spread the word of their new religion by handing out pamphlets to wary travelers. Honestly, on a list of awful things bandits have been known to do, this is pretty low on the list. But this is your assignment, so you must follow through. You will be swarmed by bandits as soon as you pass through the open gate, as you quickly learn that peacefully spreading the word of their god does not seem to be on the bandit cult's regime. Take them down, one by one. There are a fairly large amount of enemies at Old Lynne Abbey, so be careful. Each of them leave behind a [PAMPHLET]. You must collect no fewer than six of them. - Pamphlets: 6/6 - TURN IN! Before you leave Old Lynne Abbey, search the chapel for a [RED CHEST] and a Med Vendor. The fastest way to get back to the bounty board is via the North Drawbridge. The next mission in this chain becomes available at the bounty board. .============================================================================. | ALTAR EGO: GODLESS MONSTERS | |============================================================================| | | | | Level: 29 | Prereqs: | | | - Altar Ego: The New Religion | | Rewards: | | | - 8369XP, $20062, The Dove | | |-------------------------------------+--------------------------------------| | - Go to the Trashy Knoll, find Slither, and kill it | | | | After looking at those pamphlets you collected, I'm fairly certain there's | | something interesting out there. Their crude drawings show stick figures | | gathered around some kind of monster named "Slither". Maybe if you kill | | their "god", they'll abandon this whole religious scheme? | |____________________________________________________________________________| The mission's level may be a bit daunting, but trust me, this job is a cinch. Sure, it involves slaying a supposed god, but things turn out much better than expected. Slither is the object of the bandit cult's affection, so you must kill it in order to shut them up. Slither lives in the Trashy Knoll. Once you have reached the Trashy Knoll, enter the area and approach the trash heap as the god Slither makes its presence felt. .---------------. | BOSS: Slither |____________________________________________________________ | | | Level: 28 Resist: None | | | | Strategy: | | Errr... that's it? Are you kidding me? Slither is a puny and pathetic | | Scythid that is no bigger than a Scythid Crawler. Slither will lunge at | | you, nibble at your ankles a bit, then back up, turn around, and do the | | same thing. The only remotely challenging part of this boss battle is that | | it can be hard to find and track Slither, despite its vibrant colors. | | Use a Shotgun and wait for the boss to jump at you, then sidestep and | | blast it. The little bugger is very fast, I'll give it that much. | |____________________________________________________________________________| - Slither killed: Objective Complete - TURN IN! Slither does drop a nice amount of loot and some cool equipment. Now that the sorry excuse for a deity is no more, hop back in your car and return to the Middle of Nowhere bounty board. You receive [THE DOVE] afterwards. Now this is a damn special gun. This Repeater Pistol may not wow you with its stat line, but is has one interesting characteristic: it does not consume ammo. It really doesn't. You don't even have to reload! You can just fire forever and ever and ever. The Dove is great to stow away and use during heavy fights mainly because you never have to worry about reloading or running out of ammunition. I guess the developers had to give it average Damage and Fire Rate as to not make the gun overly cheap. It's definitely one you don't want to sell anytime soon. .============================================================================. | A BUG PROBLEM | |============================================================================| | | | | Level: 27 | Prereqs: | | | - Middle of Nowhere No More: Small | | Rewards: | Favor | | - 6960XP, $21324, Shotgun | | |-------------------------------------+--------------------------------------| | - Collect sulphur samples and kill Helob and Widowmaker | | | | Given the plant growth I've observed outside of New Haven, I suspect there | | is a component in the sulfur springs which acts as fertilizer for | | Pandora's native flora. To test my theory, I need samples both from The | | Retching Seeps and The Fetid Cauldron. I'd do it myself, but each location | | is guarded by a nasty spiderant! Eliminate these nuisances, and I'll be | | able to conduct further tests without the need for assistance. | |____________________________________________________________________________| Well, looks like there are two bosses in this mission. Fortunately, both are pretty easy. You must enter Spiderant territory to obtain Sulfur Samples from the large springs lining the area - they look like huge craters in the ground. Ride over to the Retching Seeps since it is closer; drive over the North Drawbridge and then go south into the large field. Get out and press X next to the glowing green sulfur spring to receive your sample. - Retching Seeps sample: Objective Complete Of course, this also disturbs Widowmaker's sleep. .------------------. | BOSS: Widowmaker |_________________________________________________________ | | | Level: 28 Resist: Corrosive, Shock | | | | Strategy: | | Widowmaker is a big blue Spiderant covered in green blotches; about the | | size of a Spiderant King or Queen. The Widowmaker is much faster than any | | common Spiderant, which makes its shockwave attack hard to dodge. It can | | also shoot web balls at you like a Spiderant Soldier and can fire a green | | sonic boom as well. Just like any Spiderant, firing at the front doesn't | | do you any good, so try and flank the boss to target the abdomen (it helps | | if your attacks can Daze enemies). | |____________________________________________________________________________| - Widowmaker killed: Objective Complete Check the watch tower near the side of the drawbridge to find a [SILVER CHEST] at the top. The Fetid Cauldron is south of Jaynistown. You may want to exterminate the Spiderants in the vicinity so you don't have to fight them alongside the boss. Inspect the green spring to get your sample. - Fetid Cauldron sample: Objective Complete Here comes the next one. .-------------. | BOSS: Helob |______________________________________________________________ | | | Level: 28 Resist: Corrosive, Fire, Shock | | | | Strategy: | | Helob is bigger and stronger than Widowmaker, but slower (and resistant | | to Fire) than his cousin. Helob has an annoying jumping slam attack that | | makes it hard for you to adequately target the boss's abdomen. Helob does | | not do much other than leap in the air like a jumping bean. If you Daze | | it, then you have a better chance of scoring critical hits. Of course, | | like Widowmaker and any other Spiderant, simply running Helob over gets | | the job done. | |____________________________________________________________________________| - Helob killed: Objective Complete - TURN IN! Collect the loot Helob leaves behind, then gather the contents of the [RED CHEST] inside the little campsite. .============================================================================. | CIRCLE OF SLAUGHTER: MEAT AND GREET | |============================================================================| | | | | Level: 26 | Prereqs: | | | - Middle of Nowhere No More: Small | | Rewards: | Favor | | - 1007XP | | |-------------------------------------+--------------------------------------| | - Talk to Chuck Durden | | | | Think you've got what it takes to be a gladiator? Forget those puny Circle | | of Death events my weakling brother puts on, this is where you'll find the | | REAL action! Talk to Chuck Durden, if you think you got what it takes. | |____________________________________________________________________________| Like the Circle of Death back in the Arid Badlands, the Circle of Slaughter is an arena that allows you to participate in three rounds of bloodshed and glory. The resistance increases for each round, and you will want to be around Level 29 or 30 if you want to run through all the rounds in one go. The Circle of Slaughter is stationed in the Rust Commons West. From the nearest New-U Station, teleport to the Outeryard and continue south to the Aqueduct Encampment. Pass through the camp that you combed during the "Scavenger: Submachine Gun" side mission and you will find the arena. Talk to Chuck Durden to turn the mission in. - Chuck Durden met: Objective Complete - TURN IN! .============================================================================. | CIRCLE OF SLAUGHTER: ROUND 1 | |============================================================================| | | | | Level: 26 | Prereqs: | | | - Circle of Slaughter: Meat and | | Rewards: | Greet | | - 6719XP, $14280, Shield | | |-------------------------------------+--------------------------------------| | - It's kill or be killed! | | | | All you gotta do is survive. All my pets have to do is tear you in half. | | See you soon, in one piece or maybe two. | |____________________________________________________________________________| Everything you need can be found at the entrance to the arena, so make sure you have Healing Kits and ammunition. The arena is huge in comparison to the Circle of Death, and you actually have cover. The storage crates that release your opponents are hanging high in the air, but drop to the floor when they are ready to be opened. Your first batch of baddies is no real threat: various bandits, such as Bandit Thugs and Bandit Raiders run out of the containers and hide behind cover. You can also expect to fight plenty of Psychos and Mutant Midget Psychos. Naturally, the Psychos give chase while the bandits keep their distance. There are maybe 12-15 enemies total. If you are overleveled compared to your Level 25-26 prey, you may want to switch to The Dove so you conserve ammo. - Round survived: Objective Complete - TURN IN! .============================================================================. | CIRCLE OF SLAUGHTER: ROUND 2 | |============================================================================| | | | | Level: 29 | Prereqs: | | | - Circle of Slaughter: Round 1 | | Rewards: | | | - 7439XP, $26749, Class Mod | | |-------------------------------------+--------------------------------------| | - It's kill or be killed! | | | | Back for more? I'm gonna get 'em real riled up before I let 'em out this | | time. They're just gonna wanna kill the first person they see. I'd hate to | | be that guy. Oh wait, that's you. | |____________________________________________________________________________| The level spikes up a bit, so you may want to better prepare yourself if you thought last round was too nonchalant. Right off the bat, this round is ten times harder than the last: the two gates opposite the entrance open, revealing about six Level 28 Bruisers in total and a Level 28 Badass Bruiser. Immediately throw all your grenades at the bunch before they can spread out, then take cover and begin picking them off. Put your Action Skill to good use and try to kill the Badass Bruiser first since his Rocket Launcher can damage you even while behind cover. Not long after, and likely before you can kill all the Bruisers, another pair of Badass Bruisers arrives; one with a Combat Rifle and another one with a Rocket Launcher. Again, the Rocket Launcher enemies are much more dangerous than the others, so try to eliminate them first. Rounding out the pack are a small wave of Mutant Midget Psychos. - Round survived: Objective Complete - TURN IN! .============================================================================. | CIRCLE OF SLAUGHTER: FINAL ROUND | |============================================================================| | | | | Level: 28 | Prereqs: | | | - Circle of Slaughter: Round 2 | | Rewards: | | | - 7200XP, $35825, Weapon | | |-------------------------------------+--------------------------------------| | - It's kill or be killed! | | | | This is it. You survive this time, I might actually respect you. I'm | | betting heavily against you, course I know what's coming and it ain't | | gonna be pretty. | |____________________________________________________________________________| For some odd reason, the mission level is actually lower than the previous round. The round is kicked off with three Level 30 Badass Bruisers; two of them are carryin' Combat Rifles while the other one opts for a Shotgun. They come from the sides of the arena rather than the front, so immediately find cover and pick a side. A group of around five Bandit Raiders emerge from the containers opposite the entrance gate. Only target them after the Badass Bruisers are down. Alongside the bandits are a few Mutant Midget Psychos and Midget Shotgunners. Next up is a wave of regular Bandit Thugs and Bandit Killers. Finally, two more Badass Bruisers act as your final test. - Round survived: Objective Complete - TURN IN! .============================================================================. | DUMPSTER DIVING FOR GREAT JUSTICE | |============================================================================| | | | | Level: 27 | Prereqs: | | | - Jaynistown: Getting What's Coming | | Rewards: | to You | | - 3128XP, $31987 | | |-------------------------------------+--------------------------------------| | - Search dumpsters around New Haven to recover Erik's, uh, valuables | | | | You seem like someone who can keep a secret. You see, my wife can be quick | | to anger, and we had, uh, a disagreement. In her rage, she took something | | of great value to me and threw it away. Go check the dumpsters outside of | | town. I think you'll know what you're looking for when you find it. I know | | it's asking a lot, but keep this just between you and me, okay? I'll make | | it worth your while. | |____________________________________________________________________________| Porno mags. There, I said it. I am no good at keeping secrets. You have to recover Erik Frank's stash of valuables in order to get your reward. The first dumpster is marked on your map, in the junkyard north of New Haven. The dumpster is located near a Scythid nest, so you'll have to face off against some pesky bugs before you can retrieve the [DIRTY MAGS]. From here, continue south towards a small bandit outpost. Kill 'em all, then hang a left to walk away from the camp. When the wall opens up, go behind the wall to find the dumpster and the [DIRTY MAGS]. The third dumpster is a lot farther away; all the way near New Haven's west gate. From the west gate, immediately head south and stay alongside the area's border to reach it. Pick up the [DIRTY MAGS] inside. Now head to the southeast corner of the map, near the transition gate to the Rust Commons West. There is a small bandit camp out here and a Scythid hotspot. Unsurprisingly, the [DIRTY MAGS] are inside the dumpster. Four down, two to go. Just to screw with you, the game decided to jumble up the order and now you must head all the way across the map. Cut through New Haven and make your way through the junkyard towards the entrance to Tetanus Warren. Take the [DIRTY MAGS] after killing the band of Mutant Midget Psychos. The final dumpster containing the magazines is just outside of New Haven. Backtrack to the city and don't go inside, but walk around the perimeter. The dumpster and the [DIRTY MAGS] is behind Scooter's garage. - Erik's valuables: 6/6 - TURN IN! .============================================================================. | I'VE GOT A SINKING FEELING... | |============================================================================| | | | | Level: 27 | Prereqs: | | | - Jaynistown: Getting What's Coming | | Rewards: | to You | | - 17400XP, $26656, Rocket Launcher | | |-------------------------------------+--------------------------------------| | - Sink the Righteous Man, Great Vengeance, and Furious Anger | | | | The bandits have a new weapon. They've build three gunboats, and they're | | using them to stage raids along the entire coastline. It's got to stop. | | I'm putting up a bounty for anyone who'll go to Treacher's Landing and | | sink those things. | |____________________________________________________________________________| Scooter doesn't seem too pleased with the bandit shenanigans taking place in Treacher's Landing. Fast Travel to Treacher's Landing and get a move on. You probably haven't had an extensive stay at Treacher's Landing aside from the "Hair of the Dog" quest, so you may not be too familiar with the area's layout. The start of the area is a grassy meadow with several bandit homes; the first one contains a [SILVER CHEST]. Fight through the bandits until you come to a pier. Open another [SILVER CHEST] to the right of the pier entrance and step onto it. There are a lot of elemental barrels and Jakobs propane tanks to worry about; they come in handy during fights, but can also work against you. Stay on the west side of the docks whenever the path splits and eventually you will be able to see the first gunship in the distance. A Mulciber Mk2 is planted on the ship's deck and is constantly rotating depending on your location. Make sure to hide behind a wall or inside a house, then take shots periodically at the turret. You can ignore the turret entirely and position yourself so you have a clear shot at the Jakobs gas tank on the back of the ship. Since your goal is to sink the ship, you can bypass the enemy gunman and ignite the canister to destroy the Righteous Man. - Righteous Man sunk: Objective Complete Exit the docks onto another large clearing. Kill the bandits roaming around the huts and make your way onto the southwest pier. This pier is a bit wider than the boardwalk before, and there are a lot of crates and shipping containers you can hide behind. Climb up onto the roof of the building closest to you for a [SILVER CHEST]. There are quite a few enemies here, including a Badass Raider, and some guys are even stationed on rooftops that fire down at you. Cover all your bases and then direct your attention to the next ship. You should have a good angle when aiming at the propane tank on the back of the ship. Don't worry about the Mulciber Mk2. - Great Vengeance sunk: Objective Complete The final gunship, the Furious Anger, is on the east end of the map. Check out the remainder of the pier. There are [2 SILVER CHESTS] at the end; one on top of some shipping containers and another on a rooftop. Now return to the clearing and continue onto the boardwalk to the right. Head to the north end of the dock and climb up the tower at the northeast corner. From here, you have a great view of the final gunship. Shoot it down to complete the mission. - Furious Anger sunk: Objective Complete - TURN IN! But wait, there's more! There is still a small portion of Treacher's Landing that you can explore, including a hidden Easter Egg! .------------------------. | Easter Egg: Water Show | '------------------------' - From the eastern dock, exit onto the shore. All the signs point towards the path north of here, but you are able to follow the coastline and go around the huge rock (looking at your map helps); there is a hidden dock here, and stepping on the ship here nets you the "You're on a Boat!" Achievement. There's also a [RED CHEST] on the ship with exceptionally good loot. But that's not all. There are various elemental barrels scattered around the area, and shooting certain ones in a specific order triggers an odd event: 1. Shoot the yellow Explosive barrel floating in the water, to the right of the dock. 2. There is a giant mountain of trash southeast of the dock. Equip a weapon with good Weapon Zoom and shoot the green Corrosive barrel on the left side of the trash pile. 3. Shoot the blue Shock barrel on the boat (make sure you are standing safely on the dock). 4. Finally, jump back on the boat and look past the Red Chest to spot a red Fire barrel in the water. Shoot it. Now look out into the ocean, sit back, and enjoy the weird-as-hell performance. I haven't a clue... Now return to the signs and continue the intended route. There isn't much on the shore; it's mainly a shortcut to the entrance. Open the [RED CHEST] at the end of the path and drop down to the entrance to Treacher's Landing. Since you are here, you might as well complete "Wanted: Fresh Fish" if you haven't yet. .============================================================================. | WANTED: FRESH FISH | |============================================================================| | | | | Level: 27 | Prereqs: | | | - Jaynistown: Getting What's Coming | | Rewards: | to You | | - 6960XP, $21324, Leviathan | | |-------------------------------------+--------------------------------------| | - Throw grenades into the water around Treacher's Landing and pick up the | | fish that float to the surface. Bring them back to the New Haven bounty | | board | | | | Fish are a rarity in the sludge you find around the Rust Commons, but | | they're out there and I'm willing to pay for them. There's no bait, lures, | | or nets that can catch the bastards, though. Your best bet is to go to the | | docks at Treacher's Landing and drop a grenade into the water. Grab | | whatever fish float to the surface, and watch out for the bandits. | |____________________________________________________________________________| There are several key spots in Treacher's Landing that allow you to fish for some tasty snacks (although fish residing in putrid mud/sewer water probably aren't tasty at all). There are specific areas marked on your map that contain glowing green fishing poles - when you throw a grenade in the surrounding water, the ensuing explosion causes several Fresh Fish to rise to the surface. Hopefully you have been upgrading your Weapon SDUs (the Grenade SDU in this case); if not, there is an Ammo Vendor at the entrance that carries them. You will want to choose your Grenade Mod wisely for this mission. Transfusion grenades simply do not work and Rubberized Grenades are a huge pain in the ass, so keep it simple. In some cases, explosions from elemental barrels or Jakobs gas tanks will get the job done in place of a grenade. When you reach the first boardwalk, stop at the spinning fish sign and chuck a grenade in the pool of water to receive [4 FRESH FISH]. Back on the boardwalk, continue straight at the fork and turn to the left. There is a fish sign leaning against the side of the dock and another fishing line sticking out of the water nearby. One grenade later and you have another set of [4 FRESH FISH]. Follow the dock and stick to the right at the fork to stay on the dock. There is another spinning fish sign up ahead and a pool of water that you can bomb for [4 FRESH FISH]. That's it for this side of the area. Now head over to the boardwalk leading to the eastern shore. Collect the [4 FRESH FISH] in the central pool, then walk to the other end of the pool to find another fishing line and [4 FRESH FISH]. - Fresh Fish: 20/20 - TURN IN! Woo hoo! A whopping 20 fish! You are going to dine like a king tonight. And with the [LEVIATHAN] Rocket Launcher you get as an added bonus, you should feel on top of the world! Seriously, this Rocket Launcher is absolutely nuts: it's super strong, has a large magazine, and a Fire Rate that's unprecedented when it comes to Rocket Launchers. .============================================================================. | HOUSE HUNTING | |============================================================================| | | | | Level: 27 | Prereqs: | | | - Jaynistown: Cleaning Up Your Mess | | Rewards: | | | - 6960XP, $15993, Nailer | | |-------------------------------------+--------------------------------------| | - Go to the Trash Coast and kill Bleeder | | | | I live in New Haven, but I can't stand having a woman in charge anymore. | | So, I found a nice bit o' waterfront property out in the Trash Coast. | | Trouble is, there's a bunch o' them scythid whatever-the-hells hanging | | around outside, including a really tough one I called Bleeder. Kill them | | scythids, especially Bleeder, and I'll be able to get the hell away from | | this place. | |____________________________________________________________________________| Who would ever want to realistically live in the Trash Coast? The name alone is unappealing enough! This side mission takes you to the southern side of the map, but not as far south at the other two related sidequests. From the two vendors at the entrance to the Trash Coast, go to the right. A few Larva Crab Worms crawl over and attack. Remember these guys? It's been a while. When the trail widens up significantly, stay towards the east coast and you should see the shack in the distance. Scythids only appear in the front yard, so when you get close enough a couple Giant Scythids and some Badass Scythids'll show up. Defeat the first wave to make Bleeder appear. .---------------. | BOSS: Bleeder |____________________________________________________________ | | | Level: 28 Resist: None | | | | Strategy: | | Well if the shoe fits... Bleeder is a small red Scythid that looks just | | like a Desert Scythid, but bleeds incessantly for some unknown reason. The | | Scythid boss also permanently flies in the air unlike most Scythids that | | can only stay airborne temporarily. Bleeder is very fast and can be hard | | to keep track of; just look for the streams of blood in the air. | | | | Try to execute the remaining Scythids before focusing on the boss. They | | usually just get in your way, and the Bursting Scythids are especially | | annoying, what with their tendency to explode in your face. Bleeder only | | attacks by flinging globs of blood at you, which both damages you and can | | temporarily mess up your vision. Just like Slither before, Bleeder is more | | of a nuisance than a real challenge and can be destroyed rather hastily. | |____________________________________________________________________________| - Bleeder killed: Objective Complete - TURN IN! The [NAILER] is a Sniper Rifle with a pretty high Fire Rate. It's like a semi- automatic Sniper Rifle. Neat stuff. .============================================================================. | BAIT AND SWITCH | |============================================================================| | | | | Level: 27 | Prereqs: | | | - Jaynistown: Cleaning Up Your Mess | | Rewards: | | | - 6960XP, $13328, Patton | | |-------------------------------------+--------------------------------------| | - Collect a Queen Spiderant Abdomen and swap it for the bandits' | | | | Attempts at human habituation along the Trash Coast have always failed, | | because spiderants overwhelm anyone who tries to live there. The bandits | | managed it, though, by placing a Queen Spiderant Abdomen in the middle of | | their camp. I want you to take an abdomen from a rival Queen, then replace | | the bandits' with that one. Let's see if the spiderants will do our dirty | | work for us. | |____________________________________________________________________________| Give credit where credit is due: that is a particularly ingenious plan by the bandits, especially by a faction that is known for their ineptitude. But we are smarter, and the plan to do away with the Trash Coast bandits seems bulletproof. Head south and stick to the east, continuing past the waterfront property and a bandit camp containing an injured Claptrap (pick up the "Claptrap Rescue: Trash Coast" mission). There is another bandit camp farther south, usually containing a Badass Psycho. Trigger the New-U Pole as you follow the mountain trail. If you go to the southernmost point of the area, there is a [RED CHEST] waiting for you through a mob of Spiderants. Follow the mountain trail to come to a basin. There are usually more than one Badass Spiderant down here as well as many other regular Spiderants. Once you get close enough, some rumblings should signal the appearance of a mighty queen. Not just any regular queen... .------------------------. | BOSS: Queen Tarantella |___________________________________________________ | | | Level: 28 Resist: Corrosive, Fire, Shock | | | | Strategy: | | Without a doubt, Queen Tarantella is the biggest and meanest Spiderant out | | on the market. She is at least twice the size of Widowmaker and Helob and | | twice as strong. Make sure the basin is devoid of all life other than you | | and the boss, otherwise things will get unnecessarily complicated. | | | | Queen Tarantella doesn't do much other than shoot webbing at you or whack | | you with her giant front limbs, so she's just like fighting a Spiderant | | King or Queen. Despite her intimidating stature, this boss can be | | considered easier to take down than normal Spiderants. Why? Because her | | abdomen is about three times the size of her armored face. | | | | Unlike many Spiderants, who have huge plating to protect their front, | | Queen Tarantella deviates from the norm. Due to this butt-to-head ratio, | | you can target the boss's abdomen from the front without having to try to | | flank her or wait for her to stick her abdomen in the air during the web | | shot attack. | |____________________________________________________________________________| Several Spiderantlings emerge from the queen's corpse, so don't get too excited about your victory. Kill them and loot Queen Tarantella, including the [QUEEN ABDOMEN]. - Queen Abdomen: Objective Complete Climb out of the basin and continue north. You will pass along the first bandit camp and the wounded Claptrap on the right. Follow the cliffside and cross the bridge to reach another intersection. Don't worry about the south path and the southwest corner of the map; go north and drop down from the ledge. The main bandit campsite is west of your location. You may encounter a few bandits and Spiderants slugging it out here on the outskirts, but as you move closer you'll find less and less Spiderants. When you reach the camp's epicenter, kill any Spiderant stragglers and place the Queen Abdomen on the pike. - Abdomen swapped: Objective Complete - TURN IN! While the mission is technically over, it really isn't. The ground begins to tremor after swapping out the abdomens and another raging Spiderant arrives here on the scene. .--------------------. | BOSS: King Aracobb |_______________________________________________________ | | | Level: 28 Resist: Corrosive, Fire, Shock | | | | Strategy: | | In the case of Spiderants, the females seem to be the dominant gender. | | King Aracobb is much smaller than his partner and honestly looks just like | | a regular Spiderant King. A bit stronger, but other than that the two are | | spitting images of each other. | | | | You should be able to handle King Aracobb with ease. He only uses melee | | attacks and other close-range moves. Unlike Queen Tarantella, the butt-to- | | head ratio of the king is the opposite of the queen's: his armored head is | | much larger than his (abnormally) small abdomen. This makes targeting his | | weak point iffy at times. | | | | The mission hints at the fact that you can let the Spiderant/bandit | | problem handle itself out. After King Aracobb has been awakened, run up | | the incline and enter the bandit camp. The boss will follow and turn his | | attention to the bandits. Now the king won't be able to wipe out the whole | | camp on his own (especially since there are a lot a Bruisers and Badass | | Psychos), but the distraction is enough for you to easily target his | | abdomen. Or sit back, let the two parties duke it out, and see who wins. | |____________________________________________________________________________| As I mentioned, King Aracobb likely didn't make it far in his quest to decimate the mountain camp. Loot his corpse and take over in his place, as you follow the catwalks and go from house to house in murdering the bandits. There are [2 RED CHESTS] total, both on the southern end. Turning in the mission earns you the [PATTON] along with money and XP - it is just a standard Revolver with a unique name. .============================================================================. | CLAPTRAP RESCUE: TRASH COAST | |============================================================================| | | | | Level: 27 | Prereqs: | | | - Jaynistown: Cleaning Up Your Mess | | Rewards: | | | - 1740XP, Backpack SDU | | |-------------------------------------+--------------------------------------| | - Find the repair kit and repair this Claptrap | | | | You've discovered another defunct Claptrap robot. Could there be an unused | | repair kit somewhere out here? | |____________________________________________________________________________| Upon entering the Trash Coast, head south and stay towards the eastern trail, as if you were heading towards the east coast. There is a bandit outpost southwest of Bleeder's territory containing a bunch of enemies and a Claptrap; right next to a [RED CHEST]. The waypoint is planted right on top of the waterfront property, but it is deceiving. In fact, ignore the waypoint entirely and listen to me: the Repair Kit is on top of the pipeline extending through the camp and hanging over the house. Here's how to get on the pipeline: Proceed south and loop around towards the basin where Queen Tarantella lives (lived). Continue north and you should see the start of the pipeline. If you climb up the junk pile and leap onto the pipe, you can carefully navigate along the pipe. And I mean careful: if you slip, you'll end up at the camp and have to trek all the way back to the basin. Trudge across the pipe and you will find the [CLAPTRAP REPAIR KIT] at the opposite end. - Repair Kit: Objective Complete - TURN IN! The happy Claptrap thanks you by giving you a Backpack SDU, bumping your inventory up to 33 slots. .============================================================================. | EARL'S BEST FRIEND | |============================================================================| | | | | Level: 27 | Prereqs: | | | - Jaynistown: Cleaning Up Your Mess | | Rewards: | | | - 6612XP, $15993, Sniper Rifle | | |-------------------------------------+--------------------------------------| | - Rescue Earl's best friend, held by the bandits on the Trash Coast | | | | My best friend! The bandits took 'im out to the Trash Coast! You gotta | | save 'im! I'll do anything, just don't let them kill 'im! | |____________________________________________________________________________| Short and to the point. The bandits have kidnapped Crazy Earl's best friend, and you must find out where and free him from the evildoers. The camp in particular is at the southwest end of the Trash Coast. You can either go south and loop around past the basin or head west and cut through the mountain camp. You should have explored both areas if you have completed the other side missions in this area, so it is all personal preference. Although there is a New-U Pole at the north end of the camp that will come in handy in case you die. It's a pretty standard bandit camp; nothin' fancy about it. Get in, kill the bandits and Psychos, and do your job. Enter the animal enclosure to find a tiny Skag locked up inside one of the cells. This is Earl's pet Skag, Skrappy! Hitting the button opens the door to the holding cell. If you follow Skrappy, he runs over into a Skag den and scoots on home. No, you cannot hurt or kill Skrappy, during this period, you heartless monster you. - Earl's best friend freed: Objective Complete - TURN IN! Don't forget to open up the [RED CHEST] next to the Skag den. Now when you return to Crazy Earl's Scrapyard, Skrappy will be wandering around outside Earl's trailer. .------------------------------------. | Easter Egg: Skrappy "All Grown Up" | '------------------------------------' - Skrappy is a young pup when you rescue him from the poachers, but if you return to Crazy Earl's Scrapyard later in the game he will be all grown up! There are conflicting reports on exactly when he matures, but it seems to be sometime after completing the story mission "The Final Piece". Walk past Earl's trailer and Skrappy "All Grown Up" will be waiting for you at the intersection. He is a Skag enemy that has the same mannerisms as an Elder Skag. By the time you complete the game, he'll be around Level 31. Skrappy is a respawning enemy, and killing him yields a lot of loot (none of it very good). Don't worry about the wrath of Earl - he either doesn't know of his best friend's demise or doesn't care anymore. .============================================================================. | SMOKE SIGNALS: INVESTIGATE OLD HAVEN | |============================================================================| | | | | Level: 28 | Prereqs: | | | - Hair of the Dog | | Rewards: | | | - $6120XP, $11941 | | |-------------------------------------+--------------------------------------| | - Infiltrate Old Haven and investigate the smoke signals | | | | Now that the bridges are open, we've noticed four columns of smoke rising | | from Old Haven. We believe these are bandit distress calls, since they | | don't have free access to ECHOnet. It could be a trap, but we can't risk | | ignoring a problem that's worse than the bandits themselves. I'm offering | | a reward to anyone who will scout Old Haven and find out what's going on. | |____________________________________________________________________________| Even though you should have had this mission for a while, the best time to participate in it is when you receive the story mission "Not Without My Claptrap". That way you can knock both out in one trip. Plus, Old Haven is really tough for players at that early in the game. However, all you need to do for this quest is to actually enter Old Haven. The transition gate is in the Rust Commons East, north of The Cauldron and Jaynistown. Fast Travel to The Cauldron and take a Runner through the tunnel. The gate should be just before the North Drawbridge. Once you are inside Old Haven, the mission will be completed. - Investigate Old Haven: Objective Complete - TURN IN! Now approach the pile of dead bandits to turn in the mission and accept the next one: "Smoke Signals: Shut Them Down". .============================================================================. | SMOKE SIGNALS: SHUT THEM DOWN | |============================================================================| | | | | Level: 28 | Prereqs: | | | - Smoke Signals: Investigate Old | | Rewards: | Haven | | - 6480XP, $29854, Class Mod | | |-------------------------------------+--------------------------------------| | - Shut down the four smoke signals in Old Haven, then return to Helena | | Pierce | | | | Steele has made good on her earlier threats. The Crimson Lance now | | consider you as much an enemy as any bandit. If they're going to be | | killing indiscriminately, you need to defuse their little trap before New | | Haven residents get hurt. Fight your way through Old Haven and put out | | their smoke signals. I'll reward you well once the job is done. | |____________________________________________________________________________| Since this sidequest involves covering the entire map, you might want to wait until after "Not Without My Claptrap" so you have a better understanding of the layout. Nothing's worse than getting lost in a city full of Crimson Lance soldiers. The waypoint is of no use to you and only plants itself in the middle of the map. Instead, use your keen seeing ability to look for the rising smoke signals throughout Old Haven. There are four sectors that contain unwanted smoke signals. The order does not matter. There is a smoke signal directly east of the entrance. The northeast area is protected by Gatling Turrets and many Crimson Lance. If you stay along the north border, you can sneak past some enemies and snipe both Gatling Turrets. Look on the ground, look on balconies, and look high up on rooftops for any Crimson Lance that may be gunning for you. The pillar of smoke should lead you to a large mound of burning tires. Walk up to it and yank the lever to douse the fire. Look around afterwards for a [SILVER CHEST]. - Apartment District: Objective Complete From the Apartment District, continue south towards the location of the Claptrap prisoner. If you follow the main street down the middle of the map, you can find some goodies. Make sure to climb on the top of buildings to get a good view of the surrounding area as well as find chests. Now head to the canal. Go across and fight the horde of Crimson Lance on the other side. They usually come out of metal gates on the upper balconies. Afterwards, look for the pile of burning tires and defuse the smoke signal. - Canal District: Objective Complete The next smoke signal is west of the Canal District. The entrance to the junkyard is a bit north, so once you reach the southwest corner follow the street until you can get past the fence. You may find a Badass Lance lurking in the junkyard. Any of the Badass Lances are hard to handle, whether it be a Badass Infantry or Badass Defender. Take cover if need be and put your Action Skill to good use. Disable the smoke signal here. - Junkyard: Objective Complete Continue north to eventually go full circle. The last smoke signal is on the rooftops, so you must find a building with access to its roof. Most of the buildings in the northwest corner are connected via walkways or at least close enough to jump to, so once you get on any roof you should be able to hop to the others. There is a [SILVER CHEST] on the ground in the northwest corner. Plus, staying on the rooftops gives you the height advantage over the Crimson Lance soldiers below. Climb up to the smoke signal on the highest roof and pull the lever. - Rooftops: Objective Complete - TURN IN! .============================================================================. | CLAPTRAP RESCUE: OLD HAVEN | |============================================================================| | | | | Level: 28 | Prereqs: | | | - Not Without My Claptrap | | Rewards: | | | - 1800XP, Backpack SDU | | |-------------------------------------+--------------------------------------| | - Find the repair kit and repair this Claptrap | | | | You've discovered another defunct Claptrap robot. Could there be an unused | | repair kit somewhere in this town? | |____________________________________________________________________________| A couple buildings open up after completing the "Not Without My Claptrap" story mission. One is a convenience store containing a Weapon Vendor south of the neon butt sign (?!?), and the second is a room behind the convenience store which must be accessed from the opposite side of the building. Walk around the building near the junkyard and enter the back room. Inside is a [SILVER CHEST] and a Claptrap. The Repair Kit is on the east side of town, in between the Apartment District and the Canal District. Follow the canal towards the southeast building (on the north side of the canal) and climb up the staircase. From the small roof, turn around and jump to the building north of you. There is a [SILVER CHEST] up here, right next to a New-U Pole on the ground. More importantly, there is a [CLAPTRAP REPAIR KIT] inside the open door. - Repair Kit: Objective Complete - TURN IN! From the roof, leap northwest to the roof and you'll discover a [RED CHEST]. Now return to the Claptrap and hand over the Repair Kit. Now you should have 36 inventory slots. .============================================================================. | BANDIT TREASURE: THREE CORPSES, THREE KEYS | |============================================================================| | | | | Level: 28 | Prereqs: | | | - Smoke Signals: Investigate Old | | Rewards: | Haven | | - 10800XP, $5970 | | |-------------------------------------+--------------------------------------| | - Search Old Haven for keys and a locked strongbox | | | | One of the bandits is breathing his last few, ragged breaths. He opens his | | hand, holding what appears to be a strongbox key. He wheezes, "Find | | brothers... two more... keys... Lance get nothin". He coughs and then lies | | still. | |____________________________________________________________________________| As you have noticed during your travels, there are a ton of dead bodies strewn throughout Old Haven. Dead bandits, in particular. There is one corpse at the north end of Old Haven that contains a special item. From the entrance to Old Haven, walk opposite the vendors towards the northern wall and there is a corpse clutching [A BANDIT'S JOURNAL]. Pick it up to begin the quest. A [BANDIT KEY], the first of three, is found right next to the bandit and the journal... don't forget it! - 1st Bandit Key: Objective Complete The next key is on the eastern border, between the Apartment District and the Canal District. You know you're close if you come across a line of bandits staked against the wall. The second [BANDIT KEY] is underneath the wall. - 2nd Bandit Key: Objective Complete Next up, proceed to the Canal District. Cross the canal to the south end and do away with the Crimson Lance. The third [BANDIT KEY] is again lying in the middle of a massacre site. - 3rd Bandit Key: Objective Complete Now for the strongbox! It is actually back where you found the journal and the first Bandit Key. Mosey on back and open the maximum security shack. - Strongbox found: Objective Complete - TURN IN! Your reward? Not much actually in terms of loot, but reading the treasure map allows you to turn in the mission and start another one. .============================================================================. | BANDIT TREASURE: X MARKS THE SPOT | |============================================================================| | | | | Level: 28 | Prereqs: | | | - Bandit Treasure: Three Corpses, | | Rewards: | Three Keys | | - 7200XP, $29854 | | |-------------------------------------+--------------------------------------| | - Go to the Dahl Headland and recover the bandit treasure | | | | The ragged map in the strongbox marks a location in the Dahl Headland. The | | bandit's dying wish was that his treasure not fall into the hands of the | | Crimson Lance. You feel duty-bound to grant the man's final request by | | taking it for yourself. | |____________________________________________________________________________| Hey, no need to read between the lines. As long as the Crimson Lance does not get their filthy hands on it. Doesn't mean you need to feel bad about taking it for yourself. And sure, the bandit isn't intelligent enough to spell "treasure" correctly, but he damn sure knows how to hide a stash. You will be taken all the way back to the Dahl Headlands. It has probably been a while. Use the New-U Station here at Old Haven to warp to Lucky's Last Chance Watering Hole. Grab a car from the Catch-A-Ride Station and set off for the treasure spot. The location of the treasure stash is at the northernmost point in the Dahl Headlands. Drive over and to the edge of the cliff; the game triggers that you have found it just by driving to the side of the cliff. - Stash found: Objective Complete - TURN IN! From the east side of the mountain is a catwalk that leads down to a shack built on the side of the cliff wall. I actually pointed this spot out to you earlier in the guide, so you may recognize it if you are a diligent reader. Turn in the mission at the computer terminal, which opens the door to the hut and reveals a [RED CHEST]. This chest usually holds very good equipment. .============================================================================. | SALT FLATS [0904] | '============================================================================' .============================================================================. | CLAPTRAP RESCUE: THE SALT FLATS | |============================================================================| | | | | Level: 29 | Prereqs: | | | - Not Without My Claptrap | | Rewards: | | | - 1859XP, Backpack SDU | | |-------------------------------------+--------------------------------------| | - Find a repair kit and return to the Claptrap robot | | | | You've discovered another defunct Claptrap robot. Could there be an unused | | repair kit somewhere out in this desolate place? | |____________________________________________________________________________| Once the gates to Thor's Digtown have opened, go inside; the Claptrap is on the northeast end of Thor's Digtown, and it's probably easiest to reach him from the east gate. Make sure to complete this during "The Final Piece", or else you'll have a much more difficult time. Once you have the coordinates, walk south to the southeast side of the town. The [CLAPTRAP REPAIR KIT] is underneath a dirty mattress among a pile of junk. Pick it up. - Repair Kit: Objective Complete - TURN IN! Give the Repair Kit to the wounded Claptrap for a reward. The Backpack SDU, when equipped, should bring you up to a total of 39 slots. The Claptrap also repays you by leading you to a hut with a [RED CHEST] inside. .============================================================================. | SCAVENGER: MACHINE GUN | |============================================================================| | | | | Level: 30 | Prereqs: | | | - Not Without My Claptrap | | Rewards: | | | - 4416XP, Combat Rifle | | |-------------------------------------+--------------------------------------| | - Find all of the machine gun parts | | | | There are components to a machine gun scattered around. If you find all of | | these components, I can reassemble the weapon for you. Bring me the Body, | | Cylinder, Sight, and Barrel. | |____________________________________________________________________________| Combat Rifle, machine gun, whatever. Tomato tomato. The pieces can all be retrieved at Thor's Digtown. You should at least complete the first portion of "The Final Piece" in order to safely get inside Thor's Digtown and search for the components. In fact, the bandits at the town are replaced by Crimson Lance after killing Baron Flynt, so you may want to hold off on that task until you wrap up the two side missions here. This is one of the harder scavenger mission in the game due to how big Thor's Digtown is. Even though it's just a circle, there are a lot of nooks and crannies. Fortunately, the developers took this into consideration and made it so all four parts are on the east side of town. Thanks! Make sure to clear out the entire town if you haven't already. The first weapon piece is easy: as soon as you enter through the east gate, turn to the right and walk up the ramp on the side of the gate. The [MACHINE GUN BARREL] is at the top of the ramp. - Machine Gun Barrel: Objective Complete From the base of the ramp, walk west towards the green hut. Use the pile of tires to reach the top of the green hut, then leap onto the green tent. From here, maneuver onto the shipping containers and look at the two cylindrical structures nearby; the [MACHINE GUN BODY] is on top of one. - Machine Gun Body: Objective Complete Return to the east gate and look for the blue shack near the gate (facing the gate from the inside, it is on your right). Jump onto the metal fence and boost yourself onto the roof, then walk onto the shipping container to find the [MACHINE GUN STOCK]. - Machine Gun Stock: Objective Complete At the northeast corner is another hut with a blue roof. Walk behind the water tower to find it (it's also next to the hut with the Red Chest inside after saving the Claptrap). Use the barricade to get on top of the roof and collect the [MACHINE GUN MAGAZINE]. - Machine Gun Magazine: Objective Complete - TURN IN! .============================================================================. | CLAPTRAP RESCUE: CRIMSON FASTNESS | |============================================================================| | | | | Level: 30 | Prereqs: | | | - The Final Piece | | Rewards: | | | - 1920XP, Backpack SDU | | |-------------------------------------+--------------------------------------| | - Find a repair kit and return to the Claptrap robot | | | | You've discovered another defunct Claptrap robot. Could there be an unused | | repair kit somewhere out here? | |____________________________________________________________________________| The helpless Claptrap is located in the first room of the Crimson Fastness past the vendors. Search through the piles of dead Claptraps to find the blue one. The Repair Kit is not too far away; it's inside a hangar east of your location. The hangar is easily accessed from this room, so you don't have to worry about going through the entire base. Walk onto the balcony and go east through the doorway. From the upper balcony, you can see the [CLAPTRAP REPAIR KIT] in the hangar below. Shoot down any Crimson Lance on the second floor, then look below for any more. If you have a good view, you can take down most of the enemies from up here. Otherwise, take the east stairwell to reach the first floor. Yank the kit off the top of the rubbish. - Repair Kit: Objective Complete - TURN IN! Bring it back to the Claptrap for a Backpack SDU. This should be your tenth Claptrap Rescue mission and your tenth Backpack SDU, bringing you total inventory up to 42 slots (also giving you the "Fully Loaded" Achievement)! He also leads you to [2 RED CHESTS]. This room also serves as a bit of a shortcut to help lead you through the Crimson Fastness. ______________________________________________________________________________ ============================================================================== [10] EQUIPMENT [1000] ============================================================================== Learning how Borderlands generates their equipment is hard. A lot goes into it, and it can be very confusing - hell, after hours of reading up on it I barely even understand it and I am the one trying to convey it to you, the reader. As many of you know, Borderlands boasts an insane number of available weapons. Almost unrealistic, even. The game is able to create millions of variations by following one simple (kidding, it's not really simple) formula. As a disclaimer, I may confuse you with my incessant ramblings and poor teaching skills. The Borderlands Wiki was a monumental help in informing the public how the equipment system works. Seriously, the countless people who have put this site together know what they're talking about. Check it out if you are still confused after reading this section: .-------------------------------------------. --> | http://borderlands.wikia.com/wiki/Weapons | <--- '-------------------------------------------' .----------. | Elements |_________________________________________________________________ |____________________________________________________________________________| For starters, all equipment in Borderlands can contain elemental properties. There are four elements in the game: Fire (also known as Incendiary), Shock, Corrosive, and Explosive. - Fire weapons are best used against enemies without shields; flesh is weak against Fire, so enemies such as Skags and unshielded bandits are very susceptible to Fire-based weapons and equipment. Fire lingers on an enemy and can continue to drain their HP. - Shock weapons are best used against shields. Many foes throughout the game wear shields just like yourself, and they must be depleted before you can whittle away their HP. That's where Shock weapons come in. Sometimes Shock has the ability to momentarily stun enemies. - Corrosive weapons are best used against armored enemies. Late in the game you will primarily fight armored enemies (Crimson Lance), so Corrosive equipment comes in handy. It also has the ability to sometimes spread to other enemies if they are standing next to the target. - No enemy in the game has specific strengths or weaknesses towards Explosive equipment, so it's sort of the odd one out. Explosive weapons can sometimes create an explosion when hitting an enemy, which deals extra damage. .-----------------. | Equipment Color |__________________________________________________________ |____________________________________________________________________________| I also touched on this earlier in the guide, but equipment text is generally color-coded based on rarity. In order from least rare to rarest: - White - Green - Blue - Purple - Orange - Pearlescent Pearlescent (cyan) guns are only available in The Secret Armory of General Knoxx DLC. And to further specify on orange weapons, they actually have three categories of orange: yellow, orange, and dark orange. Don't really know why, but if you look at them together in the game you'll notice a faint difference in color between the three. Still, any yellow/orange/dark orange gun is considered legendary. Unfortunately, there is a lot more that goes into categorizing a gun than its text color. That is what the next section is for. .============================================================================. | GUNS [1001] | '============================================================================' Borderlands contains a lot of different available guns, but let's keep it simple here at the beginning and break them down by their gun type. .-----------. | Gun Types |________________________________________________________________ |____________________________________________________________________________| .---------. | Pistols | '---------' Pistols are small, one-handed guns. They are one of Mordecai's specialties and are broken up into two classes: Repeater Pistols and Revolvers. Despite being in the same weapon class and share the same Weapon Proficiency, Repeater Pistols and Revolvers have their own ammo type. - Repeater Pistols have a high Fire Rate and decent Damage. They are best used for close to mid-range combat, and even though Repeater Pistols are pretty accurate, their Accuracy goes down when shooting from a distance. A subclass of the Repeater Pistols are the Machine Pistols. They are in the same category as Repeater Pistols, but have a larger magazine, higher Fire Rate, and are automatic weapons. Accuracy is sacrificed in favor of these, since most Machine Pistols do not have scopes needed for Weapon Zoom. - Revolvers are much different than Repeater Pistols. They are very accurate, and usually have high Damage. Many also have a Weapon Zoom, which makes them useful from farther away. However, Revolvers have low Fire Rate and usually an incredibly small magazine (maybe only 2-3 bullets). .-----------------. | Submachine Guns | '-----------------' Submachine Guns (SMGs) are small weapons that tend to have high Fire Rates and decent Accuracy, but don't pack a lot of punch. Many SMGs also have large magazines and can drain your ammunition in a hurry, which is the main reason why it has the largest ammo pool out of all available guns. The SMG is Lilith's gun of choice and is really only useful in close-range combat. There are no separate Submachine Gun classes. .---------------. | Combat Rifles | '---------------' Combat Rifles are probably the most stable, all-around guns. They have high Damage when compared to Pistols and SMGs, and also great Accuracy. They are Roland's weapon specialty and are broken down into two classes: Combat Rifles and Machine Guns. - Combat Rifles are faster and more accurate of the two. They tend to have high Accuracy and Rate of Fire and are also quick to reload. Most, if not all Combat Rifles fire in bursts of three or four per shot and have an increased Weapon Zoom. Their magazines are smaller when compared to Machine Guns (around 12-16 bullets). One word to describe Combat Rifles? Precision. - Machine Guns are bigger, slower, and stronger. Unlike Combat Rifles, they usually do not have a scope and are not as accurate. The biggest difference between the two classes is that Machine Guns are fully automatic, so you can hold the Right Trigger down and continually fire a stream of bullets. As a result, these guns have big magazines; in the range of 35-40 bullets. One word to describe Machine Guns? Power. .----------. | Shotguns | '----------' Like any Shotgun in any shooter, they are for close-range combat only. These weapons have terrible accuracy, but can be absolutely devastating up close. You must be patient when using a Shotgun due to their low Fire Rate, small magazine, and slow reload times. Shotguns are comprised of two classes: Combat Shotguns and Assault Shotguns. - Combat Shotguns are your traditional Shotgun: they are strong, inaccurate, slow to reload, and have a slower Fire Rate than Assault Shotguns. It is pretty much what you'd expect from a Shotgun. - Assault Shotguns are essentially semi-automatic Shotguns. They have higher Accuracy and Fire Rate than Combat Shotguns, but are not as powerful. From what I have seen, many Assault Shotguns have elemental properties. Assault Shotguns have a sort of burst fire, whereas Combat Shotguns fire one shell at a time. .---------------. | Sniper Rifles | '---------------' Sniper Rifles are used for silent killshots. They are the patient player's gun, with superb Damage and Accuracy, but generally abysmal Fire Rate. They are meant to take down enemies from afar, and despite a few select guns they all have scopes with Weapon Zooms. This is Mordecai's pride and joy. There are two Sniper Rifle classes: Bolt/Pump Action Rifles and Semi-Automatic Rifles. - Bolt/Pump Action Rifles are more powerful and have greater Accuracy of the two classes, but have lower Recoil Reduction, hence the "pump" the gun creates when you fire a bullet. They also have lower Fire Rates. This is the type you want to pick if you are patiently scoping out an area from a hilltop and systematically eliminating the opposition. - Semi-Automatic Rifles are a tad more chaotic. They are weaker and not as accurate (but still high Accuracy), but their Fire Rate is much higher; they truly are semi-automatic and are overall faster to equip, reload, and use in general. .------------------. | Rocket Launchers | '------------------' Rocket Launchers are for fans of destruction. This is Brick's weapon specialty and can create a whole lot of havoc. Your own rockets can damage you if you aren't careful! Even though Rocket Launchers aren't divided into different classes, there are still various types of them depending on how they shoot. Some Rocket Launchers have burst shooting that fire their entire magazine at once, and other types travel in a spiral when shot. Rocket Launchers are great for targeting from far away and also for taking down groups of enemies. .--------------. | Eridian Guns | '--------------' The odd man out, Eridian guns are exceptionally rare and really only found in the later stages of the game. What makes these guns stand out is that they do not consume ammo and instead have a recharge period after you have used up an entire clip. There are different Eridian weapons that correspond to the regular gun types. .--------------. | Eridian Guns |_____________________________________________________________ | | | | Weapon | Eridian Weapon | |-------------------+--------------------------------------------------------| | Rocket Launcher | Eridian Cannon, Mega Cannon* | | Shotgun | Eridian Thunder Storm | | Sniper Rifle | Eridian Lightning | | SMG | Eridian Blaster | | Incendiary Rifle* | Eridian Flaregun, Fireball, Firebomb | | Corrosive Rifle* | Eridian Glob Gun, Splat Gun, Rolling Spatter Gun, | | | Stampeding Spatter Gun | | Shock Rifle* | Eridian Rifle | |___________________|________________________________________________________| * Only found in The Secret Armory of General Knoxx DLC Excluding Eridian Guns, all gun types of a Weapon Proficiency, which basically states how good you are with a certain weapon. Every time you kill an enemy, your Weapon Proficiency for that weapon type will slightly increase; you can level up Weapon Proficiencies, which will give you stat boosts for that gun (Damage, Accuracy, Reload Speed, etc.). If you cruise through the game only using a Rocket Launcher, your Launcher Proficiency will probably be around 15 if not more. If you have never touched a Pistol in your life, then it'll stay at 1. The more you use a certain weapon, the higher its proficiency will be. You can view a full list in the character tab of the status menu. .-------------. | The Formula |______________________________________________________________ |____________________________________________________________________________| When you kill an enemy or open a lootable object/chest, the Borderlands game engine automatically creates a random gun using a special formula. The formula itself is complicated and grossly deep, but after studying it you can easily understand how the game is able to provide you with millions upon millions of unique guns. Again, special thanks goes out to the Borderlands Wiki for providing the world with this holy grail of knowledge. .--------------. .-----------. .--------. .-------. Gun Name = | Manufacturer | + | Body Type | + | Prefix | + | Title | '--------------' '-----------' '--------' '-------' That doesn't sound so bad! Yeah, well that's the bare-bones formula, dumbed down by about 100. Now it is time to break down the parts, one by one. One side note: even if the category names, prefixes, and whatnot get too overwhelming, simply break it down and read the words. If you have a weapon in your inventory named the "Rusty Repeater" or "Light Machine Gun", you can tell by the adjectives alone that they probably aren't that good. Conversely, you might want to hold onto a "Fearsome Sniper" or a "Genocide Rifle". Generally speaking, bad adjectives are given to bad guns and good adjectives are given to good guns. .---------------. | Manufacturers |____________________________________________________________ |____________________________________________________________________________| There are 11 total manufacturers in Borderlands that all produce equipment: guns, shields, Grenade Mods, and Class Mods. Each manufacturer has their own special traits and qualities that they put into their products. One way to vaguely determine what type of gun you are receiving is by its manufacturer. Marcus Kincaid does a great job of describing each brand in one or two short sentences when you visit Ammo and Weapon Vendors. In addition, manufacturers also grade their guns to help distinguish between good ones and lousy ones. These grades are based on their level range. For reasons unknown, there are no grades for weapons between Levels 1-12 for any of the manufacturers. Out of the 11, two (Anshin and Pangolin) do not make guns. So here are the other nine: .-------. | Atlas |___________________ | | | "Buy an Atlas and you too can see what it | Lvl. 0 | Puny | feels like to hold the power of the gods in | Lvl. 1-12 | N/A | your hands." | Lvl. 13-21 | Champion | | Lvl. 22-30 | Heroic | Probably the top overall manufacturer. Their | Lvl. 31-39 | Herculean | weapons do not have any real downsides. Atlas | Lvl. 40-47 | Legendary | guns have large magazines and high Damage. | Lvl. 48+ | Titan | Most Atlas guns are white, silver, or light |_____________|_____________| grey. .------. | Dahl |____________________ | | | "Dahl's guns absorb a lot of recoil, allowing | Lvl. 0 | Rusty | you to stay accurate throughout the fight!" | Lvl. 1-12 | N/A | | Lvl. 13-21 | Mercenary | The largest manufacturer in the game, Dahl | Lvl. 22-30 | Soldier | weapons have pretty high Recoil Reduction, | Lvl. 31-39 | Freelancer | although its Accuracy is on the low end. Many | Lvl. 40-47 | Veteran | of their weapons sport a cool camouflage | Lvl. 48+ | Elite | style. |_____________|_____________| .----------. | Hyperion |________________ | | | "Hyperion asks, 'What good is a gun that | Lvl. 0 | Substandard | doesn't shoot where you point?' Get a gun | Lvl. 1-12 | N/A | that's as accurate as you are!" | Lvl. 13-21 | Valde | | Lvl. 22-30 | Melior | Hyperion's weapons are the ones to use if you | Lvl. 31-39 | Ultra | are all out speed: they have the quickest | Lvl. 40-47 | Magnus | reloads, and high Recoil Reduction and | Lvl. 48+ | Ultimus | Accuracy. Precision is the name of the game. |_____________|_____________| The guns are often different shades of red. .--------. | Jakobs |__________________ | | | "If it took more than one shot, you weren't | Lvl. 0 | Plywood | using a Jakobs!" | Lvl. 1-12 | N/A | | Lvl. 13-21 | Classic | I feel like this manufacturer is kinda stuck | Lvl. 22-30 | Vintage | in the past. Jakobs weapons generally have | Lvl. 31-39 | Choice | incredibly high Damage, but suffer from very | Lvl. 40-47 | Antique | low Fire Rate and Recoil Reduction. Their | Lvl. 48+ | Original | guns have an old, western look to 'em with |_____________|_____________| wooden finishes. .---------. | Maliwan |_________________ | | | "Is shooting bullets just not cool enough for | Lvl. 0 | Obsolete | you? Get a Maliwan and light some people on | Lvl. 1-12 | N/A | fire!" | Lvl. 13-21 | Standard | | Lvl. 22-30 | Sterling | If you want an elemental weapon, then look no | Lvl. 31-39 | Prototype | further. Maliwan only makes elemental weapons. | Lvl. 40-47 | Paradigm | Their guns have a futuristic feel to them and | Lvl. 48+ | Pure | are painted with vibrant colors to match their |_____________|_____________| elemental affiliations. .---------------. | S&S Munitions |___________ | | | "The S&S philosophy is: Tech plus Ammo | Lvl. 0 | Old | Capacity equals I WIN!" | Lvl. 1-12 | N/A | | Lvl. 13-21 | Revised | The majority of guns by S&S Munitions have | Lvl. 22-30 | Upgraded | oversized magazines, so reloading won't be | Lvl. 31-39 | Enhanced | much of an issue during firefights. Aside from | Lvl. 40-47 | Faultless | that, they are fairly average. S&S guns are | Lvl. 48+ | Perfect | noted for their black and yellow stripes. |_____________|_____________| .---------. | Tediore |_________________ | | | "Cheap, reliable, lightweight, and incredibly | Lvl. 0 | Cheap | fast reload speeds. Tediore makes an easy to | Lvl. 1-12 | N/A | use gun." | Lvl. 13-21 | Value | | Lvl. 22-30 | Special | This manufacturer specializes in producing | Lvl. 31-39 | Super | lightweight guns that have some of the fastest | Lvl. 40-47 | Limited | reload speeds in the game. However, they also | Lvl. 48+ | Supreme | have low damage. Most of their weapons are |_____________|_____________| gray and shiny. .--------. | Torgue |__________________ | | | "400 percent more awesome! Also, Torgue | Lvl. 0 | Weaksauce | doesn't make their guns out of freakin' wood!" | Lvl. 1-12 | N/A | | Lvl. 13-21 | Power | It's hard to figure out from the quote, but | Lvl. 22-30 | Force | Torgue weapons have higher Damage than most of | Lvl. 31-39 | Excellent | the other manufacturers; they also have low | Lvl. 40-47 | Awesome | Accuracy and Recoil Reduction. Most Torgue | Lvl. 48+ | Ultimate | guns are sleek and jet black. |_____________|_____________| .--------. | Vladof |__________________ | | | "Vladof: you don't need to be a better shot, | Lvl. 0 | Surplus | you just need to shoot more bullets!" | Lvl. 1-12 | N/A | | Lvl. 13-21 | Peasants | Vladof weapons have a very high Fire Rate, | Lvl. 22-30 | Peoples | thus consuming bullets faster than most other | Lvl. 31-39 | Workers | guns, and have high Recoil Reduction. They | Lvl. 40-47 | Soldiers | unfortunately suffer from below average | Lvl. 48+ | Patriots | Accuracy. Their guns are mainly orange. |_____________|_____________| Even though this component of the formula is crucial to understanding what type of weapon you've got on your hands, the manufacturer or the grade is not included in the weapon's name. You can see what type of manufacturer the gun was produced on the gun's stat card in your inventory. Same goes with the manufacturer grade; it's not actually a part of the name, but you can see what grade your gun has in your inventory by sorting (RT and LT) your equipment by manufacturer. .------------. | Body Types |_______________________________________________________________ |____________________________________________________________________________| There are five different body types for each of the available guns. I am not sure if this is the component that actually alters the appearance of your weapon, but different body types have different stats. - Body Type 1: completely average, no increased or decreased stats - Body Type 2: high Damage, low Fire Rate, low Recoil Reduction - Body Type 3: very low Damage, high Fire Rate, very high Recoil Reduction - Body Type 4: very high Damage, very low Fire Rate, very low Recoil Reduction - Body Type 5: the best body type; very high Damage, very high Fire Rate, high Recoil Reduction Guns with Body Type 5 are the best and also the rarest. Now the guns simply don't have "Type 1" or "Type 4" in their name. That would be too easy. Here is a table of their code names and what body types they correspond to: .------------. | Body Types |____________________________________________________________ | | | | | | | | Weapon | Type 1 | Type 2 | Type 3 | Type 4 | Type 5 | |------------------+----------+----------+----------+----------+----------| | Pistols | BLR | RF | TK | HRD | TMP | | Revolvers | RV | DL | MAL | KLR | AX | | SMGs | TD | KKA | TEK | RF | HX | | Combat Rifles | CR | HVY | TCH | HLK | AR | | Shotguns | SG | SPR | ZX | BA | ZPR | | Sniper Rifles | GGN | LB | VRR | DVL | PPZ | | Rocket Launchers | RPG | - | SPC | - | RWL | |__________________|__________|__________|__________|__________|__________| Rocket Launchers never have a Body Type 2 or Body Type 4. So if you stumble upon an HX 22 Double Stinger, you'll see the "HX" and think "hot diggity damn, that's a good SMG!" Pay attention to those code names! But that is only one piece of the puzzle... One thing I will admit that I don't understand. For all guns, there are numbers attached to the body type code, such as in an RPG51 Spread Rocket Launcher weapon. The "RPG" applies to a Type 1 Rocket Launcher, but I am not sure what the "51" is. Unless I figure out what the numbers apply to, I'd say just ignore them. .----------. | Prefixes |_________________________________________________________________ |____________________________________________________________________________| For most weapons, the prefix is the adjective describing the gun. It usually informs you what attributes the gun may possess. There are a few different categories, and every weapon contains at least one prefix (it may have more). Generally speaking, the more prefixes a gun has, the longer the name is, the more traits it has, and the better the gun. Many prefixes = good gun. For the most part. Doesn't mean that a gun with only one prefix is bad... just that more is better. .------------------. | Elemental Prefix | '------------------' This category is brief, because it only applies to elemental weapons. Each element has its own set of prefixes, and within each element their are four tiers. A Tier 1 Fire gun may be a little wimpy, yet a Tier 4 Fire gun is like Satan himself punching you in the face. .--------. | Prefix |______________________________________________________________ | | | | | | | Tier | Fire | Shock | Corrosive | Explosive | |-----------+--------------+--------------+--------------+--------------| | Tier 1 | Flaming | Shock | Corrosive | Exploding | | Tier 2 | Incendiary | Static | Caustic | Blast | | Tier 3 | Burning | Lightning | Vitriolic | Detonating | | Tier 4 | Combustion | Fulgurating | Pestilent | Erupting | |___________|______________|______________|______________|______________| .---------------------. | Manufacturer Prefix | '---------------------' Back to manufacturers again! You know how each manufacturer has special attributes and characteristics? Well the manufacturer prefix tells you how much of those perks are infused in your gun. Again, it is ranked by tiers, and there are three tiers. The prefix is in the form of a code or an adjective; sometimes both depending on the manufacturer and the tier. Keep in mind that the negative aspects of a manufacturer also goes up the higher the tier. For example, Jakobs guns have high Damage and very low Fire Rate. So a Tier 3 has higher Damage and lower Fire Rate than a Tier 1. You're getting the bad along with the good! .--------. | Prefix |________________________________________________________________ | | | | | | Manufacturer | Tier 1 | Tier 2 | Tier 3 | |--------------+-------------------+-------------------+------------------| | | Code / Prefix | Code / Prefix | Code / Prefix | | +-------------------+-------------------+------------------| | Atlas | - Puny | - White | - Pearl | | Dahl | - Surplus | "U" Urban | "D" Desert | | Hyperion | - Substandard| ".W" Red | ".G" Crimson | | Jakobs | - Plywood | "ZZ" - | "XX" - | | Maliwan | - Obsolete | "B" Blue | "C" Cobalt | | S&S | - Old | ".2" - | ".3" - | | Tediore | - Cheap | "-A" - | "-B" - | | Torgue | - Weaksauce | - Iron | - Steel | | Vladof | - Rusty | "/V2" - | "/V3" - | |______________|___________________|___________________|__________________| This prefix is a little tricker to grasp, since there are a lot of random letters, numbers, and adjectives. When it comes to the categories where there is both a code and a prefix, that does not mean that both will be featured together on a gun. You'll never find a TCH U Urban Pounder. It's either "U" or "Urban", not both together. Quiz time! You run into a VRR29B Erupting Sniper. Whatcha got? Break it down as far as you can: - "VRR" is the body type, so you're looking at a Body Type 3. - "B" is referring to a Tier 2 Maliwan manufacturer prefix, which means it has average manufacturer qualities. - "Erupting" means that it is a Tier 4 Explosive prefix. That's a pretty good gun with badass Explosive elemental properties. .---------------. | Weapon Prefix | '---------------' This prefix is a bit easier to manage since they are basic adjectives, but there are a ton more compared to the other two categories. Weapon prefixes are grouped by weapon type (Pistol, Sniper Rifle, etc.) and determine what bonus stats your weapon will have. This is not linked to manufacturer or elements, so weapon prefixes are completely standalone and simply state what types of ability boosts your gun may have. They may give you higher Damage or Recoil Reduction, or give you lower Damage or Accuracy. Again, not all perks are good. Some weapon prefixes refer to the quality of parts the gun is made out of, so something like "Combat" refers to average overall stats, while "Genocide" has excellent overall stats. .------------------. | Repeater Pistols |_________________________________________________________ | | | | Prefix | Abilities | |-------------+--------------------------------------------------------------| | Bad | Good stats overall | | Cruel | Great stats overall | | Wicked | Excellent stats overall | | Double | Fires 2 rounds per shot; High Magazine, Spread; Low Damage | | Fanged | High Melee Damage | | Nasty | High Damage | | Sighted | Weapon Zoom | | Stabilized | High Recoil Reduction, Accuracy, Stability | |_____________|______________________________________________________________| .-----------------. | Machine Pistols |__________________________________________________________ | | | | Prefix | Abilities | |-------------+--------------------------------------------------------------| | Mean | Good stats overall | | Vile | Great stats overall | | Grim | Excellent stats overall | | Cold | High Damage | | Double | Fires 2 rounds per shot; High Magazine, Spread; Low Damage | | Fanged | High Melee Damage | | Sighted | Weapon Zoom | | Stabilized | High Recoil Reduction, Accuracy, Stability | |_____________|______________________________________________________________| .-----------. | Revolvers |________________________________________________________________ | | | | Prefix | Abilities | |-------------+--------------------------------------------------------------| | Brutal | Good stats overall | | Primal | Great stats overall | | Savage | Excellent stats overall | | Bladed | High Melee Damage | | Bloody | High Damage | | Raw | High Fire Rate; Low Accuracy | | Swift | High Fire Rate, Recoil Reduction | | Stabilized | High Stability | |_____________|______________________________________________________________| .------. | SMGs |_____________________________________________________________________ | | | | Prefix | Abilities | |-------------+--------------------------------------------------------------| | Patrol | Average stats overall | | Hostile | Good stats overall | | Violent | Great stats overall | | Malevolent | Excellent stats overall | | Double | Fires 2 rounds per shot | | Relentless | High Fire Rate | | Ruthless | High Recoil Reduction | | Twisted | Bullets travel in a spiral | |_____________|______________________________________________________________| .---------------. | Combat Rifles |____________________________________________________________ | | | | Prefix | Abilities | |-------------+--------------------------------------------------------------| | Combat | Average stats overall | | Battle | Good stats overall | | War | Great stats overall | | Genocide | Excellent stats overall | | Deathly | High Damage, Recoil Reduction | | Intense | High Accuracy, Critical Hit Damage | | Punishing | High Damage | | Scoped | Weapon Zoom | | Short | Low Damage; High Recoil Reduction, Reload Speed | |_____________|______________________________________________________________| .--------------. | Machine Guns |_____________________________________________________________ | | | | Prefix | Abilities | |-------------+--------------------------------------------------------------| | Light | Average stats overall | | Support | Good stats overall | | Heavy | Great stats overall | | Max | Excellent stats overall | | Deathly | High Damage, Recoil Reduction | | Frantic | High Fire Rate, Reload Speed | | Glorious | High Recoil Reduction, Magazine | | Rowdy | High Damage; Low Accuracy | | Scoped | Weapon Zoom | | Shattering | High Damage | | Support | High Magazine; Low Fire Rate, Reload Speed | |_____________|______________________________________________________________| .-----------------. | Combat Shotguns |__________________________________________________________ | | | | Prefix | Abilities | |-------------+--------------------------------------------------------------| | Terrible | Average stats overall | | Frenzied | High Fire Rate | | Hunter's | High Damage; Low Spread | | Riot | High Fire Rate; Low Accuracy | |_____________|______________________________________________________________| .------------------. | Assault Shotguns |_________________________________________________________ | | | | Prefix | Abilities | |-------------+--------------------------------------------------------------| | Assault | Average stats overall | | Grievous | Good stats overall | | Lethal | Great stats overall | | Fatal | Excellent stats overall | | Angry | High Magazine, Reload Speed | | Painful | High Damage | | Raging | High Fire Rate | | Riot | High Fire Rate; Low Accuracy | | Spiked | High Melee Damage | |_____________|______________________________________________________________| .-------------------------. | Bolt/Pump Action Rifles |__________________________________________________ | | | | Prefix | Abilities | |-------------+--------------------------------------------------------------| | Hard | Good stats overall | | Solid | Great stats overall | | Fearsome | Excellent stats overall | | Distant | High Recoil Reduction; Low Spread | | Heavy | High Damage; Low Recoil Reduction | | Long | Low Spread | | Rolling | High Fire Rate, Spread | |_____________|______________________________________________________________| .-----------------------. | Semi-Automatic Rifles |____________________________________________________ | | | | Prefix | Abilities | |-------------+--------------------------------------------------------------| | Hard | Good stats overall | | Solid | Great stats overall | | Fearsome | Excellent stats overall | | Brisk | High Fire Rate, Reload Speed | | Deep | High Damage | | Liquid | High Fire Rate, Reload Speed, Stability | | Sober | Low Spread; High Accuracy | | Vicious | High Reload Speed, Damage | |_____________|______________________________________________________________| .------------------. | Rocket Launchers |_________________________________________________________ | | | | Prefix | Abilities | |-------------+--------------------------------------------------------------| | Big | Good stats overall | | Massive | Great stats overall | | Colossal | Excellent stats overall | | Devastating | High Damage | | Evil | High Projectile Speed | | Helix | 3 rockets fire in a spiral at once | | Recoilless | High Accuracy | | Spread | Fires a 5-shot burst in a horizontal pattern | | Triple | Fires a 3-shot burst | |_____________|______________________________________________________________| Phew! And that is all your prefix needs. Now onto the final piece of the formula: the title. .--------. | Titles |___________________________________________________________________ |____________________________________________________________________________| Titles aren't as important as prefixes. While prefixes act as the weapon's adjective, the title is the noun. What the gun is. Like weapon prefixes, titles correspond to different abilities and attributes a gun may have. Some titles do not even have any special boosts or characteristics; it's just a name. There are three types of titles: common titles, legendary titles, and pearlescent titles. Common titles refer to the majority of the game's guns, but legendary and pearlescent encompass some of the game's best available weapons. .---------------. | Common Titles | '---------------' The common titles are found on any common or uncommon gun (ranging from white to purple). Most of these titles give your weapon increased stats just like the weapon prefixes, but some don't do anything. .------------------. | Repeater Pistols |_________________________________________________________ | | | | Title | Abilities | |-----------------+----------------------------------------------------------| | Repeater | None | | Lacerator | High Melee Damage | | Needler | High Recoil Reduction, Magazine | | Raptor | None | | Swatter | None | |_________________|__________________________________________________________| .-----------------. | Machine Pistols |__________________________________________________________ | | | | Title | Abilities | |-----------------+----------------------------------------------------------| | Machine Pistol | None | | Fury | High Spread, Fire Rate, Magazine | | Rage | Fires a 5-shot burst; High Fire Rate; Low Recoil | | | Reduction | | Torment | High Damage, Magazine | |_________________|__________________________________________________________| .-----------. | Revolvers |________________________________________________________________ | | | | Title | Abilities | |-----------------+----------------------------------------------------------| | Revolver | None | | Justice | None | | Law | None | | Masher | Fires 7 projectiles per round; High Spread, Recoil | | | Reduction; Low Damage | | Razor | High Melee Damage | | Viper | None | |_________________|__________________________________________________________| .------. | SMGs |_____________________________________________________________________ | | | | Title | Abilities | |-----------------+----------------------------------------------------------| | SMG | None | | Anarchy | Fires 4 rounds per shot; Low Accuracy | | Bruiser | High Damage | | Stinger | High Recoil Reduction | | Thumper | High Damage; Low Magazine, Fire Rate | |_________________|__________________________________________________________| .---------------. | Combat Rifles |____________________________________________________________ | | | | Title | Abilities | |-----------------+----------------------------------------------------------| | Rifle | None | | Cobra | High Recoil Reduction | | Pounder | Single shot fire; High Damage; Low Fire Rate, Magazine | | Stomper | High Damage | |_________________|__________________________________________________________| .--------------. | Machine Guns |_____________________________________________________________ | | | | Title | Abilities | |-----------------+----------------------------------------------------------| | Machine Gun | None | | Havoc | High Magazine | | Massacre | High Recoil Reduction | | Mauler | High Damage | |_________________|__________________________________________________________| .-----------------. | Combat Shotguns |__________________________________________________________ | | | | Title | Abilities | |-----------------+----------------------------------------------------------| | Shotgun | None | | Carnage | Fires rockets | | Matador | +3 projectiles fired; High Fire Rate | | Scattergun | +2 projectiles fired | | Shredder | +2 projectiles fired | |_________________|__________________________________________________________| .------------------. | Assault Shotguns |_________________________________________________________ | | | | Title | Abilities | |-----------------+----------------------------------------------------------| | Shotgun | None | | Brute | High Damage | | Death | High Stability, Critical Hit Damage | | Sweeper | +1 projectile fired | |_________________|__________________________________________________________| .-------------------------. | Bolt/Pump Action Rifles |__________________________________________________ | | | | Title | Abilities | |-----------------+----------------------------------------------------------| | Sniper | None | | Gamble | Low Accuracy; High Critical Hit Damage | | Hawkeye | High Accuracy, Weapon Zoom | | Thunder | None | |_________________|__________________________________________________________| .-----------------------. | Semi-Automatic Rifles |____________________________________________________ | | | | Title | Abilities | |-----------------+----------------------------------------------------------| | Sniper | None | | Lance | High Damage | | Thunder | None | | Wrath | High Damage | |_________________|__________________________________________________________| .------------------. | Rocket Launchers |_________________________________________________________ | | | | Title | Abilities | |-----------------+----------------------------------------------------------| | Rocket Launcher | None | | Destructor | High Damage | | Harpoon | High Accuracy | |_________________|__________________________________________________________| .------------------. | Legendary Titles | '------------------' Legendary titles are only found on legendary (orange) guns, but their perks are usually very good. There is only one legendary gun title per gun type, although there may be less (for example, Atlas doesn't make a legendary SMG). .-------. | Atlas |_________________________________________ | | | | Weapon | Title | |-------------------------+-----------------------| | Repeater Pistol | Troll | | Revolver | Chimera | | SMG | Ogre | | Combat Shotgun | Hydra | | Bolt/Pump Action Rifle | Cyclops | |_________________________|_______________________| - Troll: Regenerates HP - Chimera: x3 or x4 Explosive; may also deal Fire, Shock, or Corrosive damage - Ogre: x3 or x4 Explosive - Hydra: Fires 5 rounds horizontally per shot - Cyclops: Bullet Velocity is doubled; High Weapon Zoom .------. | Dahl |__________________________________________ | | | | Weapon | Title | |-------------------------+-----------------------| | Repeater Pistol | Hornet | | Revolver | Anaconda | | SMG | Wildcat | | Combat Rifle | Raven | | Combat Shotgun | Bulldog | | Semi-Automatic Rifle | Penetrator | |_________________________|_______________________| - Hornet: Fires 2-round bursts of Corrosive rounds - Anaconda: High Accuracy, Damage - Wildcat: High Magazine; Low Accuracy - Raven: Fires 5-round bursts; High Stability - Bulldog: High Magazine, Fire Rate, Reload Speed - Penetrator: Fully automatic; High Fire Rate, Recoil Reduction, Magazine .----------. | Hyperion |______________________________________ | | | | Weapon | Title | |-------------------------+-----------------------| | Repeater Pistol | Invader | | Machine Pistol | Reaper | | SMG | Bitch | | Combat Rifle | Destroyer | | Assault Shotgun | Butcher | | Semi-Automatic Rifle | Invader | | Rocket Launcher | Nidhogg | |_________________________|_______________________| - Invader: Unloads the entire magazine when zoomed in - Reaper: +300% Melee Damage; meleeing an enemy regenerates your HP; High Fire Rate, Accuracy - Bitch: High Accuracy, Elemental Effects - Destroyer: Unloads the entire magazine when zoomed in - Butcher: Fires 3 rounds per shot; +500% Burst Fire Count; High Fire Rate - Invader: Fires 5-round bursts when zoomed in (according to the Borderlands Wiki, the title should be Executioner) - Nidhogg: After firing, the rocket explodes in the air and rains down smaller rockets; High Damage, Reload Speed .--------. | Jakobs |________________________________________ | | | | Weapon | Title | |-------------------------+-----------------------| | Revolver | Unforgiven | | Combat Shotgun | Striker | | Bolt/Pump-Action Rifle | Skullmasher | |_________________________|_______________________| - Unforgiven: +200% Critical Hit Damage - Striker: High Accuracy, +30% Critical Hit Damage - Skullmasher: Fires 6 rounds per shot .---------. | Maliwan |_______________________________________ | | | | Weapon | Title | |-------------------------+-----------------------| | Repeater Pistol | Firehawk | | Revolver | Defiler | | SMG | Hellfire | | Assault Shotgun | Crux | | Bolt/Pump Action Rifle | Volcano | | Rocket Launcher | Rhino | |_________________________|_______________________| - Firehawk: x4 Fire - Defiler: x4 Elemental - Hellfire: x4 Fire; High Elemental Effect - Crux: x3 or x4 Corrosive (according to the Borderlands Wiki, the title should be Plague) - Volcano: x4 Fire - Rhino: x4 Elemental; after firing, the rocket explodes in the air and rains down smaller rockets .---------------. | S&S Munitions |_________________________________ | | | | Weapon | Title | |-------------------------+-----------------------| | Repeater Pistol | Gemini | | Machine Pistol | Thanatos | | Assault Shotgun | Crux | | Semi-Automatic Rifle | Orion | |_________________________|_______________________| - Gemini: Fires 2 rounds horizontally per shot - Thanatos: High Magazine - Crux: Fires in a cross-shaped spread; High Reload Speed - Orion: x3 or x4 Shock; High Magazine; rounds split into three after ricocheting off an object .---------. | Tediore |_______________________________________ | | | | Weapon | Title | |-------------------------+-----------------------| | Repeater Pistol | Protector | | Revolver | Equalizer | | SMG | Savior | | Combat Rifle | Guardian | | Combat Shotgun | Defender | |_________________________|_______________________| - Protector: Regenerates ammo; High Damage - Equalizer: Regenerates ammo - Savior: Regenerates ammo - Guardian: Regenerates ammo - Defender: Regenerates ammo .--------. | Torgue |________________________________________ | | | | Weapon | Title | |-------------------------+-----------------------| | Repeater Pistol | Violator | | SMG | Gasher | | Machine Gun | Bastard | | Combat Shotgun | Friendly Fire | | Semi-Automatic Rifle | Cobra | | Rocket Launcher | Redemption | |_________________________|_______________________| - Violator: Fires 3-round bursts per shot - Gasher: Fires 3-round bursts per shot; High Fire Rate; Low Accuracy - Bastard: High Damage, Magazine; Low Accuracy, Recoil Reduction - Friendly Fire: x2 to x4 Fire; fires in a smiley-shaped spread - Cobra: x3 or x4 Explosive; 100% chance of an explosion; Low Fire Rate - Redemption: High Damage; Low Rocket Velocity; consumes 4 rounds per shot .--------. | Vladof |________________________________________ | | | | Weapon | Title | |-------------------------+-----------------------| | Repeater Pistol | Rebel | | Machine Pistol | Vengeance | | Machine Gun | Revolution | | Assault Shotgun | Hammer | | Bolt/Pump Action Rifle | Surkov | | Rocket Launcher | Mongol | |_________________________|_______________________| - Rebel: High Magazine, Damage, Fire Rate - Vengeance: Chance to bypass enemy shields - Revolution: High Magazine; Low Fire Rate - Hammer: x2 to x4 Explosive; High Damage; fires in a hammer-shaped spread - Surkov: High Reload Speed, Fire Rate - Mongol: Occasionally releases smaller rockets when in the air; consumes 3 rounds per shot .--------------------. | Pearlescent Titles | '--------------------' Pearlescent titles are only found on pearlescent guns (which are only found in The Secret Armory of General Knoxx DLC) and are the upper echelon of weapons. There is only a select handful of pearlescent titles in the game. .--------------------. | Pearlescent Titles |____________________________________________________ | | | | | Weapon | Manufacturer | Title | |-------------------------+-----------------------+-----------------------| | Repeater Pistol | Hyperion | Nemesis | | Machine Pistol | Vladof | Stalker | | Revolver | Atlas | Aries | | SMG | Maliwan | Tsunami | | Combat Rifle | Tediore | Avenger | | Machine Gun | S&S Munitions | Serpens | | Combat Shotgun | Dahl | Jackal | | Bolt/Pump Action Rifle | Jakobs | Bessie | | Rocket Launcher | Torgue | Undertaker | |_________________________|_______________________|_______________________| - Nemesis: x3 or x4 Shock; may also deal Corrosive damage - Stalker: Rounds can ricochet off objects up to 5 times - Aries: Shock and Transfusion rounds; High Damage - Tsunami: x4 Shock; x4 Corrosive; High Accuracy; may fire rounds in a wave - Avenger: Single shot fire; Regenerates ammo; +50% Critical Hit Damage; High Magazine, Damage, Weapon Zoom - Serpens: x3 or x4 Corrosive; High Magazine, Damage, Recoil Reduction, Accuracy - Jackal: Fires a grenade in an arc; High Damage - Bessie: +500% Critical Hit Damage; 100% Accuracy when zoomed in; High Damage, Weapon Zoom, Bullet Velocity - Undertaker: High Magazine, Damage, Fire Rate .-------. | Recap |____________________________________________________________________ |____________________________________________________________________________| And that is a wrap! Holy cow! So that is guns in a (titanic-sized) nutshell. How about one more recap? Remember: look at the Manufacturer, Body Type, Prefix, and Title. So you have yourself a... let's see... an AR40 Deathly Stomper. Gimme some information on it. .----------------------. | AR40 Deathly Stomper | '----------------------' - "AR" is the body type, and that corresponds with Body Type 5. Good stuff. - "Deathly" is the prefix (a weapon prefix), a Combat Rifle prefix that gives the gun High Damage and Recoil Reduction. - "Stomper" is the title (a common title); a standard Combat Rifle title that gives your gun High Damage. Voila! Judging by the body type, it is top-notch, and the prefix and title mean it packs a mean punch. That one was a little easy. Now what about a GGN5/V3 Fearsome Surkov? .-------------------------. | GGN5/V3 Fearsome Surkov | '-------------------------' - "GGN" is the body type... Body Type 1. Blegh, kinda average. - "/V3" is the prefix (a manufacturer prefix). This is a Vladof Tier 3 grade, which means that it has really good manufacturer stats. - "Fearsome" is another prefix (a weapon prefix), which means the gun is a Bolt/Pump Action Rifle with excellent overall stats. - "Surkov" is the title (a legendary title), which gives the weapon High Reload Speed and Fire Rate. That's a pretty decent legendary Bolt/Pump Action Rifle. If you are as into Borderlands as I am and want to systematically dissect a weapon as soon as you pick it up, then try to study up on this section. Hope I could help! .----------------. | Unique Weapons |___________________________________________________________ |____________________________________________________________________________| Okay, this is the final section for guns! There are some unique guns that are either dropped by bosses or given to you for completing missions. While their actual numerical stats may range, they have the same name and abilities per playthrough. Not all unique weapons have a 100% drop rate. * Only found in The Secret Armory of General Knoxx .----------------. | Unique Weapons |_________________________________________________________ | | | | | Name | Manufacturer | Weapon | |-------------------------+-----------------------+------------------------| | Ajax's Spear* | Atlas | Machine Gun | | Athena's Wisdom* | Hyperion | Repeater Pistol | | Bone Shredder | Tediore | SMG | | Boom Stick | Torgue | Combat Shotgun | | Chiquito Amigo* | Tediore | Repeater Pistol | | Knoxx's Gold* | S&S Munitions | Repeater Pistol | | Krom's Sidearm | Atlas | Repeater Pistol | | Kyros' Power* | Atlas | Bolt/Pump Action Rifle | | Lady Finger | Hyperion | Repeater Pistol | | Leviathan | Torgue | Rocket Launcher | | Madjack | Maliwan | Revolver | | Nailer | Dahl | Semi-Automatic Rifle | | Patton | Atlas | Revolver | | Reaver's Edge | Dahl | Semi-Automatic Rifle | | Rider | Gearbox | Semi-Automatic Rifle | | Sledge's Shotgun | Jakobs | Combat Shotgun | | T.K.'s Wave | Dahl | Combat Shotgun | | The Blister | Torgue | Combat Shotgun | | The Chopper* | Vladof | Machine Gun | | The Clipper | Vladof | Machine Pistol | | The Dove | Dahl | Repeater Pistol | | The Meat Grinder | Torgue | Machine Gun | | The Roaster | Maliwan | Rocket Launcher | | The Sentinel | Hyperion | Combat Rifle | | The Spy | Hyperion | SMG | | Typhoon* | Dahl | SMG | | Whitting's Elephant Gun | Jakobs | Bolt/Pump Action Rifle | |_________________________|_______________________|________________________| - Ajax's Spear: High Damage, Recoil Reduction. Found after defeating Commander Ajax. - Athena's Wisdom: High Accuracy, Critical Hit Damage. Given to you after completing the mission "Loot Larceny". - Bone Shredder: Fires 2 rounds per shot; Weapon Zoom. Found after defeating Bone Head. - Boom Stick: Fires rockets; unloads entire magazine with one shot. Found after defeating Baron Flynt. - Chiquito Amigo: High Magazine, Fire Rate. Given to you after completing the mission "Purple Juice!". - Knoxx's Gold: High Stability; can be sold for a LOT of money. Found after defeating General Knoxx. - Krom's Sidearm: x1 to x3 Shock; fires 3-round burst when zoomed in. Found after defeating Krom. - Kyros' Power: x1 to x3 Explosive; Transfusion rounds; High Damage. Found after defeating Kyros. - Lady Finger: +100% Critical Hit Damage. Found during the mission "Nine Toes: Take Him Down". - Leviathan: High Magazine, Fire Rate, Reload Speed; rockets travel in an arc. Given to you after completing the mission "Wanted: Fresh Fish". - Madjack: Rounds travel in a zig-zag and can ricochet; High Fire Rate, Damage. Found after defeating One-Eyed Jack. - Nailer: High Damage. Given to you after completing the mission "House Hunting". - Patton: High Damage. Given to you after completing the mission "Bait and Switch". - Reaver's Edge: High Magazine, Weapon Zoom. Found after defeating Reaver. - Rider: No Weapon Zoom; High Fire Rate. Found inside the hidden basement in New Haven. Read the walkthrough portion on "Another Piece of the Puzzle" for more details. - Sledge's Shotgun: +10000 Burst Fire Count; +150% Melee Damage; unloads entire magazine with one shot. Found after defeating Sledge. - T.K.'s Wave: Rounds travel in a wave; High Critical Hit Damage. Given to you after completing the mission "T.K.'s Life and Limb". - The Blister: x1 or x2 Corrosive; High Damage. Given to you after completing the mission "Like a Moth to a Flame". - The Chopper: Fires 4-round bursts per shot; unloads entire magazine with one shot. Found after defeating Motorhead. - The Clipper: x1 Fire; +100% Melee Damage. Found after defeating Nine Toes. - The Dove: Does not consume ammo and does not need to be reloaded. Given to you after completing the mission "Altar Ego: Godless Monsters". - The Meat Grinder: High Fire Rate, Magazine; Low Accuracy. Found after defeating Jaynis Kobb. - The Roaster: x4 Fire. Found after defeating Taylor Kobb. - The Sentinel: High Weapon Zoom. Given to you after completing the mission "Jack's Other Eye". - The Spy: High Accuracy when zoomed in; High Critical Hit Damage. Given to you after completing the mission "King Tossing". - Typhoon: Rounds ricochet off of objects and sometimes split into two smaller bullets. Found after defeating Typhoon. - Whitting's Elephant Gun: No Weapon Zoom; High Damage, Accuracy. Given to you after completing the mission "Big Game Hunter". .============================================================================. | GRENADES [1002] | '============================================================================' Protean Grenades become available early in the game, and different grenade mods give them special abilities. The mechanics behind grenades aren't nearly as in depth as guns, so there isn't much to talk about. Grenade mods are split up by manufacturer, as some manufacturers only make certain mods. .--------. | Prefix |__________________________________________________________________ | | | | | | | Manufacturer | Fire | Shock | Corrosive | Explosive | |---------------+--------------+--------------+--------------+--------------| | Atlas | Rain | Rain | Rain | Rain | | Dahl | Bouncing | Bouncing | Bouncing | Bouncing | | | Bettie | Bettie | Bettie | Bettie | | Hyperion | Longbow | Longbow | Longbow | Longbow | | Maliwan | - | Contact | Contact | Contact | | Pangolin | Rubberized | Rubberized | Rubberized | Rubberized | | S&S Munitions | Sticky | Sticky | Sticky | Sticky | | Tediore | Contact | - | - | - | | Torgue | MIRV | MIRV | MIRV | MIRV | | Vladof | Proximity | Proximity | Proximity | Proximity | | | Mine | Mine | Mine | Mine | |_______________|______________|______________|______________|______________| * Transfusion grenades have no elemental affiliation and are only made by Anshin. Jakobs does not manufacture grenade mods. - Rain: Once detonated, the grenade pops into the air and rains down its corresponding element onto enemies. - Bouncing Bettie: Once detonated, the grenade bounces into the air and releases shrapnel in a circle formation. - Longbow: As soon as you throw one, the grenade automatically teleports to the nearest enemy and goes off. - Contact: These are more like your traditional grenade, but they will automatically explode when they touch an enemy. - Rubberized: Just like Contact grenades, they'll detonate when they come in contact with an enemy. But these grenades violently bounce off any surface. - Sticky: When you throw this grenade, it'll stick to any surface (including enemies) and explode soon after. - MIRV: These are similar to Bouncing Betties, but MIRV Grenades actually deploy smaller grenades when they detonate. - Proximity Mine: When thrown, the grenade stick to a surface and will go off if an enemy approaches it. It'll detonate if untouched for a while. - Transfusion: Once detonated, the grenade releases energy waves that travel to the nearest enemy, drain their health, and give it to you. .============================================================================. | SHIELDS [1003] | '============================================================================' Shields are also randomly generated in Borderlands and their perks are chosen depending on certain criteria. Just like guns, you have prefixes and titles that help determine a shield's makeup. If you survived the gun portion of this section, then this should be manageable. .----------. | Prefixes |_________________________________________________________________ |____________________________________________________________________________| Just like with guns, shields have prefixes that vaguely describe the properties of the shield. .---------. | Shields |_____________________________________________ | | | | Prefix | Abilities | |---------------+---------------------------------------| | Standard | None | | Balanced | Decent stats overall | | Symmetrical | Good stats overall | | Sterling | Great stats overall | | Harmonious | Excellent stats overall | | Reinforced | Decent Max Capacity | | Hardened | Good Max Capacity | | Unbreakable | Great Max Capacity | | Impenetrable | Excellent Max Capacity | | Quick Charge | Decent Recharge Speed | | Accelerated | Good Recharge Speed | | Rapid | Great Recharge Speed | | Alacritous | Excellent Recharge Speed | |_______________|_______________________________________| .--------. | Titles |___________________________________________________________________ |____________________________________________________________________________| The shield titles refer to back end of the shield's name, usually preceding the word "shield" (for example, Tough Guy Shield or Guerilla Shield). The titles are split up by manufacturer. .--------. | Anshin |__________________________________________________________________ | | | | Title | Abilities | |---------------+-----------------------------------------------------------| | Guerilla | Fast Recharge | | Skirmisher | Very Fast Recharge | | Ambush | Super Fast Recharge | |_______________|___________________________________________________________| .-------. | Atlas |___________________________________________________________________ | | | | Title | Abilities | |---------------+-----------------------------------------------------------| | Grounded | Shock Resistance | | Anionic | High Shock Resistance | | Cationic | Extreme Shock Resistance | |_______________|___________________________________________________________| .------. | Dahl |____________________________________________________________________ | | | | Title | Abilities | |---------------+-----------------------------------------------------------| | Neutralizing | Corrosive Resistance | | Dilution | High Corrosive Resistance | | Hazmat | Extreme Corrosive Resistance | |_______________|___________________________________________________________| .----------. | Hyperion |________________________________________________________________ | | | | Title | Abilities | |---------------+-----------------------------------------------------------| | Thermal | Fire Resistance | | Asbestic | High Fire Resistance | | Endothermic | Extreme Fire Resistance | |_______________|___________________________________________________________| .---------. | Maliwan |_________________________________________________________________ | | | | Title | Abilities | |---------------+-----------------------------------------------------------| | Shock Burst | Creates a small Shock Burst when depleted | | Shock Wave | Creates a Shock Wave when depleted | | Shock Nova | Creates a large Shock Nova when depleted | |_______________|___________________________________________________________| .----------. | Pangolin |________________________________________________________________ | | | | Title | Abilities | |---------------+-----------------------------------------------------------| | Unyielding | High Capacity | | Enduring | Very High Capacity | | Fortified | Overcharge Capacity | |_______________|___________________________________________________________| .---------------. | S&S Munitions |___________________________________________________________ | | | | Title | Abilities | |---------------+-----------------------------------------------------------| | Acid Burst | Creates a small Acid Burst when depleted | | Acid Wave | Creates a Acid Wave when depleted | | Acid Nova | Creates a large Acid Nova when depleted | |_______________|___________________________________________________________| .---------. | Tediore |_________________________________________________________________ | | | | Title | Abilities | |---------------+-----------------------------------------------------------| | Healing | Very Slow Health Regeneration | | Restorative | Slow Health Regeneration | | Panacea | Quick Health Regeneration | |_______________|___________________________________________________________| .--------. | Torgue |__________________________________________________________________ | | | | Title | Abilities | |---------------+-----------------------------------------------------------| | Tough Guy | 30% Health Boost | | Muscleman | 40% Health Boost | | Macho | 60% Health Boost | |_______________|___________________________________________________________| .--------. | Vladof |__________________________________________________________________ | | | | Title | Abilities | |---------------+-----------------------------------------------------------| | Fire Burst | Creates a small Fire Burst when depleted | | Fire Wave | Creates a Fire Wave when depleted | | Fire Nova | Creates a large Fire Nova when depleted | |_______________|___________________________________________________________| .============================================================================. | CLASS MODS [1004] | '============================================================================' As if there weren't enough ways to modify your character and their equipment, you have Class Mods. Your character can equip a Class Mod, which mainly boosts your character class's skills. Like other equipment, Class Mods are color coded, so even if you have two of the same Class Mods they will have different stats depending on the text color. All Class Mods have a primary boost that boost a random stat or ability, and at least one skill boost (you can have up to three skill boosts). There are also two alternate boosts that may replace the primary boost. So there is a lot of variation. The Secret Armory of General Knoxx introduces new Class Mods for each character class, and most of them are manufacturer-specific that boosts the abilities of the intended manufacturer. * Only available in The Secret Armory of General Knoxx DLC. .---------. | Soldier |__________________________________________________________________ |____________________________________________________________________________| .----------. | Commando | '----------' - Primary Boost: +X% Shotgun Fire Rate - 1st Alternate: +X% Shotgun Damage - 2nd Alternate: +X Shotgun Ammo Regeneration - Skill 1: Scattershot - Skill 2: Defense - Skill 3: Quick Charge .--------------. | Heavy Gunner | '--------------' - Primary Boost: +X% Weapon Magazine Size - 1st Alternate: +X% Weapon Damage - 2nd Alternate: +X% Weapon Fire Rate - Skill 1: Impact - Skill 2: Overload - Skill 3: Metal Storm .--------. | Leader | '--------' - Primary Boost: +X% Team Extra Experience - 1st Alternate: -X% Team Recharge Delay - 2nd Alternate: +X% Team Recoil Reduction - Skill 1: Deploy - Skill 2: Grit - Skill 3: Defense .----------. | Rifleman | '----------' - Primary Boost: +X% Combat Rifle Damage - 1st Alternate: +X% Combat Rifle Recoil Reduction - 2nd Alternate: +X Combat Rifle Ammo Regeneration - Skill 1: Assault - Skill 2: Overload - Skill 3: Impact .---------------. | Shock Trooper | '---------------' - Primary Boost: +X% Electrocute Damage - 1st Alternate: +X% Shock Chance Resistance - 2nd Alternate: +X% Elemental Effect Chance - Skill 1: Fitness - Skill 2: Grenadier - Skill 3: Refire .----------------. | Support Gunner | '----------------' - Primary Boost: +X Team Ammo Regeneration - 1st Alternate: +X% Team Accuracy - 2nd Alternate: +X% Team Magazine Size - Skill 1: Stockpile - Skill 2: Impact - Skill 3: Barrage .-----------. | Tactician | '-----------' - Primary Boost: +X% Team Shield Regeneration - 1st Alternate: +X Team Health Regeneration - 2nd Alternate: +X% Team Shield Capacity - Skill 1: Defense - Skill 2: Aid Station - Skill 3: Recharge .-------------------. | Champion (Atlas)* | '-------------------' - Primary Boost: +X% Weapon Damage w/ Atlas weapons - 1st Alternate: +X% Shield Capacity w/ Atlas shields - 2nd Alternate: +X% Weapon Accuracy w/ Atlas weapons - Skill 1: Fitness - Skill 2: Grit - Skill 3: Impact .---------------. | Gunman (S&S)* | '---------------' - Primary Boost: +X% Weapon Damage w/ Atlas weapons - 1st Alternate: +X% Shield Capacity w/ Atlas shields - 2nd Alternate: +X% Weapon Reload Speed w/ Atlas weapons - Skill 1: Metal Storm - Skill 2: Overload - Skill 3: Assault .---------. | Marine* | '---------' - Primary Boost: +X% Launcher Speed Reload - 1st Alternate: +X% Launcher Fire Rate - 2nd Alternate: +X Launcher Ammo Regeneration - Skill 1: Overload - Skill 2: Grenadier - Skill 3: Cauterize .-------------------. | Patriot (Vladof)* | '-------------------' - Primary Boost: +X% Weapon Damage w/ Vladof weapons - 1st Alternate: -X% Shield Recharge Delay w/ Vladof shields - 2nd Alternate: +X% Weapon Reload Speed w/ Vladof weapons - Skill 1: Cauterize - Skill 2: Defense - Skill 3: Grenadier .--------. | Hunter |___________________________________________________________________ |____________________________________________________________________________| .----------. | Assassin | '----------' - Primary Boost: +X% Corrode Damage - 1st Alternate: +X% Corrosive Resistance - 2nd Alternate: +X% Corrosive Elemental Effect Chance - Skill 1: Deadly - Skill 2: Lethal Strike - Skill 3: Killer .------------. | Gunslinger | '------------' - Primary Boost: +X% Pistol Fire Rate - 1st Alternate: +X Pistol Ammo Regeneration - 2nd Alternate: +X% Pistol Accuracy - Skill 1: Deadly - Skill 2: Loaded - Skill 3: Relentless .--------. | Hunter | '--------' - Primary Boost: +X% Bloodwing Damage - 1st Alternate: +X% Action Skill Cooldown - 2nd Alternate: +X Scavenge Extra Items - Skill 1: Aerial Impact - Skill 2: Swift Strike - Skill 3: Out for Blood .--------. | Ranger | '--------' - Primary Boost: +X% Team Accuracy - 1st Alternate: +X% Team Critical Hit Damage - 2nd Alternate: +X% Team Accuracy Recovery - Skill 1: Predator - Skill 2: Bird of Prey - Skill 3: Focus .-----------. | Scavenger | '-----------' - Primary Boost: +X Team Scavenge Extra Items - 1st Alternate: +X Team Health Regeneration - 2nd Alternate: +X Team Find Rare Items - Skill 1: Swipe - Skill 2: Ransack - Skill 3: Out for Blood .--------. | Sniper | '--------' - Primary Boost: +X% Sniper Rifle Critical Hit Damage - 1st Alternate: +X% Sniper Rifle Accuracy - 2nd Alternate: +X Sniper Rifle Ammo Regeneration - Skill 1: Focus - Skill 2: Caliber - Skill 3: Carrion Call .----------. | Survivor | '----------' - Primary Boost: +X Team Health Regeneration - 1st Alternate: +X% Team Damage - 2nd Alternate: +X% Team Reload Speed - Skill 1: Fast Hands - Skill 2: Riotous Remedy - Skill 3: Swipe .----------------------. | Gunslinger (Jakobs)* | '----------------------' - Primary Boost: +X% Weapon Damage w/ Jakobs weapons - 1st Alternate: +X% Weapon Reload Speed w/ Jakobs weapons - 2nd Alternate: +X% Weapon Accuracy w/ Jakobs weapons - Skill 1: Gun Crazy - Skill 2: Focus - Skill 3: Deadly .------------------------. | Peace Keeper (Anshin)* | '------------------------' - Primary Boost: +X% Shield Capacity w/ Anshin shields - 1st Alternate: -X% Shield Recharge Rate w/ Anshin shields - 2nd Alternate: -X% Shield Recharge Delay w/ Anshin shields - Skill 1: Riotous Remedy - Skill 2: Out for Blood - Skill 3: Trespass .--------------------------. | Sharpshooter (Hyperion)* | '--------------------------' - Primary Boost: +X% Weapon Damage w/ Hyperion weapons - 1st Alternate: -X% Shield Recharge Delay w/ Hyperion shields - 2nd Alternate: +X% Grenade Damage w/ Hyperion grenade mods - Skill 1: Focus - Skill 2: Riotous Remedy - Skill 3: Killer .--------------------. | Truxican Wrestler* | '--------------------' - Primary Boost: +X% Melee Damage - 1st Alternate: +X% Maximum Health - 2nd Alternate: -X% Bullet Damage Resistance - Skill 1: Lethal Strike - Skill 2: Riotous Remedy - Skill 3: Deadly .-------. | Siren |____________________________________________________________________ |____________________________________________________________________________| .----------. | Catalyst | '----------' - Primary Boost: +X% Team Cooldown Reduction - 1st Alternate: +X% Team Shield Regeneration - 2nd Alternate: +X Team Find Rare Items - Skill 1: Phoenix - Skill 2: Girl Power - Skill 3: Intuition .----------. | Defender | '----------' - Primary Boost: +X% Team Shield Capacity - 1st Alternate: +X% Team Ignite Resistance - 2nd Alternate: +X% Team Corrosive Resistance - Skill 1: Resilience - Skill 2: Diva - Skill 3: Inner Glow .---------. | Firefly | '---------' - Primary Boost: +X% Ignite Damage - 1st Alternate: +X% Ignite Resistance - 2nd Alternate: +X% Elemental Effect Chance - Skill 1: Spark - Skill 2: Phoenix - Skill 3: Diva .-----------. | Mercenary | '-----------' - Primary Boost: +X% SMG Damage - 1st Alternate: +X% SMG Elemental Effect Chance - 2nd Alternate: +X SMG Ammo Regeneration - Skill 1: Quicksilver - Skill 2: High Velocity - Skill 3: Girl Power .--------------. | Plaguebearer | '--------------' - Primary Boost: +X% Corrode Damage - 1st Alternate: +X% Corrosive Resistance - 2nd Alternate: +X% Corrosive Elemental Effect Chance - Skill 1: Venom - Skill 2: Inner Glow - Skill 3: Mind Games .---------. | Tempest | '---------' - Primary Boost: +X% Electrocute Damage - 1st Alternate: +X% Shock Chance Resistance - 2nd Alternate: +X% Elemental Effect Chance - Skill 1: Radiance - Skill 2: Slayer - Skill 3: Silent Resolve .-----------. | Tormentor | '-----------' - Primary Boost: +X% Team Elemental Effect Chance - 1st Alternate: +X% Team Elemental Effect Damage - 2nd Alternate: +X% Team Damage - Skill 1: Spark - Skill 2: Radiance - Skill 3: Striking .-----------------. | Eridian Warrior | '-----------------' - Primary Boost: +X% Weapon Damage w/ Eridian weapons - 1st Alternate: None - 2nd Alternate: None - Skill 1: Radiance - Skill 2: Inner Glow - Skill 3: Phoenix .----------------------. | Professional (Dahl)* | '----------------------' - Primary Boost: +X% Weapon Damage w/ Dahl weapons - 1st Alternate: +X% Shield Capacity w/ Dahl shields - 2nd Alternate: +X% Weapon Magazine Size w/ Dahl weapons - Skill 1: Quicksilver - Skill 2: High Velocity - Skill 3: Dramatic Entrance .-----------------------. | Specialist (Maliwan)* | '-----------------------' - Primary Boost: +X% Weapon Damage w/ Maliwan weapons - 1st Alternate: +X% Shield Capacity w/ Maliwan shields - 2nd Alternate: +X% Weapon Magazine Size w/ Maliwan weapons - Skill 1: Spark - Skill 2: Radiance - Skill 3: Phoenix .----------. | Specter* | '----------' - Primary Boost: +X% Sniper Rifle Critical Hit Damage - 1st Alternate: +X% Sniper Rifle Accuracy - 2nd Alternate: +X Sniper Rifle Ammo Regeneration - Skill 1: Slayer - Skill 2: Enforcer - Skill 3: High Velocity .-----------. | Berserker |________________________________________________________________ |____________________________________________________________________________| .-----------. | Berserker | '-----------' - Primary Boost: +X% Melee Damage - 1st Alternate: -X% Bullet Damage Resistance - 2nd Alternate: +X% Maximum Health - Skill 1: Endless Rage - Skill 2: Heavy Handed - Skill 3: Blood Sport .--------------. | Blast Master | '--------------' - Primary Boost: +X% Explosive Impact Damage - 1st Alternate: +X% Elemental Effect Chance - 2nd Alternate: None - Skill 1: Liquidate - Skill 2: Revenge - Skill 3: Master Blaster .------------. | Bombardier | '------------' - Primary Boost: +X% Launcher Reload Speed - 1st Alternate: +X% Launcher Fire Rate - 2nd Alternate: +X Launcher Ammo Regeneration - Skill 1: Endowed - Skill 2: Rapid Speed - Skill 3: Wide Load .-----------. | Centurion | '-----------' - Primary Boost: +X% Team Maximum Health - 1st Alternate: +X Team Health Regeneration - 2nd Alternate: +X% Team Magazine Size - Skill 1: Safeguard - Skill 2: Hardened - Skill 3: Die Hard .------------. | Skirmisher | '------------' - Primary Boost: +X% Team Melee Damage - 1st Alternate: +X% Team Maximum Health - 2nd Alternate: +X% Team Melee Damage - Skill 1: Short Fuse - Skill 2: Sting Like a Bee - Skill 3: Bash .-------. | Titan | '-------' - Primary Boost: +X% Maximum Health - 1st Alternate: +X% Health Regeneration - 2nd Alternate: +X% Shield Capacity - Skill 1: Safeguard - Skill 2: Juggernaut - Skill 3: Unbreakable .-----------. | Warmonger | '-----------' - Primary Boost: +X% Team Damage - 1st Alternate: +X% Team Grenade Damage - 2nd Alternate: +X% Team Melee Damage - Skill 1: Payback - Skill 2: Hardened - Skill 3: Revenge .-------------------. | Bad Ass (Torgue)* | '-------------------' - Primary Boost: +X% Weapon Damage w/ Torgue weapons - 1st Alternate: +X% Shield Capacity w/ Torgue shields - 2nd Alternate: +X% Grenade Damage w/ Torgue grenade mods - Skill 1: Endowed - Skill 2: Heavy Handed - Skill 3: Cast Iron .-----------------------. | Common Man (Tediore)* | '-----------------------' - Primary Boost: +X% Weapon Damage w/ Tediore weapons - 1st Alternate: +X% Weapon Accuracy w/ Tediore weapons - 2nd Alternate: +X% Shield Capacity w/ Tediore shields - Skill 1: Rapid Reload - Skill 2: Short Fuse - Skill 3: Die Hard .------------------. | Tank (Pangolin)* | '------------------' - Primary Boost: -X% Shield Recharge Delay w/ Pangolin shields - 1st Alternate: +X% Shield Recharge Rate w/ Pangolin shields - 2nd Alternate: +X% Shield Capacity w/ Pangolin shields - Skill 1: Safeguard - Skill 2: Die Hard - Skill 3: Unbreakable .-------. | Ogre* | '-------' - Primary Boost: +X% Shotgun Fire Rate - 1st Alternate: +X% Shotgun Damage - 2nd Alternate: +X Shotgun Ammo Regeneration - Skill 1: Rapid Reload - Skill 2: Revenge - Skill 3: Die Hard ______________________________________________________________________________ ============================================================================== [11] CHALLENGES [1100] ============================================================================== Borderlands features in-game challenges that earn you XP when you complete them. Most of them are based on combat, such as killing enemies with a certain weapon type enough times or using elemental effects to destroy your foes. Some are more basic, such as earning enough cash or buying/selling items. You can view a list of the challenges in the status menu. .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | 12 Days of Pandora | 5000 | Master the technology of Pandora | |______________________|_______|_____________________________________________| - A little vague, but here is what you need for this one: 12 Assault Rifle kills, 11 Pistol kills, 10 Shotgun kills, 9 SMG kills, 8 Sniper Rifle kills, 7 Melee kills, 6 Critical Hit kills, 5 Explosive kills, 4 Shock kills, 3 Incendiary kills, 2 Corrosive kills, 1 Grenade kill (no Rakk in a pear tree?) .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Headhunter | 1000 | Kill 50 Human enemies | | Not Really a People | 2000 | Kill 250 Human enemies | | Person | | | | Misanthrope | 5000 | Kill 1000 Human enemies | | War Criminal | 20000 | Kill 2500 Human enemies | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Lucky Shot! | 1000 | Kill 100 enemies with Critical Hits | | Crack Shot | 2000 | Kill 250 enemies with Critical Hits | | Don't You Ever Miss? | 5000 | Kill 1000 enemies with Critical Hits | | Brain Surgeon | 20000 | Kill 2500 enemies with Critical Hits | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Relentless | 500 | Kill 5 enemies in succession with no more | | | | than 7 seconds between each kill | | Chain Killer | 1000 | Kill 10 enemies in succession with no more | | | | than 7 seconds between each kill | | Killing Spree | 2000 | Kill 15 enemies in succession with no more | | | | than 7 seconds between each kill | | Conveyor of Death | 5000 | Kill 25 enemies in succession with no more | | | | than 7 seconds between each kill | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Action Hero | 1000 | Kill 50 enemies using your Action Skill | | Beware! Mad Skills! | 2000 | Kill 250 enemies using your Action Skill | | Why Do you Even | 5000 | Kill 1000 enemies using your Action Skill | | Carry a Gun? | | | | Your Kung Fu is Best | 20000 | Kill 1000 enemies using your Action Skill | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Seasoned Killer | 1000 | Kill 500 enemies | | Numb to the Voice | 2000 | Kill 1000 enemies | | Terror of Pandora | 5000 | Kill 4000 enemies | | I Am Become Death... | 20000 | Kill 10000 enemies | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Pocket Change | 1000 | Earn 10000 Dollars | | Money, it Buys | 2000 | Earn 250000 Dollars | | Happiness | | | | The Rich Get Richer | 5000 | Earn 1000000 Dollars | | How Much For the | 20000 | Earn 9999999 Dollars | | Planet? | | | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Duelist | 500 | Win 10 Duels | | Smack Down! | 1000 | Win 50 Duels | | Bragging Rights | 2000 | Win 250 Duels | | Invincible | 5000 | Win 1000 Duels | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Skag Slayer | 1000 | Kill 50 Skags | | SIT! STAY! PLAY DEAD!| 2000 | Kill 250 Skags | | I Hate Dogs | 5000 | Kill 1000 Skags | | You are the | 20000 | Kill 2500 Skags | | Skagpocalypse | | | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Spiderant Slayer | 1000 | Kill 50 Spiderants | | Bug Crusher | 2000 | Kill 250 Spiderants | | I Hate Bugs | 5000 | Kill 1000 Spiderants | | The Exterminator | 20000 | Kill 2500 Spiderants | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Rakk Slayer | 1000 | Kill 50 Rakk | | If It Flies, It Dies | 2000 | Kill 250 Rakk | | Rakk Flak | 5000 | Kill 1000 Rakk | | If I Can't Fly, No | 20000 | Kill 2500 Rakk | | One Flies | | | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | What is that Thing? | 1000 | Kill 50 Guardians | | The Vault is Mine | 2000 | Kill 250 Guardians | | Xenophobe | 5000 | Kill 1000 Guardians | | Dominant Species | 20000 | Kill 2500 Guardians | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Spray and Prey | 1000 | Get 50 kills with Combat Rifles | | Size Matters | 2000 | Get 250 kills with Combat Rifles | | Make Chunks | 5000 | Get 1000 kills with Combat Rifles | | One Man Army | 20000 | Get 2500 kills with Combat Rifles | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Draw! | 1000 | Get 50 kills with Pistols | | Size Doesn't Matter | 2000 | Get 250 kills with Pistols | | No One's Laughing Now| 5000 | Get 1000 kills with Pistols | | Pistolero | 20000 | Get 2500 kills with Pistols | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Get Off My Lawn! | 1000 | Get 50 kills with Shotguns | | Taste the Red Mist | 2000 | Get 250 kills with Shotguns | | Instant Autopsy | 5000 | Get 1000 kills with Shotguns | | Buckshot Legend | 20000 | Get 2500 kills with Shotguns | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Boom | 1000 | Get 50 kills with Launchers | | BOOM | 2000 | Get 250 kills with Launchers | | KaBOOM! | 5000 | Get 1000 kills with Launchers | | KABOOOOOOOOM!!!! | 20000 | Get 2500 kills with Launchers | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Rat a Tat! | 1000 | Get 50 kills with SMGs | | So Many Little | 2000 | Get 250 kills with SMGs | | Holes... | | | | Bullet Hose | 5000 | Get 1000 kills with SMGs | | Human Tsunami | 20000 | Get 2500 kills with SMGs | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | One Shot, One Kill | 1000 | Get 50 kills with Sniper Rifles | | I'll Wait Back | 2000 | Get 250 kills with Sniper Rifles | | Here... | | | | Brain Ventilator | 5000 | Get 1000 kills with Sniper Rifles | | Finger of God | 20000 | Get 2500 kills with Sniper Rifles | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Punchy | 1000 | Get 50 kills with Melee | | Brawler | 2000 | Get 250 kills with Melee | | Boxer | 5000 | Get 1000 kills with Melee | | Heavyweight Champion | 20000 | Get 2500 kills with Melee | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Hot! Too Hot! | 1000 | Get 100 kills with Incendiary attacks | | Toasty! | 2000 | Get 250 kills with Incendiary attacks | | Plays With Matches | 5000 | Get 1000 kills with Incendiary attacks | | Pyromaniac | 20000 | Get 2500 kills with Incendiary attacks | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Zap! | 1000 | Get 100 kills with Shock attacks | | Nikola is a Friend | 2000 | Get 250 kills with Shock attacks | | of Mine | | | | Puts Forks in Sockets| 5000 | Get 1000 kills with Shock attacks | | Shocker | 20000 | Get 2500 kills with Shock attacks | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Chemistry Rocks! | 1000 | Get 100 kills with Corrosive attacks | | Why is the Floor All | 2000 | Get 250 kills with Corrosive attacks | | Gooey? | | | | Mixes Household | 5000 | Get 1000 kills with Corrosive attacks | | Chemicals | | | | Chemist | 20000 | Get 2500 kills with Corrosive attacks | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Boom Goes the | 1000 | Get 100 kills with Explosive attacks | | Dynamite! | | | | Too Bad About the | 2000 | Get 250 kills with Explosive attacks | | Tinnitus | | | | Crosses Border For | 5000 | Get 1000 kills with Explosive attacks | | Fireworks | | | | Demolitionist | 20000 | Get 2500 kills with Explosive attacks | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Road Rage | 1000 | Kill 25 enemies with a vehicle | | Vehicular | 2000 | Kill 150 enemies with a vehicle | | Manslaughter | | | | School Bus Driver | 5000 | Kill 500 enemies with a vehicle | | Hell on Wheels | 20000 | Kill 1000 enemies with a vehicle | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | What's In Here? | 1000 | Open 50 Lootable objects | | Scavenger | 2000 | Open 250 Lootable objects | | Wilderness Survivor | 5000 | Open 1000 Lootable objects | | No Stone Unturned | 20000 | Open 5000 Lootable objects | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Ooo! Shiney! | 1000 | Open 5 Chests | | Treasure Hunter | 2000 | Open 25 Chests | | Swag Master | 5000 | Open 100 Chests | | Envy of Pirates | 20000 | Open 500 Chests | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | How Much For the Gun?| 1000 | Sell 50 Items | | Gun Runner | 2000 | Sell 100 Items | | Arms Dealer | 5000 | Sell 400 Items | | Merchant of Death | 20000 | Sell 1200 Items | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Impulse Buyer | 1000 | Buy 5 Items | | Good Consumer | 2000 | Buy 50 Items | | I Want It All! | 5000 | Buy 200 Items | | Self-Contained | 20000 | Buy 500 Items | | Economy | | | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Lots of Shots | 1000 | Shoot 2000 times | | Keep Firing | 2000 | Shoot 10000 times | | Who Made That Man a | 5000 | Shoot 25000 times | | Gunner? | | | | I Fired Every Bullet | 20000 | Shoot 100000 times | | Ever | | | |______________________|_______|_____________________________________________| .------------. | Challenges |_______________________________________________________________ | | | | | Name | XP | Description | |----------------------+-------+---------------------------------------------| | Hang Time | 500 | Get 2 seconds of vehicle hang time | | Airborne | 1000 | Get 3 seconds of vehicle hang time | | This Is Not a Flight | 2000 | Get 4 seconds of vehicle hang time | | Simulator | | | | Orbit Achieved | 5000 | Get 5 seconds of vehicle hang time | |______________________|_______|_____________________________________________| ______________________________________________________________________________ ============================================================================== [12] ACHIEVEMENTS [1200] ============================================================================== Here are all the Achievements found in the game, in alphabetical order. .---------------------. | 1.21 Gigawatts (25) | '---------------------' Kill 25 enemies with Shock weapons .-------------------------. | 12 Days of Pandora (30) | '-------------------------' Mastered the technology of Pandora .-----------------------------------. | And They'll Tell Two Friends (10) | '-----------------------------------' Play in a co-op game with either an employee of Gearbox or someone who has this Achievement .---------------------------------------. | Can't We Get BEYOND Thunderdome? (25) | '---------------------------------------' Win an arena match .------------------------. | Careful, He Bites (15) | '------------------------' Kill 15 enemies with the Hunter's Action Skill .------------------------------. | Destroyed the Destroyer (50) | '------------------------------' Killed the Vault boss .-------------------------. | Destroyed the Hive (40) | '-------------------------' Killed the Rakk Hive .---------------------. | Ding! Champion (50) | '---------------------' Earn Level 50 .-------------------. | Ding! Expert (20) | '-------------------' Earn Level 20 .---------------------. | Ding! Hardcore (30) | '---------------------' Earn Level 30 .------------------. | Ding! Newbie (5) | '------------------' Earn Level 5 .-------------------. | Ding! Novice (10) | '-------------------' Earn Level 10 .----------------------. | Ding! Sleepless (40) | '----------------------' Earn Level 40 .---------------------------------------. | Discovered Crimson Lance Enclave (15) | '---------------------------------------' Discover Crimson Lance Enclave .------------------------------------. | Discovered Eridian Promontory (15) | '------------------------------------' Discover Eridian Promontory .-------------------------------. | Discovered Headstone Mine (5) | '-------------------------------' Discover Headstone Mine .-------------------------------. | Discovered Krom's Canyon (10) | '-------------------------------' Discover Krom's Canyon .---------------------------. | Discovered Skag Gully (5) | '---------------------------' Discover Skag Gully .------------------------------------. | Discovered Sledge's Safe House (5) | '------------------------------------' Discover Sledge's Safe House .------------------------------. | Discovered The Scrapyard(10) | '------------------------------' Discover The Scrapyard .----------------------------. | Discovered Trash Coast (5) | '----------------------------' Discover Trash Coast .---------------------. | Down in Front! (15) | '---------------------' Kill 15 enemies with the Soldier's Action Skill .------------------. | Duel-icious (15) | '------------------' Win a duel against another player .-----------------. | Duelinator (35) | '-----------------' Win a duel without taking damage .-----------------. | Facemelter (25) | '-----------------' Kill 25 enemies with Corrosive weapons .------------. | Fence (25) | '------------' Sell 50 guns to a shop .-------------------. | Fully Loaded (10) | '-------------------' Rescue enough Claptraps to earn 42 inventory slots .--------------------------------------. | Get A Little Blood on the Tires (20) | '--------------------------------------' Kill 25 enemies by ramming them with any vehicle .----------------------. | Group LF Healer (25) | '----------------------' Rescue a groupmate from death in a co-op game .------------------------. | Made in Fyrestone (15) | '------------------------' Complete all missions in the Arid Badlands .------------------------. | Made in New Haven (20) | '------------------------' Complete all missions in the Rust Commons .----------------------. | Master Exploder (15) | '----------------------' Kill 25 enemies with Explosive weapons .---------------------------------------. | My Brother is an Italian Plumber (15) | '---------------------------------------' Kill an enemy by stomping on its head .-----------------------. | Paid in Fyrestone (5) | '-----------------------' Complete 5 missions in the Arid Badlands .------------------------. | Paid in New Haven (10) | '------------------------' Complete 5 missions in the Rust Commons .------------------------------. | Pandora-dog Millionaire (50) | '------------------------------' Earn $1,000,000 .-----------. | Pyro (25) | '-----------' Kill 25 enemies with Incendiary weapons .-----------------------. | Reckless Abandon (15) | '-----------------------' Kill 15 enemies with the Berserker's Action Skill .---------------------------------------. | Rootinest, Tootinest, Shootinest (10) | '---------------------------------------' Kill 5 Rakk in under 10 seconds .--------------------------. | Speedy McSpeederton (10) | '--------------------------' Race around the Ludicrous Speedway in under 31 seconds .---------------------------------------. | There Are Some Who Call Me...Tim (25) | '---------------------------------------' Equip a Class Mod for your character .-------------------------------. | There's No "I" In "Team" (30) | '-------------------------------' Complete 15 missions in co-op .-----------------------. | Truly Outrageous (15) | '-----------------------' Kill an enemy with the Siren's Action Skill .----------------------. | United We Stand (35) | '----------------------' Defeated the Rakk Hive, the Vault Boss, Sledge, Krom, or Flynt in a co-op game .--------------------. | Wanted: Flynt (30) | '--------------------' Killed Flynt .-------------------. | Wanted: Krom (20) | '-------------------' Killed Krom .---------------------. | Wanted: Sledge (10) | '---------------------' Killed Sledge .------------------------. | Weapon Aficionado (20) | '------------------------' Reach Proficiency Level 10 with any weapon type .---------------------------------. | You Call This Archaeology? (20) | '---------------------------------' Apply an Elemental Artifact .------------------------. | You're on a Boat! (15) | '------------------------' I bet you never thought you'd be here ______________________________________________________________________________ ============================================================================== [13] BESTIARY [1300] ============================================================================== .============================================================================. | ENEMIES [1301] | '============================================================================' .---------. | Bandits |__________________________________________________________________ |____________________________________________________________________________| Pandora is flooded with bandits, and as a result, they are your main form of resistance during your adventures. Bandits are not known for being very bright; in fact, this can work against you because they are not afraid to jump into a firefight and can be reckless. Camps and outposts are found in almost every main area in Borderlands, and bandits are often grouped together. They aren't completely brain dead and are still known to seek cover and hide. Their weak points are their head. .-------------. | Bandit Thug | '-------------' The lowest ranked bandits, Bandit Thugs are very weak and only often armed with poor Pistols. They wear black masks with yellow eyepieces and regular bandit garb that isn't meant to absorb bullets. The ratio of Bandit Thugs to other bandit types is pretty high. .---------------. | Bandit Raider | '---------------' The next level up on the social ladder, Bandit Raiders are tougher, smarter, and better equipped than Bandit Thugs. Bandit Raiders often carry semi- or fully-automatic weapons such as SMGs or Combat Rifles. They also wear shields and can use grenades from behind cover. These guys wear silver masks with white eyepieces. - Badass Raiders wear spiked shoulder plates and kneepads, and usually carry Combat Rifles. They don't take cover as much as other bandits due to their armored plating, so Badass Raiders usually fight out in the open. .---------------. | Bandit Killer | '---------------' The Bandit Killers are the toughest bandits around and are also the most infrequent. They always carry some variant of a Combat Rifle (true Combat Rifles or Machine Guns) and are shielded. Bandit Killers look more similar to Thugs, but wear black masks with a cross pattern and red eyepieces. .--------. | Psycho | '--------' As their name implies, Psychos are pretty crazy. They are completely shirtless and wear bright orange pants (prison uniforms?), with white masks strapped onto their faces. They often shout weird and slightly creepy phrases such as "strip the flesh, salt the wound!". In other words, they are easy to pick out of a crowd. Psychos attack using axes and will almost always run towards you without hesitation; sometimes they throw their axes at you from far away. It is best to keep them at bay because their melee attacks can really hurt. Also, on rare occasions Psychos will hold a grenade in the air while chasing after you; an effective kamikaze tactic. - Badass Psychos are about three times the size of a regular Psycho and have disproportionate arms (one is huge while the other is t-rex-sized). Make them one of your main priorities if seen in a battle. .----------------. | Burning Psycho | '----------------' These guys are very similar to regular Psychos, but wear skull masks and have red mohawks. Oh, and they are on fire. Burning Psychos are resistant to Incendiary attacks and can set you on fire, making them more dangerous than their brethren. .----------------------. | Mutant Midget Psycho | '----------------------' Mutant Midget Psychos and Psychos are mirror images of each other... well, aside from the fact that these guys are much shorter. They also have high- pitched voices that can get very annoying, but help give away their location. They can be harder to hit due to their size, so look down if you have to. .-------------------. | Midget Shotgunner | '-------------------' Midget Shotgunners look just like Mutant Midget Psychos, but are equipped with a Shotgun instead of an axe. The gun is usually two sizes too big and causes them to move at a sluggish rate, but the blast can take a big chunk out of your health or shield. Sometimes the Shotgun blast knocks them on their ass, giving you an opening to attack. .---------. | Bruiser | '---------' When standing next to fully clothed bandits and skinny Psychos, Bruisers stick out like sore thumbs. These jacked freaks tower over most bandit enemies and have mohawks similar to Burning Psychos. Bruiser match Berserkers in terms of size and mean streaks. They are very slow, but their Combat Rifles pack a devastating punch. Their slow movements and choice to ignore cover make them easy to pick off with Sniper Rifles or other long-range weapons. - Badass Bruisers are even bigger than the muscular Bruisers: they are about twice the size and wear metal masks that cover their entire head. Most of them wield Combat Rifles/Machine Guns, but some use Rocket Launchers. .-----------. | Out Rider | '-----------' Only found in the Dahl Headlands and the Salt Flats, bandit Out Riders are Runners stolen and modified by the bandits. These vehicles are pretty similar to your own Runner (there are machine gun and rocket launcher Out Riders), and are often accompanied by a couple Psychos. The most practical way to take down an Out Rider is with a vehicle of your own. .-------. | Skags |____________________________________________________________________ |____________________________________________________________________________| Skags are kinda like a cross between an armadillo and a dog. They are similar to canines but their head and upper body is covered in thick plating. Most Skag types have the same attacks: they can use their claws, leap at you, and use their incredibly long tongues to smack you. Skags also love to show off by roaring, which exposes their mouths for critical hits. Skags live in large groups in underground dens; there's usually one out on patrol, but once there is a disturbance more will emerge from their dens, one at a time. Since Skag dens are built in clusters, you'll often fight Skags together in groups. Their weak points are their three-jawed mouth. .----------. | Skag Pup | '----------' These juvenile Skags are very small and weak; arguably the most worthless enemies in the game (and perfect candidates for the "My Brother is an Italian Plumber" Achievement). They are more of an annoyance than anything and really only encountered in the first few stages of the game. .------------. | Skag Whelp | '------------' Skag Whelps are just like Skag Pups, but a bit larger and tougher. Still, they have not reached maturity and are not as big of a threat as other Skags. Skag Whelps are mainly encountered in the early portions of the game. .------------. | Adult Skag | '------------' Adult Skags are a bit darker in color than Skag Pups and Whelps, but the main way to tell them apart is their size (they are bigger than Whelps). Their attacks are stronger, their tongues are longer, and they can jump farther. .--------------. | Spitter Skag | '--------------' Spitter Skags are about the same size as an Adult Skag, but their skin and armor are shades of green and they have large spines on their back. Spitter Skags can shoot globs of toxic goo out of their mouths that can deal Corrosive damage to you. They are resistant to Corrosive attacks. .------------. | Elder Skag | '------------' Elder Skags have large spines on their backs and can spit acid like Spitter Skags, but are reddish-orange in color. These ones are incredibly fast and use a charge attack that can knock you down. Elder Skags have pretty much mastered the attacks of all lower-ranking Skags. - There are Badass Skags that are infused with one of three elemental properties: Badass Fire Skags, Badass Shock Skags, and Badass Corrosive Skags. In addition to regular Elder Skag attacks, these guys can breathe elemental projectiles out of their mouth. .------------. | Alpha Skag | '------------' An Alpha Skag is the top dog in their pack; there is usually only one or two in a Skag den and are much, much larger than the other Skag types. Their armor is much tougher than the rest and it is recommended that you only target their mouth or backside. Alpha Skags have the farthest jumping range and typically attack their prey by pouncing or charging. Definitely the most dangerous Skag type around. - Alpha Skags can be Badass, and there are three elemental types: Badass Fire Alphas, Badass Shock Alphas, and Badass Corrosive Alphas. Just like regular Badass Skags, these enemies can fire an elemental beam of energy out and are the same size/toughness as an Alpha Skag. .------. | Rakk |_____________________________________________________________________ |____________________________________________________________________________| Rakk are large flying creatures that mainly live in Rakk nests (orange bulbs found on the ground) and will deploy when they sense danger, though there are many instances where you'll see Rakk out in the open. Rakk also hang upside- down from rock arches like bats. They are strange bird-bat hybrids and are about as big as a pterodactyl, but are fragile when matched up against a Vault Hunter and overall do not pose much of a threat. Rakk are quiet creatures and you may not even know you're getting attacked until four of them have completed the process of divebombing your unsuspecting ass. Pay attention to your HUD and if you see a cluster of red blips, then there may be a group of Rakk overhead. Rakk do not have any weak points, but Shotguns work very well against these aerial monsters. .------. | Rakk | '------' A regular Rakk is usually brown in color and the weakest of their type. They are usually found in big parties and may circle over large areas like vultures. Unlike most enemies in Borderlands, Rakk do not drop any loot. - You can encounter Badass Rakk, though they are incredibly rare (I think you only find them in the Rust Commons West). They come in three types: Badass Fire Rakk, Badass Shock Rakk, and Badass Corrosive Rakk. Badass Rakk don't divebomb you, but instead swoop down low and breathe elemental projectiles on you. .-------------. | Feeder Rakk | '-------------' Feeder Rakk are slightly larger and more infrequent than Rakk; their bright blue skin makes them stand out. You usually only find one per group. Feeder Rakk drop loot when killed. .--------------. | Bloated Rakk | '--------------' Bloated Rakk are the biggest Rakk out there and genuinely look bloated. They have a lime green complexion and are as rare as Feeder Rakk. Bloated Rakk leave behind a lot of loot when killed - probably the reason why they are so abnormally large. .---------------. | Defender Rakk | '---------------' Only encountered during the Rakk Hive boss battle. They are white and match Feeder Rakk in terms of stats. .---------------. | Kamikaze Rakk | '---------------' Only encountered during the Rakk Hive boss battle. Kamikaze Rakk are bright yellow/orange (they kinda look radioactive) and will explode when they dive at you. Make sure to shoot them while they're still far away! .----------. | Scythids |_________________________________________________________________ |____________________________________________________________________________| These stupid little bugs are commonly found in the Dahl Headlands, but also appear in areas later in the game. Scythids look sort of like slugs, but some of the bigger ones have long legs, and some can even temporarily fly. They have no weak point. Their cries do not match their appearance at all: Scythids produce a very high-pitched "ree!" sound when they attack (usually by lunging at you), and sometimes it's usually the only indicator that one is close by. These beasts live underground and can pop up when least expected. However, Scythids are generally considered pushovers compared to the planet's fauna and are mainly used as Runner bait. .-----------------. | Scythid Crawler | '-----------------' These are the weakest and most pathetic form of the Scythids: Scythid Crawlers are very small and are never found by themselves. They are about the size of your character's boot and only have a lunge attack. They can be hard to find on the ground since they jump all over the place, so automatic weapons such as Machine Pistols or SMGs work well. Then again, melee is your best option. .----------------. | Desert Scythid | '----------------' Desert Scythids are slightly larger than Scythid Crawlers and have long legs, which makes them faster and harder to track. If I am not mistaken, they are the only Scythid type that can temporarily fly. Again, their agility makes them difficult to see, but they have low HP. .------------------. | Bursting Scythid | '------------------' Bursting Scythids are a larger version of the Scythid Crawler, but just as weak. Their legs are concealed and only attack by jumping, but their main caveat is that these fellas explode when killed. The explosion can damage you and/or your vehicle, so your melee attack is out of the question. .---------------. | Giant Scythid | '---------------' Contrary to most types, Giant Scythids are big, slow, and have a lot of HP. Giant Scythids have an interesting light blue/brown color combo goin' on. Their jump attack is severely limited due to their size, so all you have to do is keep your distance from their melee strikes. - Giant Scythids have a Badass form: Badass Fire Scythids, Badass Shock Scythids, and Badass Corrosive Scythids. In addition to the normal Giant Scythid attacks, these Badass guys can spit elemental projectiles at you. .------------. | Spiderants |_______________________________________________________________ |____________________________________________________________________________| I guess you could consider Spiderants a cross between a spider and an ant. They are large, four-legged bug creatures that operate under some sort of hierarchy system. Like Scythids, Spiderants live underground and will emerge from the earth when prey enters the vicinity. Their weak point is their abdomen (the stinger, butt-looking part on their backside). They are fast, fidgety, and dangerous. Spiderants are kinda like Skags in that their front portion of their body is covered in thick armor. Chitin extends over their head and forelimbs and leaves their abdomen exposed. The best way to eliminate one is to get behind them and target their abdomen. .---------------. | Spiderantling | '---------------' Spiderantlings are little Spiderant babies: they are underdeveloped and vulnerable but can still attack. They aren't seen in the wild that often, probably because they are too young to stray from the nest. Since their armor isn't fully developed, shooting their front is an option. .------------------. | Spiderant Worker | '------------------' A Spiderant Worker is the lowest ranking a Spiderant can attain, and therefore are the most common and expendable. Spiderant Workers are slightly larger than Spiderantlings and have tan armor. They mainly attack by jumping at their opponents, but are not as fast as other Spiderants. .----------------. | Spiderant Gyro | '----------------' Spiderant Gyros are about the same size as a Spiderant Worker and are dark blue. These enemies are sort of like armadillos in that they attack by curling into a ball and rolling after you. This attack is powerful and can send you backwards. Spiderant Gyros have very small abdomens. .-------------------. | Spiderant Soldier | '-------------------' Spiderant Soldiers are tough warriors that are bulkier than Workers and Gyros. They are easy to spot due to their turquoise carapace and long-range attacks. Spiderant Soldiers usually stay out of everyone's way and attacks by shooting silk web balls out of their abdomen. You can target and kill a Spiderant Soldier from the front by shooting their abdomen when it's sticking up in the air. .----------------. | Spiderant King | '----------------' The Spiderant King is a brown Spiderant that towers over all others below it. They closely resemble Spiderant Workers in appearance and attack strategy, although Spiderant Kings have been known to shoot web balls like the Soldiers. What makes these foes hard to take down is their excessively large (armored) head and very small abdomen. .-----------------. | Spiderant Queen | '-----------------' Like in the case of some insects, Spiderants are a female-driven society. The matriarch is even larger than a Spiderant King and much more powerful. The Spiderant Queen mainly uses a long distance web ball attack like Soldiers, but have huge forelimbs and isn't afraid to use them. Still, Spiderant Queens are easier to take down than Kings thanks to their incredibly large abdomen. - A Spiderant Queen can come in a Badass form: Badass Spiderant Burners, Badass Spiderant Zappers, and Badass Spiderant Corruptors. Like most Badass creatures, they have their own elemental affiliation and can use long-range elemental attacks. .---------------. | Crimson Lance |____________________________________________________________ |____________________________________________________________________________| The Atlas Corporation is the main antagonist in Borderlands, and the Crimson Lance is the corporation's henchmen. These militaristic wackjobs rule over most of Pandora with an iron fist, and you only begin to encounter them late in the game. The Crimson Lance are the cream of the crop in terms of opponents. They have the most advanced weapons, use powerful shields and wear thick armor, and are very intelligent on the battlefield. You really only scratch the surface of the organization in the main game, but there are still a few ranks that you need to watch out for. Like all humans, their weak point is their head and Corrosive attacks work very well against their red armor. .----------------. | Lance Infantry | '----------------' Cannon fodder. Don't get me wrong - they are still tough - but Lance Infantry are the basic soldier unit in the Crimson Lance. They have basic silver armor with some leg paddings, but are not held in the same regard as other Crimson Lance. They can pretty much have any weapon type, but Combat Rifles, SMGs, and Shotguns seem to be the most common. Their versatility makes them unexpected and dangerous. Lance Infantry also use different grenade mods and will often deploy them from behind cover. - Badass Infantry also wear silver armor, but it is a lot bulkier. Their armor can make them resistant to most attacks, so only aim for the head when dealing with one. .----------------. | Lance Engineer | '----------------' Lance Engineers are slower moving than Lance Infantry, but that is because they wear thicker, dark red armor. They always wear large shields that can sometimes be resistant to elements. Like the Infantry, Lance Engineers are highly trained in virtually all weapon types. Lance Engineers are sort of like the support group: they can deploy Scorpio Turrets to aid in combat and hide behind. Killing the Engineer makes the turret disappear, or you can wait it out and let the turret disappear after a minute. But what makes Lance Engineers so annoying is that commonly use Transfusion grenades to steal your HP and give it to them. - Badass Engineers are also bigger and badder versions of the normal ones. They can also use Scorpio Turrets, and their thick armor makes anything but headshots useless. .----------------. | Lance Defender | '----------------' Lance Defenders are the bulkiest of all: their armor is the thickest and they carry gigantic shields that cover over half of their body. Since they only have one free hand, most Lance Defenders only use Pistols and they cannot duck or take cover behind objects like other Crimson Lance. Their shields absorb all damage, so headshots are the only option when fighting one. - Badass Defenders are hulking monsters that carry even larger shields, but their proportions are still the same. Still, treat them like regular Lance Defenders and run away while aiming for their noggin. .-------------------. | Lance Royal Guard | '-------------------' Only encountered in the boss fight against Master McCloud. They wear special purple armor and otherwise have the same mannerisms as Engineers. You will fight them later on in The Secret Armory of General Knoxx DLC. .-----------. | Guardians |________________________________________________________________ |____________________________________________________________________________| Ever since pursuits of the Vault increased, the Guardians have begun appearing on Pandora in retaliation. These ghastly aliens are the supposed "Guardians of the Vault", which holds up when you consider that you only fight them at the very end of your quest to reach the Vault. The Guardians have a very wiry frame and are incredibly wispy as they almost glide just above the ground's surface. Guardians have a very low amount of health, but they are all protected by incredibly large shields that are among the hardest to deplete. Guardians come in all different forms, but all have the same general appearance. Their heads are the weak points, but it's a little deceiving because of their long, droopy necks: you'll want to aim near their chest in order to hit their low hanging heads. .-----------------. | Guardian Wraith | '-----------------' Only encountered during the side mission "Ghosts of the Vault". Guardian Wraiths carry energy swords and mainly use close-range attacks. .------------------. | Guardian Spectre | '------------------' Only encountered during the side mission "Ghosts of the Vault". Guardian Spectres are larger than Wraiths and use the same sword slash attacks. They also have the ability to teleport. .--------------------. | Principal Guardian | '--------------------' Principal Guardians are your standard Guardian soldier. They wield daggers and like Guardian Wraiths, only attack up close. What makes them a pain is that they are very fast and zig-zag back and forth across an arena in order to get close to you. Their miniature teleportations makes it hard to hit them from afar, so close-range tactics may work out best. - You can encounter Badass Guardians that take on the same appearance as Principal Guardians. Like with all Badass enemies, Badass Guardians are bigger than their counterparts and a lot harder to bring down. .---------------. | Arch Guardian | '---------------' Arch Guardians rarely get up close and personal and choose to stay in the background and fight from there. Arch Guardians will plant themselves in the ground and launch huge missiles at you like a living, breathing mortar. Arch Guardians have large purple cannons on their backs which distinguishes them from other Guardian types. .---------------. | Sera Guardian | '---------------' Definitely the most obnoxious Guardian type, Sera Guardians fly high in the air and can attack you over incredibly long distances. They have long purple wings and usually float in the air when ready to attack; Sera Guardians will either fire energy balls at you or use a sort of tractor beam to deplete your health. The problem with Sera Guardians is that they are often so far out of reach that the only way to properly kill one is with a Sniper Rifle or some other gun with Weapon Zoom. .---------------. | Other Enemies |____________________________________________________________ |____________________________________________________________________________| .-----------------. | Larva Crab Worm | '-----------------' There is only one type of Crab Worms in the main game. These elusive creatures resemble giant purple crayfish and are only encountered in a few select areas. Larva Crab Worms live underground and usually only stick halfway out of the ground when in attack mode. Most Larva Crab Worms are very slow since they only crawl halfway out of the earth, but they have the ability to burrow back underground and pop up somewhere else. This makes them hard to track and harder to kill. They attack by shooting projectiles at you. Their weak point is their lone eye, which is a one-hit KO if successfully hit. .============================================================================. | BOSSES [1302] | '============================================================================' .-------------. | Main Bosses |______________________________________________________________ |____________________________________________________________________________| .-------------------------------. | BOSS: Nine-Toes, Pinky, Digit |____________________________________________ | | | Nine-Toes - Level: 5 Resist: None | | Pinky - Level: 4 Resist: None | | Digit - Level: 4 Resist: None | | | | Strategy: | | Nine-Toes brings his two Skag pets along for the ride. Things are a lot | | tougher when it's three on one, so you might have an easier time if you | | eliminate Nine-Toes before focusing on Pinky and Digit. Sounds weird to | | prioritize like this, but keep in mind that Nine-Does has long-range | | firepower and can hit you from anywhere, so it's harder to kill the two | | Skags with Nine-Toes shooting at you from a distance. | | | | The arena is pretty big, but doesn't offer a lot of cover. There are three | | tall poles in the center which act as cover, and there is stadium-style | | seating surrounding the central pit that you can run across. For the most | | part stay in the middle so you have access to hiding spots. | | | | Nine-Toes is powerful, but in the end he is a regular human-based enemy. | | Lower his shield with a mid- to long-range gun while aiming at his head; | | the Lady Finger is a nice choice if you don't have anything better. Also | | utilize your Action Skill: they all come in handy depending on your | | character class: Roland's Scorpio Turret and Lilith's Phasewalk offer some | | defensive output on the side. Overall, Nine-Toes shouldn't last long if | | you score several headshots in succession. | | | | Pinky and Digit fight like regular Skags but have armored plating that | | makes them tough to bring down. Since they will always be pursuing you, | | stick to a close-range weapon since it's hard to create separation. Or you | | can try running around the outer perimeter and then firing as they chase | | after you. Just treat them like the Skags they are - you should be fine. | |____________________________________________________________________________| .-----------------. | BOSS: Bone Head |__________________________________________________________ | | | Level: 11 Resist: None | | | | Strategy: | | Bone Head is one powerful dude who wields a vicious SMG that can rip your | | HP bar to shreds. If you entered the camp via the southern entrance like I | | suggested, you'll have access to the balcony on the other side of the main | | gate. Here you have the height advantage over Bone Head as well as a low | | wall to hide behind. | | | | Bone Head is accompanied by a few Level 10 Bandit Raiders and Burning | | Psychos, but you might want to focus on the big cheese himself; he is easy | | to distinguish from his lackeys by his bone mask. Try to enter the area | | undetected so you can score the first hit - either aim for his head with a | | powerful Sniper Rifle or shoot one of the elemental barrels littering the | | camp just as he walks by. | | | | Bone Head and the Bandit Raiders keep their distance, allowing you to stay | | behind the wall on the balcony and occasionally peek over the edge to take | | a couple shots. Only the Burning Psychos run to your location, so you will | | have to slay any that run up on the balcony with you. Otherwise, take your | | time and allow your shields to recharge if they get too low. | | | | Employ a patient gameplan if you feel yourself getting overwhelmed and do | | not worry if Bone Head's shield keeps recharging: it's pretty easy to | | drain if you score headshots and even easier with a Shock weapon. And of | | course, your Action Skill always comes in handy. | |____________________________________________________________________________| .------------------------. | BOSS: Roid Rage Psycho |___________________________________________________ | | | Level: 15 Resist: None | | | | Strategy: | | Well, the Roid Rage Psycho certainly looks the part: he is a hulking mass | | of muscle and pent-up anger. For a guy his size, he is also pretty mobile. | | His close-up attacks include basic punches and hooks, as well as a | | shockwave slam attack that can shoot you across the arena like a missile. | | | | However, those moves don't even come close to his long-range grenade | | attack. In fact, the Roid Rage Psycho uses MIRV Grenades. For those who | | are unfamiliar: MIRV Grenades is a Grenade Mod that causes the grenade to | | release several miniature grenades when detonated (there's an Inception | | joke in there somewhere). If you are caught in the brunt of the blasts, | | then you are going to be in a world of hurt. | | | | Based on this information, it's best not to get too far away from the boss | | and force him to chuck grenades at you. If he does throw one, the best | | advice is to run towards the boss and past him to avoid most of the blast. | | | | An army of Mutant Psycho Midgets join the fray as soon as the boss battle | | begins. They will likely be fodder and minor annoyances, but it's best to | | keep a few around in case you are on your last legs and need your Second | | Wind. But for the majority: smoke 'em. | | | | Even though the Roid Rage Psycho is wearing a helmet, still aim at his | | head for critical hits. Elemental weapons work nicely here, as does your | | Action Skill. | |____________________________________________________________________________| .--------------. | BOSS: Sledge |_____________________________________________________________ | | | Level: 18 Resist: Corrosive, Fire, Shock | | | | Strategy: | | Sledge, the meathead that is ruling over the Arid Badlands with an iron | | fist, is finally within reach. This boss is very powerful, is covered head | | to toe in armor, and fights just like a Bruiser. Like any human enemy, you | | must aim for the head for critical hits; this is easy due to his enlarged | | helmet and slow body movement. | | | | What Sledge has going for him is his incredibly deadly weapons: he wields | | a booming Shotgun that, like any Shotgun, lowers in accuracy the farther | | you get away, and a hammer that is used to create close-range shockwaves. | | What Sledge has against him is that these two weapons aren't very useful | | when far away. With that information in hand, one can deduce that the best | | survival solution is to stay the hell away from Sledge. | | | | The room where you fight Sledge is deceptively large. You may get stuck | | here and there due to the narrow corridors and random dead ends, but it is | | a very large room and incredibly easy to keep away from the boss while you | | whittle away his HP bar. | | | | Sledge starts off with a hefty shield, so use any Shock-based weapon that | | you may have in order to drain it in a hurry. If you do not possess one, | | then any other powerful mid- to long-range weapon will do. Just be warned | | that Sledge's shield has a high recharge rate and may recharge several | | times during the fight. | | | | Keep an eye out for Bandit Thugs and Psychos that enter the room from the | | two sides. They can be a pain, but can also greatly aid you if you become | | crippled. | | | | Sledge may possess colossal strength, but you can literally run circles | | around him due to his sluggish speed and the size of the room. Run to the | | opposite end of the room (or even open the entrance and step out onto the | | bridge) if you need to heal yourself with a Healing Kit, then jump back in | | the fray when ready. | |____________________________________________________________________________| .---------------. | BOSS: Mad Mel |____________________________________________________________ | | | Level: 20 Resist: None | | | | Strategy: | | The boss fight against Mad Mel fits the theme of the Dahl Headlands in | | that it is essentially a vehicular battle. However, it's almost guaranteed | | that your vehicle will suffer intense damage and likely blow up during the | | course of the fight. The general consensus seems to be that fighting the | | boss is much easier with your Runner, but I found the fight to be much | | simpler when on foot and using regular guns. | | | | Alongside Mad Mel are two more Out Riders and various Psychos that run | | around the domed area. These enemies are great for Second Winds in case | | your Runner explodes and you go with it. | | | | Mad Mel drives a suped-up Runner complete with a spiked plow attachment in | | the front and a huge cannon turret on the top. The vehicle seems to be a | | Rocket Launcher Runner since he has the ability to use both machine guns | | and rockets. These rockets are incredibly powerful and can take down your | | own ride in about three direct hits. Always stay moving and try to follow | | Mad Mel as he does donuts around the ring. | | | | If your car is about to tank (flaming heavily, under 100 health), then get | | out of the Runner and sprint away from it before it explodes and takes you | | down with it. This isn't the kiss of death, since you can still use your | | most powerful weapons (which tend to deal more damage per hit than both | | Runner types). | | | | If you do die, you'll respawn at the New-U Pole at the entrance to the | | dome. You can fight a noble fight and return with a Runner, or you can | | walk up to the ramp and shoot at Mad Mel without ever entering the dome. | | I don't think I have ever beaten Mad Mel with my first Runner still in | | tact. | |____________________________________________________________________________| .------------. | BOSS: Krom |_______________________________________________________________ | | | Level: 26 Resist: None | | | | Strategy: | | Krom is both a pain in the ass and unlike any other boss you have faced | | before. Krom resides at the top of his cliffside village and hides out in | | his house. He sits in a gatling turret on his balcony and fires down at | | you. This fight is similar to your face-offs against the Mulciber Mk2 | | turrets - one of them should be fresh in your memory. | | | | You are not targeting the bandit Krom himself, but rather Krom's Turret. | | Unfortunately, it has the ability to regenerate its health and a patient | | sniper's tactic is completely useless in this case. The turret can shoot | | machine gun rounds and rockets, so staying behind cover for too long won't | | protect you from splash damage. You must frequently move. | | | | Unlike the fights with the Mulciber Mk2s, it is not recommended that you | | sit back and try to snipe Krom. Krom is a boss, and he isn't susceptible | | to one-hit KOs like a bandit simpleton. Your best plan of attack is to | | make your way up to the balcony so you are close enough for a clean shot. | | | | The layout of the village is a bit annoying, so you will have to zig and | | zag your way across the bridges in order to ultimately reach the boss. Go | | at a snail's pace; there is no need to rush, but obviously hurry when | | moving from one cover to the next. Aside from Krom himself, you'll find | | all kinds of bandits: Thugs, Killers, Raiders, Psychos, and Midget | | Shotgunners. Enjoy! | | | | From the entrance of the village, you can go right or left. I suggest you | | head right to bypass the first two islands. Chuck a grenade before you run | | to any of the islands here in the village. This does two things: it kills | | many of the enemies present, and also helps eliminate elemental barrels | | that can easily be set off by Krom's Turret. | | | | At the third island is a few more bandits and a [SILVER CHEST]. You are | | getting much closer to Krom, which is a good and bad thing: both your and | | his attacks have increased accuracy at a closer range and thus can deal | | more damage. Toss one or two grenades over to the fourth island before you | | sprint across. | | | | The fourth island offers a lot of cover, so chill here for a while. If you | | still have Wee Wee's Super Booster - even if you don't have it equipped - | | make sure to use it for this fight to regenerate your health before you | | make your next move. | | | | Here is where strategies branch off a bit. If you are a close-range, | | Shotgun-loving character (Berserker, anyone?), the best plan of action is | | to run right up to the turret and go buckwild. Shotguns to the face, and | | use your Action Skill. Even though Krom can turn his turret 180-degrees, | | it should still be enough (plus, even if you become Crippled you are so | | close that you can shoot at him from three feet away). | | | | It is risky, but definitely doable. Even Lilith and Roland can employ this | | strategy. For Lilith: get up close to Krom, fire away, then use Phasewalk | | and run back down to one of the islands and hide. Roland probably has it | | best: by using Scorpio Turret, you direct all the unwanted attention away | | from you and can either bombard Krom from up close or attack from a | | respectable distance. Sorry Mordecai... :( | | | | Now for more long-range players and someone who isn't a tank like Brick, | | it is best to stay on this tier of islands and shoot at Krom with a Combat | | Rifle, Sniper Rifle, SMG, Repeater Pistol, you name it. Any mid-range or | | long-range weapon will do the trick. You can run across the bridge to get | | on either side of the balcony and confuse Krom a bit, which allows you to | | pull off clean shots easier. You have a multitude of strategies here; find | | one that you like and get to work! | |____________________________________________________________________________| .-------------------. | BOSS: Jaynis Kobb |________________________________________________________ | | | Level: 27 Resist: None | | | | Strategy: | | Unlike many bosses, Jaynis Kobb is free roaming and you can trigger this | | boss fight as soon as you enter Jaynistown. Doing so is ill-advised and | | killing the accompanying bandits first is a much better idea. Make sure to | | stay on the south side of town so you don't catch his attention and | | prematurely begin the duel. He'll threaten you if you get too close and | | only opens fire in retaliation, so don't shoot at him until you're ready. | | | | Since Jaynis Kobb typically doesn't start the fight, make sure you get a | | good, clean first shot. Snipe him in the head or blast him with a grenade | | or Rocket Launcher. A critical hit with a strong enough weapon may fully | | drain his shield in one shot, so the first shot is worth it. | | | | There is a lot of running room in Jaynistown and plenty of areas to hide | | and protect yourself. While you probably cannot see him from the roof of | | the southwest house, there are a couple other buildings at the north end | | that have roof access. Jaynis probably won't run up the stairs and | | confront you, but if he does you can drop down to the ground and flee. | | | | A few more bandits may enter the fray after Jaynis opens fire, so try and | | deal with them first. As for the boss himself, treat him like any other | | bandit. He may have more HP and a tough shield, but you have the entirety | | of Jaynistown to yourself. Run around, hide on the opposite side of the | | town, heck, even take a breather and check out the Weapon Vendor if you | | want to buy a weapon. It's pretty easy to shake Jaynis Kobb. | |____________________________________________________________________________| .-------------------. | BOSS: Taylor Kobb |________________________________________________________ | | | Level: 29 Resist: None | | | | Strategy: | | You will want to run away immediately. Taylor does not step into the town | | alone: he is joined by two Level 28 Bruisers and a pair of Level 24 Rocket | | Turrets. Get back behind the gate and find a house or something to hide | | behind. You will want to prioritize and pick off each group individually. | | | | Unfortunately, Taylor has installed a gate that cuts off the west side | | from the rest of the town, so you cannot flank him by going around. The | | only way is through the gate that you entered, and that's right in the | | line of fire. Taylor and the Bruisers are smart enough not to leave their | | post, so you won't be able to coerce them past the gate. | | | | Your best bet is to back up and eliminate the two Rocket Turrets from a | | respectable distance. You can shoot the one on the right from the roof of | | the southwest house. As for the one on the left, you can probably stay on | | the ground, but pretty far away. Once the two Rocket Launcher Turrets are | | out of the picture, you can pick off the two Bruisers through the gate. | | | | Once it's just you and Taylor, pass through the gate and attack. Taylor | | Kobb can be one tough customer. He has a big ol' shield and a destructive | | Rocket Launcher; like the Reaver fight, you will want to keep moving as to | | prevent the boss from landing an accurate hit. Taylor usually has to plant | | his feet before firing a rocket, so he is slow to attack (but the hits are | | devastating!). Strafe side to side and use the crates and rocks to confuse | | Taylor. He shouldn't be able to land any clean shots if you keep moving. | |____________________________________________________________________________| .-----------------. | BOSS: Rakk Hive |__________________________________________________________ | | | Level: 28 Resist: None | | | | Strategy: | | Yep. Do you remember seeing those strange orange mounds that release Rakks | | into the air during your journey? Well one of those climbs out of the | | earth to reveal much more than an orange mound. This is a Rakk Hive. | | | | The Rakk Hive is a gargantuan four-legged creature that shoots Rakks out | | of its back. In addition to fighting the lumbering beast, you will have to | | fend off groups of Rakk dive bombers. You can fight the boss either on the | | ground or from the cliffside, but the choice depends on your character | | class and preferred weapons. | | | | First off, the attacks: the Rakk Hive himself does not do much other than | | walk around the clearing. The boss occasionally raises up onto its hind | | legs and stamps down onto the ground, creating a miniature earthquake that | | you must jump over (obviously this attack is useless if you are standing | | high up on the cliff). The Rakk Hive can also shoot Corrosive blobs out of | | its mouth, so you'll probably see this one a lot if you're on the cliff. | | These gas bombs create a lingering poison stench that can damage you. | | | | Lastly, and most importantly, the Rakk Hive can release Rakks into the | | skies. These Rakks - either Experienced Defender Rakks or Experienced | | Kamikaze Rakks - attack in groups. The Defender Rakks are regular Rakks, | | but the Kamikaze Rakks explode on contact and can deal a lot of damage. | | Look for them (they are shades of yellow and orange) and shoot them down | | before they blow up in your face. | | | | This boss fight can be tough (well, more annoying than tough) for Brick | | players; assuming that you are fond of Shotguns and Rocket Launchers. You | | will be fighting against Rakks more than the boss itself, and automatic | | weapons with preferably large magazines and/or reload speed are key for | | taking down hordes of Rakks. The good thing about Kamikaze Rakks is that | | blowing one up usually sets off a chain reaction and kills the rest. | | | | In addition, the Rakk Hive's weak point are its four fluorescent eyes, | | which are pretty high up and likely out of the range of most Shotguns. If | | you are a close-range fighter, you may want to jump off the cliff and | | fight the boss on the ground. Even if you can't hit the eyes, shooting at | | the boss's legs and side will get the job done. | | | | For virtually any other character, I suggest staying on the cliff. It is | | high enough so you are at the same level as the Rakk Hive and have a great | | view of the sky and the surrounding areas, so no Rakks should surprise you | | from above. You are also out of range of the boss's shockwave stomp and | | only have to worry about the Corrosive projectiles. On top of all that, | | you can run back to the intersection and hide from the boss if need be. | | | | Precision players such as Mordecai should have an easy time sniping out | | the Rakk Hive's four eyes. After taking enough damage, they pop and force | | you to target somewhere else, but once the fourth eye is removed the boss | | is likely on its last legs (shooting at its eye sockets still counts as a | | critical hit). Any fully automatic weapon with a good Weapon Zoom or a | | Sniper Rifle work wonders against the Rakk Hive. | |____________________________________________________________________________| .--------------------. | BOSS: Hanz & Franz |_______________________________________________________ | | | Hanz - Level: 30 Resist: None | | Franz - Level: 30 Resist: None | | | | Strategy: | | These two goons resemble Badass Bruisers - Franz especially. Both are big | | meatheads with a mean streak. Hanz is the bald guy with the huge cleaver | | and Franz uses a Combat Rifle and wears a thick helmet. Therefore Hanz is | | more inclined to chase after you and use melee attacks while Franz sits | | back and guns you down. | | | | The top floor of Thor is a large rectangle with two walls on the left and | | right side. You can run around the entire rig and have Hanz follow suit, | | so try to run behind one of the walls to separate Hanz and Franz. Sprint | | from north to south, then turn around and wait for Hanz to round the | | corner before you unload a clip. Run around the other side of the wall in | | a circle and repeat the process. As for Franz, treat him like the Badass | | Bruiser that he is. | |____________________________________________________________________________| .-------------------. | BOSS: Baron Flynt |________________________________________________________ | | | Level: 30 Resist: Corrosive, Fire, Shock | | | | Strategy: | | The second Hanz and Franz hit the ground, Baron Flynt is all over you like | | white on rice. A few bandits and a Bruiser join in on the fun, but you | | might want to keep one or two around in case of needing a Second Wind. | | The enemies appear at the north end of the platform, underneath Baron's | | throne. The boss himself starts off at his throne and begins running amok. | | | | Baron Flynt has a unique Shotgun that actually fires rockets, and also is | | able to unload a full clip with one pull of the trigger. Even though the | | top of Thor is mammoth in size, the rockets can travel pretty far and can | | strike you from a surprising amount of places since they kinda wiggle in | | the air and rarely travel in a straight line. | | | | The boss's gun has its pros and cons. For one, it's powerful and getting | | hit by six or so rockets simultaneously really hurts. If you manage to | | dodge all of them, however, Baron is left defenseless while he has to | | slowly reload. | | | | The only reason why this boss battle isn't particularly difficult is due | | to the size of the arena. Thor's platform is gigantic and you have so much | | running room and so many tiny buildings to hide in. You even have access | | to the upper levels and Baron's throne, so you can effectively run away | | from Baron Flynt and then snipe him from a corner while he's out looking | | for you. Stand on his throne and shoot down at him from above, then when | | he climbs up to the throne jump to the bottom level and go hide. | | | | You can play a silly game of cat and mouse with Baron Flynt, but you need | | to make sure never to get close to him. Otherwise, Baron's Shotgun attack | | will unload its rockets directly in your face and you'll probably die in | | one hit. He can be hard to see since for whatever reason he kinda blends | | in the background, so you're better off looking for the trail of rockets. | | | | Be patient, but don't take too long of a break in between hiding and | | attacking: Baron Flynt's shield has a very high recharge rate and can | | fully refill in no time. It's a tedious fight, but if you keep your | | distance and land critical hits, you will win. | |____________________________________________________________________________| .--------------------------------------------. | BOSS: Master McCloud, Lance Royal Guard x2 |_______________________________ | | | Master McCloud - Level: 31 Resist: None | | Lance Royal Guard - Level: 31 Resist: None | | | | Strategy: | | Well, Commandant Steele obviously saw us coming. So much for being sneaky. | | Master McCloud is a high-ranking officer of the Crimson Lance and is a | | force to be reckoned with. He also brings along two Lance Royal Guards, | | who are very tough in their own right. | | | | The two Lance Royal Guards should be your first priority. They are the | | weaker guys compared to the real boss, and can be taken down easier since | | they do not have shields. Even though they are bigger than your average | | soldier and wear purple armor, they share the same mannerisms with Lance | | Infantry (Badass Infantry, to be specific). They have thick armor on their | | legs and shoulders that absorb all damage, so you must aim for the head at | | all times. Also watch out for grenades - they are grenade fiends. | | | | The arena is strangely reminiscent of the room where you fought the Roid | | Rage Psycho in Sledge's Safe House. It is one huge circle with stacks of | | boxes littering the area, providing you with plenty of hiding spots. You | | cannot run far from three Crimson Lance, which is why whittling this fight | | to a standard 1-on-1 affair is key. | | | | Things become much more manageable when it's just you and Master McCloud. | | He is essentially a suped-up Lance Engineer who can summon a Scorpio | | Turret on command. You should not bother wasting your ammo on destroying | | the turret. The room is big and wide enough for you to simply run around | | and/or behind it to render is completely useless. Plus, it disappears | | around 30 seconds after it is deployed. | | | | The boss also uses a lot of grenades and usually tosses them at you from | | behind a crate or his Scorpio Turret. Thankfully, he only uses standard | | grenades rather than the Transfusions that most Lance Engineers prefer. He | | also uses an Eridian weapon which may be new to you; these weapons are | | very rate and usually fire plasma rounds. In this case, the gun shoots out | | huge Shock balls that travel slowly through the air. Easy to dodge, but | | boy do they hurt if you aren't paying attention. | | | | The fight is pretty easy when the two Lance Royal Guards are out of the | | picture. Master McCloud has a shield but it can be drained in one shot | | with a Shock weapon or if you score a critical hit. Like all Crimson Lance | | enemies, Corrosive weapons help on an armored foe like Master McCloud. | |____________________________________________________________________________| .---------------------. | BOSS: The Destroyer |______________________________________________________ | | | Level: 33 Resist: None | | | | Strategy: | | So this is why the Guardians were protecting the Vault... to prevent this | | monstrosity from escaping! The Destroyer is a huge octopus monster with a | | huge fanged mouth and four long tentacles. It can be a little daunting, | | but trust me when I say that this final boss is a disappointment. The fact | | that you can Fast Travel out of the area during the fight is one reason | | why. So if you're pooped from the trek here, just warp somewhere and come | | back when you have a restocked inventory. | | | | The Destroyer does not move and is stuck hanging out of the mountain. Its | | tentacles on the ground can reach out and smack you, and the boss also has | | a long tongue that it can use as a whip. The two black tentacles on the | | top of the boss can hurl spikes at you. The Destroyer also has a shockwave | | attack that can send you across the map. | | | | The boss's final attack that it mainly uses when the fight is halfway | | over. You'll hear a weird charging noise as The Destroyer lets a pink | | laser beam shoot out of its eyeball. This attack is devastating, and the | | boss is nice enough to tell you when it's coming. Use the two pillars on | | the far end for cover when you hear the laser charging. | | | | This thing is one huge target, but there are some regions that you should | | shoot over others. The Destroyer's weak points are its mouth and the pink | | bulbs on the black tentacles. When the boss uses its tongue lash attack, | | shoot into its mouth for critical hits. Also blasting the bulbs will do | | the trick. The black tentacles can be destroyed as another respawns, so | | sever one when crippled to get a Second Wind. | | | | Continue attacking the black tentacles to drain the boss's HP the fastest. | | The Destroyer doesn't have a shield but has a metric-ton of health, so the | | battle may drag on a bit (but like all unshielded enemies, The Destroyer | | is weak against Fire). Larger, thicker tentacles sprout from the boss and | | grab onto the environment, but ignore them and continue shooting the black | | ones with the pink spots. | | | | After cutting off all four tentacles, it usually takes a while for them to | | grow back at once. Resort to aiming at The Destroyer's eye, which is also | | a weak point. Stay behind one of the two main columns to keep yourself | | protected from the eye beam. Continue shooting the eye until you win. Or, | | if the black tentacles grow back, then switch back to them. | |____________________________________________________________________________| .-----------------. | Optional Bosses |__________________________________________________________ |____________________________________________________________________________| .------------. | BOSS: Scar |_______________________________________________________________ | | | Level: 8 Resist: None | | | | Strategy: | | Scar roams around the center of the campsite and waits for his prey to | | come to him. Slay all of the Skags in the vicinity without getting too | | close to Scar (he walks around in laps, so you can figure out his boundary | | lines and determine how close you can get without provoking him). | | | | Once all the lesser Skags are killed, open your map and look for the small | | path that comes to a point at the northeast corner of the camp. Climb up | | to the top and take out any long-range weapon. Here you have a good | | vantage point where you can snipe the boss (he's hard to miss - Scar is | | much bigger than any other Skag you've faced). | | | | Scar will likely notice you immediately and sprint towards your location. | | He is very fast and can jump super high (he can reach the ledge from the | | ground in one leap), so you'll want to drop down and enter the main camp | | site so you have more room to maneuver around Scar. | | | | Scar uses the same attacks and has the same mannerisms as any other Skag, | | but he also uses a vicious projectile beam that can cause elemental | | damage. Try to avoid facing him head-on so you can avoid this attack and | | aim for Scar's head; if he opens his mouth to roar at you, shoot nonstop | | into his gaping maw for critical damage. The Clipper is a nice weapon | | choice if you are having trouble finding a good gun to use. | |____________________________________________________________________________| .--------------------. | BOSS: Moe & Marley |_______________________________________________________ | | | Moe - Level: 15 Resist: Fire | | Marley - Level: 15 Resist: Shock | | | | Strategy: | | Moe and Marley are intimidating Alpha Skags that each possess special | | elemental properties. Moe is a Fire-based Skag that has a fast, flaming | | charge attack and Marley is a Shock-based Skag that spits electrical balls | | of goo out of his mouth; they also both have elemental shockwave attacks. | | | | The tandem duo are almost always together, so you will have to face them | | together, plus any other Skag who wants to join in on the fun (it's always | | a lot): a 2-on-1 handicap match just got a lot harder. The lesser Skags | | are good to keep around in case you are crippled and need an easy kill to | | initiate Second Wind. | | | | If you are unlucky enough to get both Moe and Marley's attention, it does | | not matter which one you target first. Moe is the larger of the two and | | resistant to Fire-based attacks, so make sure to use any other weapon | | type. Marley, of course, is resistant to Shock. | | | | Even though Marley has more health, I find him easier to take down because | | he is forced to open his mouth for his his electric spit attack. Plus, | | killing Marley first makes the fight against Moe easier since your shields | | won't get depleted as fast. | | | | This portion of the Arid Hills is filled with tons of boulders and | | crevices; if you can find a high enough rock to position yourself onto, | | Moe (who only has melee attacks) won't be able to do jack squat and Marley | | might have a tougher time reaching you with his projectiles. You can have | | it real easy if perched way out of reach of the Skag bosses. | |____________________________________________________________________________| .-----------------. | BOSS: Skagzilla |__________________________________________________________ | | | Level: 21 Resist: Corrosive, Fire, Shock | | | | Strategy: | | Skagzilla is without a doubt the king of all Skags, based on size alone. | | He towers over you and can strike fear into the hearts of many, but | | Skagzilla is manageable despite all his scare tactics. The first thing you | | should know is that while Fire weapons work best on flesh like regular ol' | | Skags, Skagzilla is resistant to all elements. | | | | The boss has five main attacks. First is his melee attack, which is only | | used if you are directly next to him. Second, he has a jumping attack that | | is mainly used to catch up with you if you are far away, but Skagzilla | | creates an earthquake when he lands; jump in the air when he lands to | | avoid it. Skagzilla can also charge at you, which is preceded by the boss | | standing still and stamping his foot like he's building momentum. | | | | Skagzilla also uses two projectile attacks. The first is a rapid Shock | | spit attack that can be hard to dodge due to how fast he spits at you. It | | can deplete your shields quickly like any Shock-based attack, so keep your | | guard up and run away if your shield gets too low. Finally, Skagzilla also | | uses a long-range laser beam attack. He sweeps from side to side to cover | | a lot of ground, but it's actually easiest to avoid by standing next to | | either side of his face. | | | | Unlike normal Skags, Skagzilla isn't one to show off and won't stand back | | and roar at you for show. That means the best (and really only) time to | | score critical hits is when he is using his laser beam attack. Like I said | | before, you can avoid the beam if you approach Skagzilla's head and stand | | directly on either side of it - he doesn't move until the attack ends so | | you'll be completely safe while the attack is going on. Being so close is | | also a great chance to score critical hits with a powerful Shotgun. | | | | All in all, Skagzilla is pretty easy despite his appearance. Even though | | he is Level 21, you can easily slay the beast at the same level. The arena | | may not offer any cover, but it's huge and the numerous Skag piles may | | come in handy if you're looking for ammo or Instant Health Vials. | |____________________________________________________________________________| .----------------. | BOSS: Mothrakk |___________________________________________________________ | | | Level: 25 Resist: Corrosive, Fire, Shock | | | | Strategy: | | Even though you have your Runner, it won't be of much use since Mothrakk | | stays way up in the sky and is out of reach of your turret. You must fight | | this beast on foot with traditional weaponry, so I hope you brought a | | Sniper Rifle or at least a gun with a weapon zoom. An automatic weapon | | such as an SMG or Combat Rifle is probably better than a Sniper Rifle, and | | an added Weapon Zoom perk is just the cherry on top. Heck, I managed to | | slay her once by jumping in the air and shooting with a powerful Shotgun. | | | | As soon as you see the boss float over the mountainside, immediately dash | | down the hill towards the Catch-A-Ride Station. This garage provides great | | cover from Mothrakk's meteor attack. Mothrakk only has one attack, but it | | is a doozy: all the boss does is circle overhead while raining fireballs | | down on you. Which is why some sort of shelter is key here. | | | | Mothrakk has a pretty short attention span, so after several seconds of | | inactivity she will increase her flight path and begin flying in much | | larger circles. When you cannot see or hear any more fireballs, peek out | | from the garage and scan the skies for Mothrakk. When she is far away and | | uninterested, use a few Sniper Rifle rounds to get her attention again. | | | | The boss is a surprisingly high level (compared to the mission's level) | | and is also resistant to the three main elements, so you have no advantage | | over Mothrakk and this fight will likely consume a lot of time, ammo, and | | energy. Shoot and hide. That's the name of the game here. | |____________________________________________________________________________| .--------------------. | BOSS: King Wee Wee |_______________________________________________________ | | | Level: 22 Resist: None | | | | Strategy: | | King Wee Wee is one of the game's easier bosses because as a human boss, | | he does not have a shield. Well, actually he does. Kinda. King Wee Wee | | does not use his shield for defensive purposes, so you never have to worry | | about lowering it. In fact, the boss uses the shield to attack! | | | | The boss mainly runs around and tries to hack away with his buzz saw, or | | throw it at you if you are too far away. But if you see King Wee Wee raise | | his purple shield in the air, then get the hell away. Strange energy balls | | shoot out of the shield and create ginormous shockwaves on the ground. It | | can damage you repeatedly if you are in the epicenter, so try and get away | | from it if you can. | | | | Despite his damaging attack, King Wee Wee is really easy. Since he is only | | Level 22 and does not have a shield, you can drain his health in a snap | | with any powerful gun. Just try to stick with a gun with some range, | | because you'll want to stay away from the king and his shield attack. | |____________________________________________________________________________| .------------------. | BOSS: Rakkinishu |_________________________________________________________ | | | Level: 25 Resist: Corrosive, Fire, Shock | | | | Strategy: | | Rakkinishu is much more confrontational than Mothrakk and won't sit back | | and let you blast him to smithereens. The boss lives at the north end of | | the Rust Commons West and will become disturbed if you approach the area | | and stay for more than just a few seconds. The boss only has one attack: | | he will breathe a stream of fire down on you. Unlike the meteors that | | Mothrakk used, Rakkinishu uses a stream of flames that can burn you alive. | | | | Make sure to stay inside one of the two huts near Rakkinishu. The boss's | | flame attack usually cannot penetrate the walls of the huts and you should | | be fine for the most part. Stay inside, then peek out and take a few shots | | before stepping back in. It's essentially the same strategy as Mothrakk, | | but you are allowed to use mid-range and even close-range weapons in this | | fight because Rakkinishu likes to swoop down real low. Even though you can | | drive a vehicle on the premises, I wouldn't fight the boss with a Runner. | |____________________________________________________________________________| .---------------------. | BOSS: One-Eyed Jack |______________________________________________________ | | | Level: 24 Resist: None | | | | Strategy: | | Like King Wee Wee before, it is hard to consider One-Eyed Jack a true | | boss. Yes, he is more powerful than your average numbskull bandit, but he | | should not put up much of a fight. If anything, his army of bandit friends | | are more problematic than the leader himself. | | | | One-Eyed Jack carries a powerful Revolver called the Madjack, which has a | | very high Fire Rate and even has bullets that ricochet off of surfaces! | | The bullets "slither" through the air like a sidewinder, making them extra | | hard to dodge. There's plenty of crates to duck behind and the warehouse | | is a good place to hide if your shields need recharging. | | | | If you want a fair fight, try to hide in the warehouse and let the bandits | | funnel inside while you pick them off individually. From here, you can try | | and loop around to the other exit if One-Eyed Jack makes his way inside. | | However, the best (and possibly cheapest) strategy is to run the boss over | | with your Runner. Your vehicle has access to the warehouse camp, so why | | not splatter One-Eyed Jack to add insult to injury? | |____________________________________________________________________________| .--------------. | BOSS: Reaver |_____________________________________________________________ | | | Level: 27 Resist: None | | | | Strategy: | | Time for some revenge with a capital "R". The story goes like this: Jed | | Stokely was a troubled lad who always found himself on the wrong side of | | the tracks, and this time crossed the line by killing his adoptive father | | and joining Krom's team of bandits. It's time to get some justice by | | killing the man now known as Reaver. He only shows his face when you have | | defeated the slew of bandits at the end of the camp. | | | | After he crawls out of the hole in the wall, throw a grenade as his feet | | and open fire. The boss's weapon of choice is a Sniper Rifle, so it can be | | very powerful but has a fairly slow firing rate. Reaver only takes shots | | if you are standing still, so you can go the entire fight strafing back | | and forth and he won't really do anything. | | | | It's a pretty embarrassing fight. I've had several instances where Reaver | | is like a statue and only fires his gun every few seconds. Keep your | | distance so he doesn't melee attack you and unload a few clips on him. I | | mean, it's a pitiful fight. Don't bring a Sniper Rifle to a gun fight. | |____________________________________________________________________________| .---------------. | BOSS: Slither |____________________________________________________________ | | | Level: 28 Resist: None | | | | Strategy: | | Errr... that's it? Are you kidding me? Slither is a puny and pathetic | | Scythid that is no bigger than a Scythid Crawler. Slither will lunge at | | you, nibble at your ankles a bit, then back up, turn around, and do the | | same thing. The only remotely challenging part of this boss battle is that | | it can be hard to find and track Slither, despite its vibrant colors. | | Use a Shotgun and wait for the boss to jump at you, then sidestep and | | blast it. The little bugger is very fast, I'll give it that much. | |____________________________________________________________________________| .------------------. | BOSS: Widowmaker |_________________________________________________________ | | | Level: 28 Resist: Corrosive, Shock | | | | Strategy: | | Widowmaker is a big blue Spiderant covered in green blotches; about the | | size of a Spiderant King or Queen. The Widowmaker is much faster than any | | common Spiderant, which makes its shockwave attack hard to dodge. It can | | also shoot web balls at you like a Spiderant Soldier and can fire a green | | sonic boom as well. Just like any Spiderant, firing at the front doesn't | | do you any good, so try and flank the boss to target the abdomen (it helps | | if your attacks can Daze enemies). | |____________________________________________________________________________| .-------------. | BOSS: Helob |______________________________________________________________ | | | Level: 28 Resist: Corrosive, Fire, Shock | | | | Strategy: | | Helob is bigger and stronger than Widowmaker, but slower (and resistant | | to Fire) than his cousin. Helob has an annoying jumping slam attack that | | makes it hard for you to adequately target the boss's abdomen. Helob does | | not do much other than leap in the air like a jumping bean. If you Daze | | it, then you have a better chance of scoring critical hits. Of course, | | like Widowmaker and any other Spiderant, simply running Helob over gets | | the job done. | |____________________________________________________________________________| .---------------. | BOSS: Bleeder |____________________________________________________________ | | | Level: 28 Resist: None | | | | Strategy: | | Well if the shoe fits... Bleeder is a small red Scythid that looks just | | like a Desert Scythid, but bleeds incessantly for some unknown reason. The | | Scythid boss also permanently flies in the air unlike most Scythids that | | can only stay airborne temporarily. Bleeder is very fast and can be hard | | to keep track of; just look for the streams of blood in the air. | | | | Try to execute the remaining Scythids before focusing on the boss. They | | usually just get in your way, and the Bursting Scythids are especially | | annoying, what with their tendency to explode in your face. Bleeder only | | attacks by flinging globs of blood at you, which both damages you and can | | temporarily mess up your vision. Just like Slither before, Bleeder is more | | of a nuisance than a real challenge and can be destroyed rather hastily. | |____________________________________________________________________________| .------------------------. | BOSS: Queen Tarantella |___________________________________________________ | | | Level: 28 Resist: Corrosive, Fire, Shock | | | | Strategy: | | Without a doubt, Queen Tarantella is the biggest and meanest Spiderant out | | on the market. She is at least twice the size of Widowmaker and Helob and | | twice as strong. Make sure the basin is devoid of all life other than you | | and the boss, otherwise things will get unnecessarily complicated. | | | | Queen Tarantella doesn't do much other than shoot webbing at you or whack | | you with her giant front limbs, so she's just like fighting a Spiderant | | King or Queen. Despite her intimidating stature, this boss can be | | considered easier to take down than normal Spiderants. Why? Because her | | abdomen is about three times the size of her armored face. | | | | Unlike many Spiderants, who have huge plating to protect their front, | | Queen Tarantella deviates from the norm. Due to this butt-to-head ratio, | | you can target the boss's abdomen from the front without having to try to | | flank her or wait for her to stick her abdomen in the air during the web | | shot attack. | |____________________________________________________________________________| .--------------------. | BOSS: King Aracobb |_______________________________________________________ | | | Level: 28 Resist: Corrosive, Fire, Shock | | | | Strategy: | | In the case of Spiderants, the females seem to be the dominant gender. | | King Aracobb is much smaller than his partner and honestly looks just like | | a regular Spiderant King. A bit stronger, but other than that the two are | | spitting images of each other. | | | | You should be able to handle King Aracobb with ease. He only uses melee | | attacks and other close-range moves. Unlike Queen Tarantella, the butt-to- | | head ratio of the king is the opposite of the queen's: his armored head is | | much larger than his (abnormally) small abdomen. This makes targeting his | | weak point iffy at times. | | | | The mission hints at the fact that you can let the Spiderant/bandit | | problem handle itself out. After King Aracobb has been awakened, run up | | the incline and enter the bandit camp. The boss will follow and turn his | | attention to the bandits. Now the king won't be able to wipe out the whole | | camp on his own (especially since there are a lot a Bruisers and Badass | | Psychos), but the distraction is enough for you to easily target his | | abdomen. Or sit back, let the two parties duke it out, and see who wins. | |____________________________________________________________________________| ============================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ============================================================================== ----- THE ZOMBIE ISLAND OF DR. NED ----- ============================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ============================================================================== You will have access to DLC once you have purchased it as a standalone or if you own the Borderlands Game of the Year Edition. The regions in the three main DLC packs are completely separated from the main world (for the most part) and the only way to reach a DLC region is by Fast Travel (you can still use Fast Travel to get to these areas prior to completing the story mission "Powering the Fast Travel Network". The DLC packs accomodate your character's current level by properly adjusting enemy and equipment levels, so feel free to pick up and play at any point during the main quest (you must be at a minimum of Level 10). As a result, mission levels and rewards fluctuate completely based on your current level and there is no way to accurately gauge the amounts (although I believe the mission levels are in increments of five and the number closest to your current level is chosen). ______________________________________________________________________________ ============================================================================== [14] WALKTHROUGH [1400] ============================================================================== .============================================================================. | WELCOMING COMMITTEE [1401] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Is the Doctor In? | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Recalibrate the defense turrets | | | | Claptrap has informed you of the nearby zombie infestation. The town is | | normally kept safe by three defensive turrets, but they don't yet | | recognize zombies as a threat. Your only hope to restore any semblance of | | security to the area is to recalibrate the town's defensive batteries. | |____________________________________________________________________________| Upon warping to Jakobs Cove, you'll view the DLC's introductory cutscene. Talk to the white Claptrap at the end of the dock to receive this mission and gain access into the area. To go along with the horror theme of the DLC, Jakobs Cove is a spooky area filled with withered trees, dilapidated buildings, and dead bodies; it is always night time during your stay. It's like Halloween every day of the year here (except the dead bodies are real)! The best way to reach the town is by passing through the windmill, but it is locked at the moment. Follow the trail into a cave. Oh no, Zombies! All Zombie enemies are resistant to Shock and Corrosive, but super weak against Fire. Regular Zombies are slow plodders and will either puke on you or use melee attacks. There are also a few variants. Defilers are skinny blokes that spew a large stream of vomit, which hinders your movement and also clutters your HUD. Torsos are merely the upper half of a Zombie and awkwardly crawl after you. Anytime you kill a Zombie enemy with a headshot (their weak point), they drop a [ZOMBIE BRAIN]. These come in handy later. Wade through the water and let the Zombies come to you. Remember, these are your standard, George Romero zombies. No 28 Days Later freaks here, so you can snipe most of them from a safe distance; Defilers are the only ones with a motor. When you come to the intersection, proceed down the only path not boarded up to reach Jakobs Cove. You arrive at the north end of the village, with the entire place in disarray (although there are no humans around). First, leap onto the balcony to your left and press X next to the Gatling Turret to turn it on. - Turret 3 calibrated: Objective Complete Hooray for going out of order! The turret will help you shoot down any Zombies or Defilers that crawl out of the fresh graves. Fall down to the ground and activate the turret near the south gate. - Turret 1 calibrated: Objective Complete The final turret is on the west end of the town. Walk past the defunct bounty board and up the ramp to reach it. - Turret 2 calibrated: Objective Complete - TURN IN! With that, the town will be protected from all undead intruders. You won't be seeing any human allies in Jakobs Cove - the only sense of human companionship you may find in the village is the automated messages that blare over the loudspeakers; usually something like crucifying anyone who doesn't use Jakobs products. But there is a Claptrap and a bounty board that you can visit, as well as an Ammo and Weapon Vendor in the middle of the town. But first, scale the roof of the building west of Lucky's to find a [RED CHEST] on the tippity top. Now turn in the mission at the Claptrap at the bounty board. .============================================================================. | IS THE DOCTOR IN? [1402] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - House of the Ned | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Find Dr. Ned | | | | Claptrap has told you that there is a doctor who could use your help to | | stop the zombies. Find Dr. Ned's office down at the docks and figure out | | what's going on. | |____________________________________________________________________________| Follow the Claptrap to the south gate and he will open it for you. You may want to stop at the Ammo and Weapon Vendors before you go through; the Ammo Vendor has new, orange Ammo SDUs that might interest you. - Gate opened: Objective Complete Walk towards the Dropship New-U Station. Dr. Ned resides on the coast inside Ned's Bleeding Heart Infirmary, but something tells me business isn't exactly booming. There is a Med Vendor out front, for future reference. A group of Corpse Eaters always resides around the infirmary. These creepy crows are sometimes hostile, especially if you pick a fight with one. They are more of a nuisance than anything, but they are worth a mention. - Office found: Objective Complete - TURN IN! Read the note stuck to his door and hand in the mission. As a result, new side missions become available at the Jakobs Cove bounty board. .============================================================================. | HOUSE OF THE NED [1403] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - There May Be Some Side Effects... | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Find and contact Dr. Ned in the bayou | | | | There is a note on the door to Dr. Ned's office. The fine print reads: | | "Screw this, I'm not hanging around here to get killed. I can protect | | myself better at home. If any fool finds this, I'm at my place in the | | bayou. Good luck reaching me, though. Just stay away. It's safer if you | | don't try to get to me." | |____________________________________________________________________________| So it seems like Dr. Ned has left town after the Zombie breakout. Can't say I blame the guy. Continue along the coast and follow the trail to a large swamp. Dr. Ned is residing in Hallow's End, and the transition gate is at the northeast side of the swamp. It doesn't hurt to explore a little bit, though, right? If you continue east through another cave, you end up at the Coastline. Next to the New-U Station is a gate taking you to Dead Haven, and further down the coast is another New-U Station called the Secret Entrance. Ooooh... The swamp doesn't have any important structures or locations, so walk around and eradicate the Zombies. You will encounter some new Zombie types: Psycho Zombies, Midget Zombies, and Suicide Zombies. Psycho Zombies are just like regular Psychos but without their axes and signature banter. Midget Zombies are like Mutant Midget Psychos, but are also missing their weapon and have a long jump attack. Suicide Zombies carry large explosive barrels on their backs and will chuck it at you; you can shoot the barrel while it's on their back or arms to instantly kill them. Otherwise they will sprint towards you and try an alternate kamikaze tactic. When you are ready, continue to Hallow's End. The waypoint doesn't make it seem like you'll have to travel far, but the landscape forces you to go south and loop all the way around in order to reach Dr. Ned's house. You will have to take a tour of the entire map before you can find the doctor. Once down in the bayou, you'll want to stick to the west end and follow signs for the town of Hallow's End. There are a LOT of Zombies in this map, so you will be knee deep in water and enemies as you try and make it to the town. Follow the western boundaries and enter the cave which takes you to Hallow's End. You should be able to see Dr. Ned's giant house from the other side. Inside Hallow's End, you can find all three vendor types and a nice amount of lootable objects. You may be running low on ammo after blazing through all the enemies, so hunt down the vendors. You can find a [SILVER CHEST] in the pumpkin patch immediately to the left of the main gate. There is also a [RED CHEST] in the northern graveyard behind the church. Your main goal here is to pick up the side mission "TK Lives!", starting in the southwest corner of town. This one isn't important, but talking to a zombified T.K. Baha starts a mission chain that involves collecting an obscene amount of Zombie Brains. The earlier you start these missions, the better, because Zombie Brains you have collected prior to the sidequest do not count towards the total brain count. You will definitely want to complete the first two ("Brains" and "Braaains") before you actually go out and begin other missions. By the end of the mission chain you will need to obtain 435 Zombie Brains, so for the later ones you'll want to collect the brains as you progress through the story. However, do not let these missions to linger in your inventory after you have completed them, so as soon as you get the desired amount of brains immediately return to T.K. The southern part of the bayou is more spread out and contains a lot of bad guys. There is a [SILVER CHEST] on the south end on top of a mine cart track. You can find another [SILVER CHEST] underneath the bridge leading up to Dr. Ned's house. Move counter-clockwise around the bayou to reach a hill, and proceed up the hill and across the bridge. Take out the Zombies that stumble out of the mine shafts and enter the front yard of Ned's fortified treehouse. Wipe out the Zombies wandering around before paging Dr. Ned at the elevator. - Dr. Ned contacted: Objective Complete - TURN IN! You must stand your ground and fight waves of mindless Zombies while Dr. Ned manually activates the elevator. He's incredibly slow (it's almost as if he is intentionally going slow...) and the entire process will take several minutes, so get comfortable. You'll fight every type of Zombie so far; Midget Zombies are probably the worst along with Defilers, so kill them first. Restock ammo using the Skag piles and ammo crates. The horde of Zombies ends when the lift is at the ground, so take your time and collect your heaping helping of loot before getting on. Go inside the treehouse, where you will be introduced to Dr. Ned. Turn in the mission. .============================================================================. | THERE MAY BE SOME SIDE EFFECTS... [1404] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Secrets and Mysteries | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Find the antidote sample for Dr. Ned | | | | Ned was testing a skag-based antidote to the zombie plague. The skags are | | immune to the illness, so Ned believes his antidote could be effective. | | Bring the antidote sample to the Claptrap in town so Ned can continue his | | research. | |____________________________________________________________________________| After receiving the word, exit Ned's treehouse. Make sure to leave via the lift; I know you can skydive off of the balcony but that has been known to cause some minor glitches involving invisible walls. Return to Jakobs Cove. The main entrance to Generally Hospital is shut down, so you will have to follow Ned's instructions and go through the secret entrance. Head over to the Coastline New-U Station and follow the beach. You will end up in a small cove with a strange tombstone all by itself. Inspect it to reveal a secret entrance leading into Generally Hospital. - Spooky entrance found: Objective Complete Generally Hospital's main attraction is, of course, its hospital that rests at the top of a cemetery hill. You start off in a tunnel at the base of the hill. Since you are strolling around in a graveyard, you can expect a lot of Zombies in this area. The fight to the top of the hill will be tedious, but it should offer a whole lot of XP and Zombie Brains. At the top of the hill, climb the stone staircase. Defeat one final wave of Zombies before going through the hospital's main gate. .------------------. | BOSS: Hank Reiss |_________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | If you completed the side mission "Missing: Hank Reiss", then you should | | know a little bit of this guy's backstory. He was a test subject for Dr. | | Ned's antidote, and apparently it hasn't gone all that well. Or maybe it | | has. I mean, he ain't zombified. The antidote has turned Hank Reiss into a | | mindless Wereskag | | | | The boss looks just like how a hypothetical cross between a man and a Skag | | would look: he walks on two legs but can run on all fours, his head and | | shoulder regions are covered in armor plating, and he has sharp teeth. | | | | As your first Wereskag enemy, Hank Reiss can be a tough boss. He has | | insane speed and therefore only uses melee attacks. It can be very hard to | | separate the two of you, so close-range weapons may work best. Like all | | Skags, you can get a critical hit by shooting Hank's open mouth. He is | | also very weak against Incendiary attacks, so any Fire-based equipment you | | may have is definitely a good choice. | | | | Hank can make things very problematic when he uses his berserk attack. If | | the boss has low health, he will restore a considerable amount of HP and | | also increase his speed and strength; it helps extend the fight and makes | | him a much more threatening target. The easiest way to kill Hank Reiss is | | to use Fire, but otherwise stick to close-range guns and Action Skill. | |____________________________________________________________________________| After silencing Hank Reiss, open the [RED CHEST] on the front doorstep of the hospital. Now walk around the side of the building to find a green dumpster with the [ANTIDOTE] inside. - Antidote recovered: Objective Complete - TURN IN! Exit Generally Hospital. You won't have to take the long trip back to the treehouse in order to turn in the mission. Instead, go to town in Jakobs Cove and talk to Ned's Claptrap, who has been tied up and apparently possessed (also take any new missions at the Jakobs Cove bounty board). .============================================================================. | SECRETS AND MYSTERIES [1405] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Jakobs Fodder | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Find Ned's original lab to see if he is who he says he is | | | | Someone hacked into Claptrap and left you a cryptic message. You were told | | that Dr. Ned is not to be trusted, and you can find Dr. Ned's old | | laboratory by taking a boat off the island. Find Ned's lab and use the | | secret knock to enter. | |____________________________________________________________________________| Exit the town and head east to the Coastline, then step on the dock and activate the gate to enter Dead Haven. Boat found indeed. - Boat found: Objective Complete Climb the stairs to the elevator and take the lift to exit the hangar. In the corner is a dead Crimson Lance soldier clutching a handful of flowers. Sad (kinda, those guys were dicks). As you can see from stepping out into the open, Dead Haven is actually Old Haven from the main game! The overall layout is exactly the same, but the place has become overrun by zombies and there are temporary walls put in place to help with separating them from the locals. Along with the regular Zombies you have been fighting all along, you are also introduced to Lance Zombies. They are a bit harder to bring down since they still retain the Crimson Lance armor, but they still share the same attacks as normal Zombies. Unfortunately, they all appear to be of Engineer origin and retain the ability to deploy Scorpio Turrets. You start off at the south end in the canal. Climb out from the bottom and start heading north towards the Apartment District. Along the way, you'll run into a lot of Zombies and one Badass Tankenstein. This freak of nature looks just like Frankenstein's monster (on beaver tranquilizer) and carries explosive barrels on his back like Suicide Zombies. However, he has an unlimited amount that he can throw at you. Shoot the tank on his back enough times to blow it up and stun him, then aim for the head. Walk forward towards a bunker and look for the glowing green door. Perform the super secret knock to access Dr. Ned's hidden underground laboratory. - Lab opened: Objective Complete - TURN IN! The lab certainly looks like one belonging to a Zombie-birthing mad scientist. There's blood and dead bodies all over the place, as well as wacky medical equipment. Switch on the ECHO Recorder on the metal shelf to listen to Ned's audio diary and hand in the mission. I love how this DLC's humor and the satirical references to horror movies. Well now you know what's coming next! .============================================================================. | JAKOBS FODDER [1406] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Hitching a Ride | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Collect evidence and notify Jakobs of Dr. Ned's experiments | | | | Dr. Ned seems to be behind the zombies. You decide to contact Jakobs so | | that he doesn't get away with it, but first you feel you better have more | | evidence to ensure they believe you. Surely they'll send troops or some | | other help, right? You'll need to find a satellite communications array in | | order to send the ECHOS to them. | |____________________________________________________________________________| It is now time to gather together evidence incriminating Dr. Ned of his supernatural crimes. The first [ECHO RECORDER] is on a table in the northwest corner of the laboratory, across from the gurney. - ECHO 1 taken: Objective Complete The second [ECHO RECORDER] is on the opposite side of the room, on a high shelf. - ECHO 2 taken: Objective Complete With that, it is off to the satellite location so you can send the recordings to the Jakobs Corporation and hopefully get some sort of conviction. Hopefully it's that easy (it probably won't be). As you walk out of the secret laboratory, turn to the left to find a hole in the east side of the barricade. Continue north towards the Apartment District, where you'll find a lot of Lance Zombies. Make your way to the main street running down the middle of the city and climb onto the roof of the designated building. Open the [SILVER CHEST], then step inside the radio station. - Comm array located: Objective Complete Open the latch on the computer panel and place the ECHO Recorder in, then wait and listen to the AI message. It'll take a minute to deliver the ECHO, but at least you won't have to hold out like when visiting Dr. Ned. - ECHO sent: Objective Complete - TURN IN! Take the ECHO Recorder back and listen to the Jakobs representative, then hand in the mission. .============================================================================. | HITCHING A RIDE [1407] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - A Bridge Too Ned | | Rewards: | | | - XP, Money, Pistol | | |-------------------------------------+--------------------------------------| | - Go back to the island and meet the Jakobs representative | | | | You told Jakobs what Ned's been up to. They have hired you to take care of | | Ned, but first you need to return to Jakobs Cove. Send a signal to Jakobs | | so they can send you a ride back to the island. Once you get back to the | | island, find the Jakobs representative in town. | |____________________________________________________________________________| Since you got here by boat, you will need to send a signal to Jakobs in order to get another ride back to Jakobs Cove. Make sure to search the west end of Dead Haven to find some chests and stuff. Anyways, you will have to cut through the Junkyard District in order to get to the other side of the canal where you can send your message. Once you have reached your destination, flip the switch on the other side of the moat to begin sending the signal. - Signal sent: Objective Complete Sending a signal is one thing, but now you have to actually wait for your transportation. Just like Dr. Ned, the Jakobs representative is alarmingly (or maybe not so much) inept at her job and the entire process will take close to five minutes. Deja vu? You don't have to stay on the south side, so feel free to utilize all of Dead Haven to help dispatch the horde. Just stay away from the southwest corner near where you sent the signal, because that is where the dropship will come crashing down. - Survived: Objective Complete Now step inside the dropship to automatically return to Jakobs Cove. - Take a ride: Objective Complete - TURN IN! Back in town, a Jakobs Claptrap has effectively replaced Ned's Claptrap and gives you a computer terminal that lets you enter the rest of the Lumber Yard. .============================================================================. | A BRIDGE TOO NED [1408] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Night of the Living Ned | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Lower the bridge near the mill so you can reach Dr. Ned | | | | Jakobs has hired you to take care of Dr. Ned once and for all. You can | | find him hidden deep in the Jakobs lumber mill, but the zombie-impeding | | bridge near the mill needs to be lowered first. | |____________________________________________________________________________| You may want to wrap up all the available side missions (except for "Here We Go Again") before setting off to murder Dr. Ned. The entrance to the Lumber Yard is at the far end of the swamp; enter the swamp and proceed north to eventually reach the Mill Entrance. The Lumber Yard is essentially one long, straight line from beginning to end. You start off south and must push north to reach Dr. Ned's whereabouts. Make sure to gather supplies at the vendors near the crashed bus to fight against the "multitude of minions" sent your way. Trust him: the Lumber Yard is absolutely crawling with Zombies. Walk down the dark and spooky road to find a ton of undead inhabitants. Up ahead is a Weapon Vendor near the abandoned general store. Take the road less traveled and head up and then down the hill into the ravine. Head through the ravine and the oncoming cavern to reach the bridge. Cross the bridge and get ready to kill a lot more Zombies on the other side (try shooting the elemental barrels on the other side to help take down a lot). Follow the side of the rock wall and pass through another cave to reach the bridge. This is a very wide open area so you can expect to find many enemies wandering around. Clear them out, then walk over to the bridge and put the switch on its mount. As the bridge is being lowered, Zombies will appear behind you. This is another "wait it out" type mission that you have become so accustomed to; just keep an eye out for Suicide Zombies. - Lowered Bridge: Objective Complete - TURN IN! Don't get too distracted by the bridge lowering! The final wave usually arrives after you are able to turn the mission in, but don't turn you back just yet: a pair of Badass Tankensteins enter the field. These guys are major tough guys, so get out an automatic weapon and unload on the barrels strapped to their back. Once the barrels blow up and daze them, they're sitting ducks. .============================================================================. | NIGHT OF THE LIVING NED [1409] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Ned's Undead, Baby, Ned's Undead | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Assassinate Dr. Ned for the Jakobs Corporation | | | | Ned is in the mill. There is nothing in your way. Kill him. | |____________________________________________________________________________| Well actually there is a lot in your way, but don't let that discourage you. Sprint across the bridge to a New-U Pole. Up ahead is an excavator identical to the one in the Salt Flats, but a gate prevents us from getting any closer. Head down the slope and around the gate. Proceed through the tree graveyard and watch out for Zombies lurking around the tree stumps. As you reach a hill, a group of about five Wereskags appears, one at a time. Assuming you have completed all the available side missions, you should be used to slaying Wereskags. Regular Wereskags are not as strong as the bosses you have beaten, but they are still super quick and have the ability to heal themselves. The second half of the forest is larger, but there are probably the same amount of Zombies as before. Dr. Ned gets more nervous the closer you are to the saw mill, so once you reach the second bridge you'll receive another radio call from him. By the time you reach the end of the bridge, you realize that Dr. Ned was bluffing and he has set up an ambush for you. A Badass Tankenstein steps in front of the exit and Zombies begin to swarm the bridge from both ends. This is a great time to use grenades and other explosive weapons (such as Rocket Launchers or Shotguns) since they have to funnel in to get onto the tight bridge. The ensuing explosions will help damage the Badass Tankenstein. Your best bet for survival is to fight your way back to the entrance of the bridge and let the Zombies come to you. Lob grenades down the bridge and try to keep them from far away as possible. Suicide Zombies inadvertently aid in crowd control. The entrance to the lumber mill is a pretty barren area aside from some stacks of lumber. There is a lot of running room, and it's also a prime location for a Loot Goon. Go northeast to find a batch of Wereskags. Go underneath the overpass, then follow it to the top of the hill. There is a whimpering Claptrap at the top of the hill near the conveyor belt used for choppin' up wood. Follow the path to eventually reach a New-U Pole and an elevator leading up to the Mill. The Mill isn't a dungeon, so you can enjoy a peaceful walk down the hallway to Dr. Ned. First, sell all the crap you got in the Lumber Yard and restock your inventory with Healing Kits and other goodies. .-----------. | BOSS: Ned |________________________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Don't let his appearance and profession fool you: Dr. Ned is no pushover. | | I mean, he isn't exactly hard, but he isn't a pushover either! Dr. Ned | | wields a unique SMG that has ricocheting bullets, so hiding around the | | corner isn't a safe move. Luckily, the rectangular room is spacious and | | allows you to get far away from the boss. | | | | Dr. Ned wears a shield, but it isn't very strong; you can deplete it with | | a few critical hits. He has decent health as well but nothing you haven't | | seen before. The boss may hide behind barrels, but they are not explosive | | and cannot be used to harm him. Just keep your distance and treat him like | | any human enemy. Trust me, you shouldn't have much of a problem. | |____________________________________________________________________________| - Dr. Ned killed: Objective Complete - TURN IN! Well that was easy... almost too easy. Nah I'm just kidding. Watch the credits roll... Wait what?! .============================================================================. | NED'S UNDEAD, BABY, NED'S UNDEAD [1410] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - N/A | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Kill Dr. Ned... again | | | | Dr. Ned has turned himself into a zombie. Kill him again! | |____________________________________________________________________________| In a slightly unsurprising turn of events, Dr. Ned turns himself into a Zombie after his demise and beckons you to join him in the Mill basement. First, loot Dr. Ned's body to receive his ricochet SMG, then fall down the dark hole to enter the basement. If you're seriously hurting, you can always return to the Med and Ammo Vendors prior to taking the leap. Ugh, this place looks like the inside of some monster's belly. Make your way down the shaft until you drop down into a giant pool of blood. .------------------. | BOSS: Undead Ned |_________________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Undead Ned can be a major pain. He is a lot bigger and more menacing than | | his human form, but the only main difference between the two fights is | | that Undead Ned does not have a shield (and therefore has a ton more HP). | | The boss is a huge Zombie-like creature with an oversized claw for one | | hand and a scythe for another. He seems like a capable swimmer and spends | | the entire fight wading through the water; Undead Ned is very fast and you | | will have a hard time staying away from him. | | | | Undead Ned has the ability to summon Zombies to the fight. When you see a | | red aura appear from his hand, a Zombie will rise from that position. Most | | of the time it's a regular Zombie, but Undead Ned can spawn any type of | | Zombie except for Lance Zombies. At the end of the battle he begins a | | spawn spree, which helps in case of needing a Second Wind. | | | | The boss mainly uses melee attacks which is standard for most bosses, but | | he also has a few other tricks up his sleeve. Sometimes Undead Ned uses a | | toxic puke attack like all Zombie enemies, but he can fire out a wave of | | puke balls that covers an arc in front of him. These projectiles get stuck | | to your HUD and makes things hard to see, and also considerably slows down | | your movements. | | | | Another dangerous attack is when Undead Ned winds up and then releases, | | spinning and bouncing around the room like a pinball. To make matters | | worse, the boss extends his scythe hand and can deal major damage any time | | he runs into you. Lastly, Undead Ned is able to submerge in the blood and | | reappear somewhere else (usually right next to you). May attention to your | | radar or the rippling waves in the liquid to see where he's at. | | | | Just aim for the head like most enemies. If things get pretty hairy, try | | keeping one of his minions around so long as it's a regular Zombie. Don't | | want Suicide Zombies or Midget Zombies lingering around for too long. | |____________________________________________________________________________| - Dr. Ned killed... again: Objective Complete - TURN IN! The mission is automatically turned in, so you are good to go. With that, The Zombie Island of Dr. Ned DLC is officially complete. You can still complete any unfinished sidequests or putz around in general, but that's all the DLC has to offer. Good job! If you are looking for an escape route, check the map and you should find a tunnel leading back to the middle of the swamp in Jakobs Cove. ______________________________________________________________________________ ============================================================================== [15] SIDE MISSIONS [1500] ============================================================================== .============================================================================. | MISSING: HANK REISS | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Is the Doctor In? | | Rewards: | | | - XP, Money, Combat Rifle | | |-------------------------------------+--------------------------------------| | - Investigate the disappearance of Hank Reiss | | | | I have not heard from my husband, Hank, for weeks. He worked down at the | | Jakobs mill. I fear the worst; I must know what happened to him. Please | | send me any news that you can. I am offering a reward for anyone who can | | find him. | |____________________________________________________________________________| If you have completely most, or any, of the missing persons sidequests in the main game, you know this attempt won't end well. The first [ECHO RECORDER] is only a few steps away; inside a mailbox next to the two vendors in town. - ECHO #1 found: Objective Complete For the next one, make your way to the east swamp. Go to the north end of the bog and you'll find the [ECHO RECORDER] inside a rowboat, near where the Psycho Zombies and Suicide Zombies spawn. - ECHO #2 found: Objective Complete Now head down to the Coastline. You'll locate the [ECHO RECORDER] near the beach house, on top of a plastic chair. - ECHO #3 found: Objective Complete Listen to the audio recording as you walk back to the town of Jakobs Cove. Approach the building with the "Lucky's" sign overhead and climb up to the front porch. Pick up the [ECHO RECORDER] next to the old Jakobs vendor. - ECHO #4 found: Objective Complete One more to go. The [ECHO RECORDER] is found in front of the gate leading to Generally Hospital. The transition gate is temporarily out of order, but you don't need to visit the area to find the recorder. From the swamp, head northeast and you should reach the large gate before coming to the Hallow's End entrance. - ECHO #5 found: Objective Complete - TURN IN! Poor guy. We'll revisit his story later. .============================================================================. | EGGCELLENT OPPORTUNITY! | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Is the Doctor In? | | Rewards: | | | - XP, Money, Class Mod | | |-------------------------------------+--------------------------------------| | - Get Markus a shipment of corpse eater eggs | | | | Markus here. Would you believe it? I found a market for rotten, stinky, | | undead bird eggs. Some crazy bandits in the east think they are some sort | | of delicacy. As I like to say, there is always opportunity! I hear the | | crusty corpse eaters like to nest on coastline. If you get me a shipment | | of eggs, I'll pay you handsomely. | |____________________________________________________________________________| This one shouldn't take long. The best place to farm Bloodwing Eggs is at the Coastline, which is the far east end of Jakobs Cove. Near the swamp entrance, continue east through the cave and you'll spill out onto the beach. There are several groups of Corpse Eaters (undead Bloodwings) flying in the distance, and they should stare you down when you get close enough. Just like Rakk, Corpse Eaters fly around in circles and then will home in on you. A Shotgun is far and away the best weapon choice, because unlike Rakk Corpse Eaters are very small and their diving attacks can make things very disorienting. You might want to wait until they are over the coast so you can easily collect each [BLOODWING EGG] without having to walk through the ocean. There is also also a small amount of Corpse Eaters hanging out near Dr. Ned's office. You need 25 total in order to complete the mission. - Eggs: 25/25 - TURN IN! .============================================================================. | TK LIVES! | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Is the Doctor In? | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Find TK Baha | | | | TK Baha's prosthetic leg! TK Baha must be nearby. Find him! | |____________________________________________________________________________| When you enter the southwest corner of Hallow's End, a dramatic cinema directs you to T.K. Baha's leg on the front porch of a house. Walk up to the house with the large "Fyrestone" sign hanging overhead and inspect the leg to pick up this mission. T.K. couldn't have gotten very far without his prosthetic leg, so try looking inside the house. Well whaddya know? T.K. Baha is inside, and he has been turned into a zombie! - TK found: Objective Complete - TURN IN! .============================================================================. | BRAINS | |============================================================================| | | | | Level: N/A | Prereqs: | | | - TK Lives! | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Get TK some brains to eat | | | | TK seems to be in dire need of a brain to munch on. | |____________________________________________________________________________| All you have to do for this mission is to collect ten Zombie Brains and bring them back to Zombie T.K. Baha. Zombie Brains are dropped by all Zombie types, but only if you score a headshot (most headshots are an instant kill). Fortunately, Zombies respawn pretty frequently and you won't have to leave an area in order to get them to reappear - you can circle around the entire map in order to get enough brains. There are plenty more than ten Zombies running around Hallow's End, so go outside and wrangle up [10 ZOMBIE BRAINS] for T.K. You don't want these missions to linger in your inventory, so as soon as you have the desired amount return to Zombie T.K. Baha and turn it in. - Brains: 10/10 - TURN IN! After receiving his meal, T.K. will gobble them up and regurgitate a random piece of equipment for you. Talk to him to go on another brain-fetching quest. .============================================================================. | BRAAAINS | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Brains | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Get TK some brains to eat | | | | TK is still hungry for brains. Get him some more. | |____________________________________________________________________________| All you have to do for this mission is to collect 25 Zombie Brains and bring them back to Zombie T.K. Baha. Zombie Brains are dropped by all Zombie types, but only if you score a headshot (most headshots are an instant kill). Fortunately, Zombies respawn pretty frequently and you won't have to leave an area in order to get them to reappear - you can circle around the entire map in order to get enough brains. You may need to go outside of the town and down into the bayou to get all [25 ZOMBIE BRAINS]. You don't want these missions to linger in your inventory, so as soon as you have the desired amount return to Zombie T.K. Baha and turn it in. - Brains: 25/25 - TURN IN! After receiving his meal, T.K. will gobble them up and regurgitate a random piece of equipment for you. Talk to him to go on another brain-fetching quest. .============================================================================. | BRAAAAAINS | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Braaains | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Get TK a bunch of brains to eat | | | | TK's hunger seems to be growing. Find him more brains. | |____________________________________________________________________________| All you have to do for this mission is to collect 50 Zombie Brains and bring them back to Zombie T.K. Baha. Zombie Brains are dropped by all Zombie types, but only if you score a headshot (most headshots are an instant kill). Fortunately, Zombies respawn pretty frequently and you won't have to leave an area in order to get them to reappear, so you can circle around the entire map in order to get enough brains. 50 is a nice amount, so you will probably want to pursue other missions while this one is active in your inventory. You should finish this one by the time you wrap up "House of the Ned". You don't want these missions to linger in your inventory, so as soon as you have the desired amount return to Zombie T.K. Baha and turn it in. - Brains: 50/50 - TURN IN! After receiving his meal, T.K. will gobble them up and regurgitate a random piece of equipment for you. Talk to him to go on another brain-fetching quest. .============================================================================. | BRAAAAAAAAAAAAINS | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Braaaaains | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Get TK a boatload of brains to eat | | | | TK still needs brains. Apparently a lot of them. | |____________________________________________________________________________| All you have to do for this mission is to collect 100 Zombie Brains and bring them back to Zombie T.K. Baha. Zombie Brains are dropped by all Zombie types, but only if you score a headshot (most headshots are an instant kill). Fortunately, Zombies respawn pretty frequently and you won't have to leave an area in order to get them to reappear, so you can circle around the entire map in order to get enough brains. 100 is a whole lot, so you will want to pursue other missions while this one is active in your inventory. You don't want these missions to linger in your inventory, so as soon as you have the desired amount return to Zombie T.K. Baha and turn it in. - Brains: 100/100 - TURN IN! After receiving his meal, T.K. will gobble them up and regurgitate a random piece of equipment for you. Talk to him to go on another brain-fetching quest. .============================================================================. | BRAAAAAAAAAAAAAAAAAINS | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Braaaaaaaaaaaains | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Get TK a metric butt-ton of brains to eat | | | | Holy Crap. This time you are going to come back with enough. Find him more | | brains. | |____________________________________________________________________________| All you have to do for this mission is to collect 250 Zombie Brains and bring them back to Zombie T.K. Baha. Zombie Brains are dropped by all Zombie types, but only if you score a headshot (most headshots are an instant kill). Fortunately, Zombies respawn pretty frequently and you won't have to leave an area in order to get them to reappear, so you can circle around the entire map in order to get enough brains. Holy crap, 250 Zombie Brains?! You will definitely want to pursue other missions while this one is active in your inventory. By the end of the main story you should have enough. If you are still under, the best way is to pick a map and just do laps while killing enemies. You don't want these missions to linger in your inventory, so as soon as you have the desired amount return to Zombie T.K. Baha and turn it in. - Brains: 250/250 - TURN IN! Zombie T.K. Baha finally has enough brains!! For turning in this godawful mission, you receive the "Braaaaaaaaaaaaains!" Achievement. .============================================================================. | PUMPKINHEAD | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Is the Doctor In? | | Rewards: | | | - XP, Money, Sniper Rifle | | |-------------------------------------+--------------------------------------| | - Find and kill the mythical Pumpkinhead | | | | Patricia Tannis here. There have always been legends of a mysterious and | | elusive creature out at Jakobs Cove. Some people call him Pumpkinhead. | | Pretty spooky, huh? I just call him Bob. As a scientists with a bit of a | | crackpot reputation, this story captivates me. I would love a first-hand | | account of the creature. Of course, the best way to prove something like | | this exists - which will then vindicate a so-called "obsession with such a | | frivolous pursuit" - is a body. So while a really blurry picture or an | | ECHO with some unidentifiable sounds on it would be nice, a corpse would | | be better. It's said to roam the swamps but only comes out when people | | carve creepy faces into pumpkins and put candles in them. Doesn't make | | sense to me, but I never was any good at cooking. | |____________________________________________________________________________| After picking up this mission from the bounty board, head over to Hallow's End. Proceed through the bayou and enter the town. There are two pumpkin patches inside the village; the larger of the two is to the west and serves as the location of Pumpkinhead. At the end of the pumpkin patch is a cave opening and two Jack-o-Lanterns. Light the first one. - Jack-o-lantern 1 lit: Objective Complete Now light the second one. - Jack-o-lantern 2 lit: Objective Complete If that's all it took to disturb Pumpkinhead's sleep, then I am surprised that he is considered such a rare and elusive mythical creature. .-------------------. | BOSS: Pumpkinhead |________________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Unsurprisingly, Pumpkinhead is a large humanoid monster with a pumpkin for | | a head. He has decent speed, but overall you should be able to outrun him | | if he ever gets too close to you. The problem with Pumpkinhead is that all | | of his attacks can Daze you, which promptly puts you in your place and | | allows him to cover ground. Just another reason to avoid his moves. | | | | Pumpkinhead has three attacks. He can either punch you from up close, or | | he can use one of two long-range attacks. The first and most common is | | when the boss will throw a pumpkin bomb at you - he does this pretty much | | all the time. Sometimes Pumpkinhead will stop and breathe fire at you | | while rotating his body. | | | | You shouldn't have a problem damaging Pumpkinhead since his weak point is | | so big. Aim for his head to get critical hits and completely drain his | | health (he doesn't have a shield). As the fight rages on and the boss | | loses health, holes begin to appear in his head. An overall easy battle. | |____________________________________________________________________________| - Corpse found: Objective Complete Pumpkinhead's head goes soaring off his body after you take the final shot. If you look down his neck hole, you'll see that his body is completely hollow. Don't know if it's a graphical error or glitch, but maybe it was just a possessed pumpkin or some type of poltergeist? Anyways, there's your proof of the mystical Pumpkinhead. .============================================================================. | LEAVE IT TO THE PROFESSIONALS | |============================================================================| | | | | Level: N/A | Prereqs: | | | - House of the Ned | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Find some information about what happened to the "zealot" | | | | To whomever is still alive: When the zombie issue first arose, there was a | | lone zealot among the work force who demanded a chance to destroy the | | "evil" that had befallen our mill. The board decided that it couldn't hurt | | to have someone out there trying to stop the problem while employees were | | being lost. The Jakobs Corporation has not heard from him since that time. | | There is a moderate monetary reward for determining the outcome of his | | endeavors. | |____________________________________________________________________________| Since this mission becomes available after the "House of the Ned" story quest and takes place in Generally Hospital, you might want to pick it up and kill two birds with one stone. Walk through the graveyard and continue up the slithering hilltop path as you fend off any Zombies that get in your way. When you reach the flight of stairs leading to the hospital's main gate, there should be an [ECHO RECORDER] on the railing. - Clue found: Objective Complete After listening to Jackie O'Callahan's ECHO Recorder, walk down to the bottom of the hill. If you go southeast, you should exit the cemetery and onto a beach. As soon as you step onto the beach, hang a right and squeeze between the rocks to enter a cave campsite with another [ECHO RECORDER] inside. - Zealot found: Objective Complete - TURN IN! Don't worry about the rest of the map... you'll be extensively covering it on one a later sidequest. .============================================================================. | THE PACK | |============================================================================| | | | | Level: N/A | Prereqs: | | | - There May Be Some Side Effects... | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Find and kill the members of the pack | | | | Dr. Ned here. Seems like my antidote from skag blood didn't quite have the | | intended results. You're lucky you survived your encounter with the so | | called Wereskag. I wish I could say he was the only one, but the other | | test subjects seem to have formed a pack and are terrorizing the coastline | | by the old hospital. You should really take care of them to avoid the | | spread of that disease as well. Man, sometimes I wonder if maybe I should | | have been a villain instead of an NPC. | |____________________________________________________________________________| Unsurprisingly, Dr. Ned has you on mop-up duty. Hank Reiss may be out of the picture, but unfortunately there were more innocent test subjects that have been transformed into Wereskags and must be put down. All four Wereskags roam the beaches surrounding Generally Hospital, and I am pretty sure you encounter them in a random order. However, after playing the mission a few times, I have managed to find a common order, but don't worry if you fight them in a different order than what is listed. Return to Generally Hospital through the secret entrance and walk down to the beach. Generally Hospital is home to usually one or two Loot Goons, and you may encounter him here on the beach. Loot Goons are large green Frankenstein monsters that carry a Red Chest on their back. They have Shock-based attacks and will either throw lightning projectiles at you or deliver a Shock tremor. Once he's down, you can claim his [RED CHEST] as a reward. Loot Goon chests contain exceptional equipment. Up ahead, past the New-U Station and through the tunnel, you will run into the first member of the pack: the brown Wereskag Bigfoot. He may run away if he spots you, but if so follow him up the coast, grabbing the contents of the [SILVER CHEST] inside the shipwreck. Watch out for Skelerakk flying overhead! .---------------. | BOSS: Bigfoot |____________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Trust me, this ain't no Sasquatch. This is another Wereskag who happens to | | share the same name. Bigfoot roams around the beach near the shipwreck and | | allows you to take the first strike. Bigfoot is just like Hank Reiss in | | that he is incredibly weak against Fire. You better hope that Bigfoot does | | not flee the scene, because if so he will run to the next area where the | | second member is found, and you'll have to fight both together! If that | | happens, simply fight one at a time and don't switch between targets. | |____________________________________________________________________________| - Bigfoot killed: Objective Complete If Bigfoot did not run to the north, then you should be fine. Proceed up the hill and you will come to a portion of the beach with a couple cabins. This area is big enough to house two Wereskags (three if the first one ran here), so you may have to fight a pair of bosses at a time. .----------------------. | BOSS: Whiskey Wesley |_____________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Whiskey Wesley is the blue Wereskag, although he does not have any Shock | | affiliation. Go for the mouth to get a nice critical hit, and try to use | | any Incendiary attacks on this boss. Just like Hank Reiss and any other | | Wereskag, Whiskey Wesley has a jump attack, a claw swipe attack, and a | | ground pound attack. Watch out for his health regeneration! | |____________________________________________________________________________| - Whiskey Wesley killed: Objective Complete Continue past the cabins and you should run into the third guy in under a minute. .---------------. | BOSS: Redjack |____________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Redjack, the red Wereskag, looks kinda like Bigfoot but they all share the | | same characteristics and abilities. Redjack may barge in on you during the | | fight with the second pack member, just as a forewarning. It is important | | to focus on one boss at a time due to their berserk ability. If someone is | | low on HP, quickly finish them off before they can fully restore their HP | | and essentially restart the battle. | |____________________________________________________________________________| - Redjack killed: Objective Complete Jackie O'Callahan is always the final pack member left. There is a [SILVER CHEST] on the front porch of the second cabin. Take down any Skelerakk that decide to butt in, then continue along the beach; O'Callahan is usually just past the third cabin. .-------------------------. | BOSS: Father O'Callahan |__________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Father O'Callahan is the leader of the pack and is a bit stronger than the | | other three. The grey Wereskag has a tombstone embedded in his back, but | | that doesn't seem to slow down his movements. Still, use Incendiary guns | | if ya got 'em and aim for the mouth. When you see red light emanating from | | the boss's body, make sure to bring him down before he can heal and go | | berserk. | |____________________________________________________________________________| - Jackie O'Callahan: Objective Complete - TURN IN! By now, you have gone counter-clockwise around nearly the whole map. If you haven't fought a Loot Goon yet, you will here. Open the [RED CHEST] and activate the elevator to arrive near the cemetery hill. Follow the mountain path until his dispenses you onto the hill. Your business here in Generally Hospital is complete, so you can leave. .============================================================================. | IT'S ALIVE! | |============================================================================| | | | | Level: N/A | Prereqs: | | | - There May Be Some Side Effects... | | Rewards: | | | - XP, Money, Weapon | | |-------------------------------------+--------------------------------------| | - Uncover what happened to Frank Igorski and deliver his severance | | | | To any employee of the Jakobs Corporation: We at Hyper-Temps, a division | | of Hyperion Industrial, offer an invitation to whomever can determine the | | whereabouts of the contractor we sent to work with the Jakobs company | | physician. Frank Igorski has not reported to his agent for over a month. | | As a direct result of this behaviour, Frank has been terminated. We now | | have a severance package that needs to be delivered to him. Please find | | information about his new situation and deliver the package. | |____________________________________________________________________________| You can reach Dead Haven by activating the transition gate on the Coastline docks. In order to follow through in this side mission, you must complete the story mission "Secrets and Mysteries" in the process. Once in Dead Haven, head to Dr. Ned's secret lab and pick up the [ECHO RECORDER] in the corner next to the gurney. The next piece of information is farther away. Leave the lab and crawl through the opening on the east side of the wall to reach the Apartment District. There are a lot more Lance Zombies here than before, so make sure to destroy them first to potentially avoid a mass of Scorpio Turrets. The Red and Silver Chests in Old Haven are still present here in Dead Haven, so make sure to search the place for new equipment. Pass by the New-U Pole and head to the northwest section of Dead Haven. There is another [ECHO RECORDER] in front of an old hut used for medical experiments. - Info found: 2/2 After listening to Ned's insane ramblings on the ECHO Recorders, you should probably have a heads-up on what comes next. .--------------------. | BOSS: Franken Bill |_______________________________________________________ | | | Level: N/A Resist: Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Is that "Franken Bill", or "Frank and Bill"? Ha. Haha. Ha... anyways, this | | crazed creation is not only resistant to Shock, but any Shock attacks will | | actually heal him! Put away your guns, switch to a different grenade, | | equip another artifact, anything to avoid accidentally healing your | | opponent. | | | | Franken Bill isn't the fastest of enemies, but boy is he strong. To boot, | | all of his attacks are Shock-based, so they can drain your shield in one | | or two hits. He can be incredibly dangerous if you aren't careful, and | | like Pumpkinhead, his attacks can stun you which often leads to a deadly | | one-two punch that many people can't come back from. It's usually a punch, | | followed by a giant electrical shockwave slam. | | | | The good news is that you aren't restricted to the northwest quadrant when | | fighting the boss. Feel free to leave and walk onto the main street in the | | middle of Dead Haven. Franken Bill usually doesn't leave his designated | | area, so you can actually snipe him from a distance without him chasing | | after you. I guess when Dr. Ned was assembling him he forgot to use one of | | the two available brains. | | | | So really all you have to do is lure him over to the street and run down | | until you reach a point where he doesn't chase you anymore. Make sure to | | use yourself as bait, because if you get too far away Franken Bill will go | | back underground and the battle will reset. He is able to throw Shock | | balls at you from a distance, but it's a lot more manageable than the | | boss's other two moves. | |____________________________________________________________________________| - Severance delivered: Objective Complete - TURN IN! Well, that's one way of giving a guy his severance package. .============================================================================. | UPSALE | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Hitching a Ride | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Find a power coupling and repair the Jakobs vending machine | | | | To anyone attempting to survive in Jakobs Cove: There is a Jakobs company | | vending machine in town that could help you deal with Dr. Ned. It may need | | a new power coupling, but if you're able to repair the machine, you can | | gain access to its inventory - something which could help you survive. | | Remember, if it just needs to be dead, it needs to be a Jakobs. These | | zombies need to be dead. | |____________________________________________________________________________| Once the Jakobs Claptrap comes into town, you can pick up this mission at the bounty board. All you need to do is leave town through the south exit and approach the Dropship New-U Pole. There is a dead bandit inside a beached rowboat clutching the [POWER COUPLING]. Pry it from his cold, dead fingers. - Power Coupling: Objective Complete Head back into town and climb up the walkway leading to "Lucky's". There is an old Jakobs vendor on the front porch that can be reactivated as soon as you reinstall the Power Coupling. - Coupling installed: Objective Complete - TURN IN! The vending machine is a combination of a Med Vendor and a Weapon Vendor: it primarily deals weapons, but you can also find some Class Mods. The items for sale are of higher status than your standard vendor, so it at least deserves a look see. In fact, the vendor shuts down after completing the main story, so you really may want to check out what limited time offers it has. .============================================================================. | HERE WE GO AGAIN | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Leave It To the Professionals | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Find out what happened to the others who came to stop the zombies | | | | To whomever discovers the circumstances of Jackie O'Callahan's death: HR | | has informed me that there were four others like yourself who were hired | | to deal with the issue. These employees also seem to have run into some | | difficulties. Try to determine what happened to them. | |____________________________________________________________________________| You can receive this job kinda early in the story, but it cannot be completed until you have at least obtained the story mission "A Bridge Too Ned". So once you have reached that point in the main quest, set off for the Lumber Yard. The first [ECHO RECORDER] is found near the beginning of the area. Walk down the slope towards the bus and you can find it next to the two vendors. This device helps locate the whereabouts of one of the hired guns. Based off of his audio transcript, things probably didn't go his way. Ruh roh! Continue down the road and then walk up the hill and down into the ravine. You can find another [ECHO RECORDER] next to a dead body underneath the bridge. Say hello to the Moron. - Moron found: Objective Complete The next [ECHO RECORDER] is just before the main bridge. When you have reached the bridge, walk around the side of the house next door to find the recorder next to another unfortunate casualty. - Newb found: Objective Complete Cross the main bridge towards the excavator and enter the area with the tree stumps. Stay on the left side of the area and step onto the first dock to locate an [ECHO RECORDER]. Continue up the hill and past some Wereskags, then proceed through the second half of the forest. When you reach the second bridge, grab the [ECHO RECORDER] leaning against the jack-o-lantern. - Wuss found: Objective Complete Continue across the bridge to encounter a huge Zombie ambush. Once you have survived, proceed to the entrance of the Mill. Fight off more Zombies and some Wereskags, then continue towards the transition gate leading to the Mill. Next to the gate is another corpse and [ECHO RECORDER]. Poor guy was so close! - Chump found: Objective Complete - TURN IN! .============================================================================. | CLAPTRAP RESCUE: THE LUMBER YARD | |============================================================================| | | | | Level: N/A | Prereqs: | | | - A Bridge Too Ned | | Rewards: | | | - XP, Backpack SDU | | |-------------------------------------+--------------------------------------| | - Find the Repair Kit and repair this Claptrap | | | | You've discovered a defunct Claptrap here. Perhaps there is a Repair Kit | | nearby? | |____________________________________________________________________________| The Claptrap can be found at the entrance to the Mill. After crossing the second bridge, walk past the mill and go northwest up the hill towards the building. The border prevents you from going any further, but you can locate the Claptrap near a conveyor belt. From the Claptrap's location, head southeast down the slope. Near the corner of the yard is a stack of lumber that looks just like all the others. However, one key difference is that one of the logs is slanted like a ramp. Jump onto this log and walk up the side of it, then step off once you're at the top of the stack and collect the [CLAPTRAP REPAIR KIT]. - Repair Kit: Objective Complete - TURN IN! You will receive a Backpack SDU for your troubles. The Claptrap punches a few buttons on the conveyor belt, which turns it on and wheels the log down the chute. Follow the Claptrap to the other side and a [RED CHEST] slides out. How did that happen?! ______________________________________________________________________________ ============================================================================== [16] ACHIEVEMENTS [1600] ============================================================================== Here are all the Achievements found in the game, in alphabetical order. .--------------------------. | Braaaaaaaaaaaaains! (25) | '--------------------------' Complete the "Braaaaaaaaaaaaains!" mission .-----------------------. | House of the Ned (25) | '-----------------------' Complete the "House of the Ned" mission .--------------------. | Jakobs Fodder (25) | '--------------------' Complete the "Jakobs Fodder" mission .-------------------------. | Ned's Undead, Baby (49) | '-------------------------' Killed Ned. Again. .-----------------------------. | Night of the Living Ned (1) | '-----------------------------' Killed Ned... sort of ______________________________________________________________________________ ============================================================================== [17] BESTIARY [1700] ============================================================================== .============================================================================. | ENEMIES [1701] | '============================================================================' .---------. | Zombies |__________________________________________________________________ |____________________________________________________________________________| Zombies are the main enemy form in The Zombie Island of Dr. Ned. These are slow, bumbling enemies overall that still strike fear into the hearts of their prey due to their elusive behavior and dead silence. Zombies spawn from the ground and can crawl out of the earth in large groups. Their numbers are overwhelming and it can be very easy to get surrounded because these enemies make very little noise and can easily sneak up on you. Always look over your shoulder! Zombies are resistant to Shock and Corrosive damage, but Fire and Explosive attacks bring them down in a hurry. Like in all Zombie literature, destroying the brain is the way to go and a headshot will kill them instantly (though it strangely leaves their brain completely in tact). .--------. | Zombie | '--------' Your run of the mill, old-school Zombie. No rage virus nonsense. Just regular, slow, shambling Zombies. Most of the time they are too far away to use a melee attack, so these monsters can also spew green vomit at you. These green projectile balls can sometimes cover your screen and make things hard to see for a second or two before it dissipates. Zombies are really weak, though they have strength in numbers. Always aim for the head for a one-hit KO. .-------. | Torso | '-------' A simple, clear-cut name: Torsos are dismembered Zombies that do not have a lower body, so they slowly crawl on the ground towards you. They have the same attacks as regular Zombies, but aren't as effective due to their severely restricted movement. However, they can fly under the radar and can crawl through bodies of Zombies previously killed, so always scan the ground to see if there are any Torsos crawling around. .---------. | Defiler | '---------' Defilers are one of the most annoying Zombies. These tall, lanky, shirtless Zombies are faster than regular Zombies and are capable of running. Their main attack is a long, steady stream of green vomit that covers your entire screen and reduces your movement to a snail's pace. Defilers make more noises than other Zombies and usually emit a loud gurgle. They always run away after making their move, so often look for the pasty white guy with his back to you. .---------------. | Psycho Zombie | '---------------' Psycho Zombies look just like Psychos, but have a brownish green color and are obviously (un)dead. They are without their signature axe and weird gibberish, but can still be spotted by their mask. Psycho Zombies are a bit faster than normal Zombies but their mask restricts them from using projectile attacks. Make sure to kill a Psycho Zombie with one hit; if they are knocked down, their eyes will glow red and they can superhuman speed as they set their sights on their target and bull rush you. .---------------. | Midget Zombie | '---------------' Midget Zombies don't really look like Mutant Midget Psychos, but they are about half the size of other Zombie types. They make more noise than other enemy types and still have the same jittery laugh, which is a clear indicator of their presence. Midget Zombies can be difficult to hit because they are skittish and are champion longjumpers. They also do not have a puke attack and will instead leap at your face and then run away. .----------------. | Suicide Zombie | '----------------' Suicide Zombies have the same frame as a Brute: they have an imposing stature, but are a lot easier to take down than Brutes. They always carry an explosive barrel with them and will throw it at you when in range; this barrel can be shot while still in their possession for an immediate kill, and they are very easily spotted in a large crowd because of their weapon. Once they are without the barrel, Suicide Zombies will run up to you, puff up, and explode. If this is the case, shoot out their legs. .--------------. | Lance Zombie | '--------------' Lance Zombies are the remains of fallen Crimson Lances and therefore only encountered in Dead Haven. They still wear Crimson Lance armor, which both restricts their movement and also gives them durable shielding. All Lance Zombies appear to have been Lance Engineers during their lifetime, because they all have the ability to summon Scorpio Turrets. Just like all Zombies, they can be killed with one headshot. Just like all Lance Engineers, their Scorpio Turrets will go with them. .---------------. | Frankensteins |____________________________________________________________ |____________________________________________________________________________| These enemies are very rare and you will only fight a handful of them during a single playthrough. They are a spitting image of Frankenstein's Monster, although are a lot bulkier. These creatures are a lot faster than their size implies, and have a wide range of attacks. They have several melee strikes, an electric shockwave, and Shock projectiles. Not only are Frankensteins resistant to Shock attacks, but they will actually heal your target! .--------------------. | Badass Tankenstein | '--------------------' Badass Tankensteins have explosive barrels strapped to their backs; the same type that Suicide Zombies use. However, Badass Tankensteins somehow have a huge supply of them and will repeatedly use these barrels in an attempt to destroy you. The explosions are hard to dodge, so you're best off shooting them out of the air. The easiest way to take down a Badass Tankenstein is to shoot at the barrel on his back until the thing explodes. Once the enemy is momentarily dazed, unload a clip on his head. .-----------. | Loot Goon | '-----------' Loot Goons carry a Red Chest on their back as opposed to a Badass Tankenstein, and are tougher to defeat since there's no easy way out. All you can really do is aim at his weak point (his head); it is still possible to stun him after repeated blows. You can claim the Red Chest for yourself after bringing one down; the contents of a Loot Goon's chest are much better statistically than other Red Chests. .---------------. | Other Enemies |____________________________________________________________ |____________________________________________________________________________| .----------. | Wereskag | '----------' You fight a number of Wereskag bosses, but regular Wereskags are only found in the later stages of the Lumber Yard. Wereskags have ridiculous agility and will disorient you by zig-zagging around. Like Skags, their weak point is their gaping maws and Wereskags are deathly weak against Fire-based attacks. When you get a Wereskag down to a fraction of its health, make sure to finish the job or else it will completely restores its HP and go into berserk mode, greatly boosting its strength and speed. .--------------. | Corpse Eater | '--------------' These social animals resemble large ravens and travel in huge groups. Their main location is the Coastline in Jakobs Cove and will divebomb you if at any chance. Corpse Eaters are like Rakk in that regard, but they are much harder to take down since they are so small and they constantly flutter around your head. Shotguns work well up close. .-----------. | Skelerakk | '-----------' Skelerakk are undead Rakk. It's as simple as that. You can only find them on the beaches of Generally Hospital and they tend to stay out of your way unless you get too close or physically provoke them. Treat them like you would any Rakk, although be aware that they have much more HP than a regular Rakk. .============================================================================. | BOSSES [1702] | '============================================================================' .-------------. | Main Bosses |______________________________________________________________ |____________________________________________________________________________| .------------------. | BOSS: Hank Reiss |_________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | If you completed the side mission "Missing: Hank Reiss", then you should | | know a little bit of this guy's backstory. He was a test subject for Dr. | | Ned's antidote, and apparently it hasn't gone all that well. Or maybe it | | has. I mean, he ain't zombified. The antidote has turned Hank Reiss into a | | mindless Wereskag | | | | The boss looks just like how a hypothetical cross between a man and a Skag | | would look: he walks on two legs but can run on all fours, his head and | | shoulder regions are covered in armor plating, and he has sharp teeth. | | | | As your first Wereskag enemy, Hank Reiss can be a tough boss. He has | | insane speed and therefore only uses melee attacks. It can be very hard to | | separate the two of you, so close-range weapons may work best. Like all | | Skags, you can get a critical hit by shooting Hank's open mouth. He is | | also very weak against Incendiary attacks, so any Fire-based equipment you | | may have is definitely a good choice. | | | | Hank can make things very problematic when he uses his berserk attack. If | | the boss has low health, he will restore a considerable amount of HP and | | also increase his speed and strength; it helps extend the fight and makes | | him a much more threatening target. The easiest way to kill Hank Reiss is | | to use Fire, but otherwise stick to close-range guns and Action Skill. | |____________________________________________________________________________| .-----------. | BOSS: Ned |________________________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Don't let his appearance and profession fool you: Dr. Ned is no pushover. | | I mean, he isn't exactly hard, but he isn't a pushover either! Dr. Ned | | wields a unique SMG that has ricocheting bullets, so hiding around the | | corner isn't a safe move. Luckily, the rectangular room is spacious and | | allows you to get far away from the boss. | | | | Dr. Ned wears a shield, but it isn't very strong; you can deplete it with | | a few critical hits. He has decent health as well but nothing you haven't | | seen before. The boss may hide behind barrels, but they are not explosive | | and cannot be used to harm him. Just keep your distance and treat him like | | any human enemy. Trust me, you shouldn't have much of a problem. | |____________________________________________________________________________| .------------------. | BOSS: Undead Ned |_________________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Undead Ned can be a major pain. He is a lot bigger and more menacing than | | his human form, but the only main difference between the two fights is | | that Undead Ned does not have a shield (and therefore has a ton more HP). | | The boss is a huge Zombie-like creature with an oversized claw for one | | hand and a scythe for another. He seems like a capable swimmer and spends | | the entire fight wading through the water; Undead Ned is very fast and you | | will have a hard time staying away from him. | | | | Undead Ned has the ability to summon Zombies to the fight. When you see a | | red aura appear from his hand, a Zombie will rise from that position. Most | | of the time it's a regular Zombie, but Undead Ned can spawn any type of | | Zombie except for Lance Zombies. At the end of the battle he begins a | | spawn spree, which helps in case of needing a Second Wind. | | | | The boss mainly uses melee attacks which is standard for most bosses, but | | he also has a few other tricks up his sleeve. Sometimes Undead Ned uses a | | toxic puke attack like all Zombie enemies, but he can fire out a wave of | | puke balls that covers an arc in front of him. These projectiles get stuck | | to your HUD and makes things hard to see, and also considerably slows down | | your movements. | | | | Another dangerous attack is when Undead Ned winds up and then releases, | | spinning and bouncing around the room like a pinball. To make matters | | worse, the boss extends his scythe hand and can deal major damage any time | | he runs into you. Lastly, Undead Ned is able to submerge in the blood and | | reappear somewhere else (usually right next to you). May attention to your | | radar or the rippling waves in the liquid to see where he's at. | | | | Just aim for the head like most enemies. If things get pretty hairy, try | | keeping one of his minions around so long as it's a regular Zombie. Don't | | want Suicide Zombies or Midget Zombies lingering around for too long. | |____________________________________________________________________________| .-----------------. | Optional Bosses |__________________________________________________________ |____________________________________________________________________________| .-------------------. | BOSS: Pumpkinhead |________________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Unsurprisingly, Pumpkinhead is a large humanoid monster with a pumpkin for | | a head. He has decent speed, but overall you should be able to outrun him | | if he ever gets too close to you. The problem with Pumpkinhead is that all | | of his attacks can Daze you, which promptly puts you in your place and | | allows him to cover ground. Just another reason to avoid his moves. | | | | Pumpkinhead has three attacks. He can either punch you from up close, or | | he can use one of two long-range attacks. The first and most common is | | when the boss will throw a pumpkin bomb at you - he does this pretty much | | all the time. Sometimes Pumpkinhead will stop and breathe fire at you | | while rotating his body. | | | | You shouldn't have a problem damaging Pumpkinhead since his weak point is | | so big. Aim for his head to get critical hits and completely drain his | | health (he doesn't have a shield). As the fight rages on and the boss | | loses health, holes begin to appear in his head. An overall easy battle. | |____________________________________________________________________________| .---------------. | BOSS: Bigfoot |____________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Trust me, this ain't no Sasquatch. This is another Wereskag who happens to | | share the same name. Bigfoot roams around the beach near the shipwreck and | | allows you to take the first strike. Bigfoot is just like Hank Reiss in | | that he is incredibly weak against Fire. You better hope that Bigfoot does | | not flee the scene, because if so he will run to the next area where the | | second member is found, and you'll have to fight both together! If that | | happens, simply fight one at a time and don't switch between targets. | |____________________________________________________________________________| .----------------------. | BOSS: Whiskey Wesley |_____________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Whiskey Wesley is the blue Wereskag, although he does not have any Shock | | affiliation. Go for the mouth to get a nice critical hit, and try to use | | any Incendiary attacks on this boss. Just like Hank Reiss and any other | | Wereskag, Whiskey Wesley has a jump attack, a claw swipe attack, and a | | ground pound attack. Watch out for his health regeneration! | |____________________________________________________________________________| .---------------. | BOSS: Redjack |____________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Redjack, the red Wereskag, looks kinda like Bigfoot but they all share the | | same characteristics and abilities. Redjack may barge in on you during the | | fight with the second pack member, just as a forewarning. It is important | | to focus on one boss at a time due to their berserk ability. If someone is | | low on HP, quickly finish them off before they can fully restore their HP | | and essentially restart the battle. | |____________________________________________________________________________| .-------------------------. | BOSS: Father O'Callahan |__________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Father O'Callahan is the leader of the pack and is a bit stronger than the | | other three. The grey Wereskag has a tombstone embedded in his back, but | | that doesn't seem to slow down his movements. Still, use Incendiary guns | | if ya got 'em and aim for the mouth. When you see red light emanating from | | the boss's body, make sure to bring him down before he can heal and go | | berserk. | |____________________________________________________________________________| .--------------------. | BOSS: Franken Bill |_______________________________________________________ | | | Level: N/A Resist: Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Is that "Franken Bill", or "Frank and Bill"? Ha. Haha. Ha... anyways, this | | crazed creation is not only resistant to Shock, but any Shock attacks will | | actually heal him! Put away your guns, switch to a different grenade, | | equip another artifact, anything to avoid accidentally healing your | | opponent. | | | | Franken Bill isn't the fastest of enemies, but boy is he strong. To boot, | | all of his attacks are Shock-based, so they can drain your shield in one | | or two hits. He can be incredibly dangerous if you aren't careful, and | | like Pumpkinhead, his attacks can stun you which often leads to a deadly | | one-two punch that many people can't come back from. It's usually a punch, | | followed by a giant electrical shockwave slam. | | | | The good news is that you aren't restricted to the northwest quadrant when | | fighting the boss. Feel free to leave and walk onto the main street in the | | middle of Dead Haven. Franken Bill usually doesn't leave his designated | | area, so you can actually snipe him from a distance without him chasing | | after you. I guess when Dr. Ned was assembling him he forgot to use one of | | the two available brains. | | | | So really all you have to do is lure him over to the street and run down | | until you reach a point where he doesn't chase you anymore. Make sure to | | use yourself as bait, because if you get too far away Franken Bill will go | | back underground and the battle will reset. He is able to throw Shock | | balls at you from a distance, but it's a lot more manageable than the | | boss's other two moves. | |____________________________________________________________________________| ============================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ============================================================================== ----- THE SECRET ARMORY OF GENERAL KNOXX ----- ============================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ============================================================================== You will have access to DLC once you have purchased it as a standalone or if you own the Borderlands Game of the Year Edition. The regions in the three main DLC packs are completely separated from the main world (for the most part) and the only way to reach a DLC region is by Fast Travel (you can still use Fast Travel to get to these areas prior to completing the story mission "Powering the Fast Travel Network". The DLC packs accomodate your character's current level by properly adjusting enemy and equipment levels, so feel free to pick up and play at any point during the main quest (you must be at a minimum of Level 10). As a result, mission levels and rewards fluctuate completely based on your current level and there is no way to accurately gauge the amounts (although I believe the mission levels are in increments of five and the number closest to your current level is chosen). ______________________________________________________________________________ ============================================================================== [18] WALKTHROUGH [1800] ============================================================================== .============================================================================. | SCOOTER? BUT I DON'T EVEN KNOW HER. [1801] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Boost the Monster | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Find Scooter to learn more about the mysterious informant, Athena | | | | A mysterious ally has contacted you and is looking for your help. There is | | a price on your head and you'll need to deal with Atlas to get rid of it. | | The informant, Athena, has told you to find Scooter in T-Bone Junction. He | | knows where to find her. | |____________________________________________________________________________| Off to T-Bone Junction! In The Secret Armory of General Knoxx, the Atlas Corporation is still on the rise even after the death of Commandant Steele, and is now run by Steele's superior: General Knoxx. As soon as you boot up the DLC, you will receive a transmission from an enigmatic woman named Athena, giving you your first story mission. T-Bone Junction is sort of a rest stop between two long highways stretching through the Parched Fathoms, the main setting of the DLC. Exit the Travel & Customs Administration building and head towards Scooter's garage across the street. I guess he decided to move sometime between the main story and now. You may also notice a new vehicle type next to the parked Runners. You'll be given the chance to drive some new rides in this DLC. If you peer around you'll get a feel of the scenery for The Secret Armory of General Knoxx. The Parched Fathoms used to be a humongous body of water long ago, but erosion and other meteorological activities has reduced it to a barren desert. You will be seeing the same drab setting that you have become accustomed to in the main game. Sorry. Go inside the garage to meet Scooter. Always great seeing him again. - Find Scooter: Objective Complete - TURN IN! .============================================================================. | BOOST THE MONSTER [1802] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Greasemonkey | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Collect the necessary parts to complete the new vehicle | | | | Scooter has informed you that you won't be able to reach Moxxi unless you | | have a vehicle. Scooter has been working on a new set of wheels but needs | | you to grab the last few parts needed to finish the boost system. Search | | T-Bone Junction for the needed parts. | |____________________________________________________________________________| The three parts Scooter needs to complete his new vehicle model are scattered around T-Bone Junction. This mission allows you to properly walk around the area and see what it has to offer. After leaving the garage, turn to your right. There isn't much on west side of the junction aside from a New-U Pole and a bounty board. There is a side mission available already. Climb up onto the roof of the Shotz Bar to reach a [SILVER CHEST] on the roof of the adjacent building. The north and south ends of the junction give you access to the highway, but they are closed off for now. Head east towards the ramp and you'll be able to go around the bend and search the upper portion of T-Bone Junction. Before going up the slope, approach the New-U Pole and walk around the lower catwalks to find the [X-372 SUPERCHARGER]. If you fall off the edge (or anywhere in T-Bone Junction for that matter) and down to the Parched Fathoms, you will respawn back in a safe area but you will not have to pay a death fee. - Supercharger: Objective Complete If you jump across the pits and maneuver all the way to the other end of the catwalks, you can find a [RED CHEST]. .---------------------------. | Easter Egg: Lilith Shrine | '---------------------------' - The catwalks underneath T-Bone Junction has some interesting offers. If you hop across the broken catwalks and make it towards the Red Chest on the far end, you can also find another hidden gem. On the opposite end of the chest is a door with a red light on it, which usually indicates a locked or otherwise inaccessible door. There is a switch next to the Red Chest, and hitting it does not make any noise or turn it green. Despite this, walking around to the door reveals that the door is now unlocked. Inside is a weird shrine dedicated to Lilith, with her wanted poster hanging up and decorated with lavish signs and neon lights. The poster itself even has some, well, strange enhancements... Well if the profession of love wasn't weird enough, a midget jumps out of the fridge if you open it. This guy is called Meat Popsicle and attacks you with a frozen drumstick. It's safe to assume this creepy little bastard is the culprit behind the Lilith shrine, but you might want to keep the fridge closed if you decide to check this place out: Meat Popsicle is Level 61 and will put on a clinic if you aren't anywhere near that level. Return to the street and go up the ramp, then enter the circular parking lot next to another New-U Pole. Before you have any time to look around, a dropship violently crashes into the parking lot. .---------------. | BOSS: Vulcana |____________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Now that you are a wanted man, the Atlas Corporation will periodically | | send mercenaries to hunt you down. Vulcana's arrival is the first instance | | of that. Vulcana usually stands on the sidelines and lets the four Lance | | Assassins take a stab at you first. Lance Assassins duel-wield katanas and | | are incredibly nimble and elusive. They are essentially ninjas. However, | | Lance Assassins have pitifully low health and can be killed in one or two | | critical hits. | | | | Vulcana is taller than regular Lance Assassins and has more powerful armor | | than her underlings, except she is helmet-less. She has a number of melee | | attacks and will either kick you with her super stiletto boots or go for a | | slice and dice approach. The boss can also fire rockets at you. | | | | It's hard to get a clean shot off with the boss moving around as much as | | she does. It is more difficult to fight this battle with a Combat Rifle or | | Sniper Rifle, but you do have a good opportunity when Vulcana stops to | | fire a missile at you. If you prefer close-range combat with Shotguns, | | then you should be fine here. Aim for her head, deplete her shield, then | | don't let up. | |____________________________________________________________________________| The side mission "Wanted: Dead!" is automatically placed in your inventory after getting rid of Vulcana. Back to the search for car parts; the [NITROUS OXIDE TANK] is near a pile of old tires here in the parking lot. - Nitrous tank: Objective Complete If you exit the parking lot and follow the street, you will run into Marcus Kincaid's super store on the east end. It's a pretty nice looking store compared to his shop in New Haven, and it still contains a Weapon and Ammo Vendor. Also, check out the little talking dude on the front counter. Uhhh... Follow the road to the northwest side of T-Bone Junction. This portion is overlooking Scooter's garage and the rest of the junction. Here you'll find an elevator that takes you back down to the garage and Dr. Zed's Roadside Jumpstart Infirmary. You can strip an [EXHAUST PIPE] from a beat-up Runner next to the infirmary to receive the final car part. - Exhaust Pipe: Objective Complete - TURN IN! Look over the edge of the dock near the yellow bus and jump down into the hanging boat to find a [RED CHEST]. The only way to get back up is to jump down into the abyss, but this doesn't count as a death and you won't have to pay a fee. Either ride the elevator or parkour your way back to Scooter's garage and hand in the mission. .============================================================================. | GREASEMONKEY [1803] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - You've Got Moxxi: Roadblock | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Install the parts to complete the new vehicle | | | | The Crimson Lance has injured Scooter's hand to he is unable to install | | the new parts on the vehicle. He has asked you to help by installing them. | |____________________________________________________________________________| While you were gone, one of the Crimson Lance femme fatales did a number on Scooter's hand and he is unable to tinker with the vehicle. Even though you have no experience putting cars together, you can handle it. Walk over to the large vehicle prototype in the garage and start with the front of the car. - Install supercharger: Objective Complete Now press X next to the glowing green outline of the nitrous tank. - Install nitrous: Objective Complete Next, install the exhaust. - Install exhaust: Objective Complete Now hit the blinking green switch next to the vehicle to upload the specs: a scanner analyzes the new vehicle and uploads it to the Catch-A-Ride Station. Now you have the option of spawning a Monster at any Catch-A-Ride Station. - Upload specs: Objective Complete - TURN IN! .============================================================================. | YOU'VE GOT MOXXI: ROADBLOCK [1804] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - You've Got Moxxi: Moxxi's Red | | Rewards: | Light | | - XP | | |-------------------------------------+--------------------------------------| | - Clear the Crimson Lance Roadblock | | | | Now that you've got some wheels, head out to Moxxi's and find the | | informant who can help you deal with Atlas. The Crimson Lance has set up | | checkpoints along the highway to control travel in the region. You need to | | open the road in order to be able to reach Moxxi and find Athena. | |____________________________________________________________________________| Atlas and the Crimson Lance has a stranglehold over the main highways in the Parched Fathoms, so in order to reach Moxxi and find out more info about Athena you must destroy their roadblocks. Use the Catch-A-Ride Station inside of Scooter's garage to spawn a Monster. Unlike the Runner, there is only one type of Monster: it is slower and bulkier than the Runner and has machine guns mounted up front and a rocket launcher turret. It's essentially a beefed up Rocket Launcher Runner. The force fields keeping you inside the T-Bone Junction are down, allowing you to drive south towards the Crimson Tollway. The Crimson Tollway is a long, winding highway with a large roadblock in the center. And just because it's a narrow road does not mean you won't find any resistance: there are conical stations that deploy Lance Probes and Crimson Lance vehicles that patrol the roads. You should know that any Crimson Lancers driving around will only attack when provoked. Sometimes it is best to leave them alone. Every so often you will come across a garage on the side of the road with a New-U Pole and Catch-A-Ride Station in case you ever get stranded. You encounter one of the Lance Probe stations right away. One thing different about the Monster is that the rocket launcher turret fires a group of homing rockets that lock onto a target and destroy them. You should have little trouble bringing down the Lance Probes. Up ahead at the gap in the road, make sure to boost across the ramp. When you come to the next garage, keep your distance and begin backing up when the two Gatling Turrets spot you. There is also likely a Crimson Lancer rolling around. A Lancer is a tank-like vehicle even bigger and sturdier than the Monster and can shoot electrical pulse blasts. Make sure to take down the Crimson Lancer first as you drive backwards. You may have to abandon your car if things get too heated. As for the Gatling Turrets, you can stay at a safe distance and fire homing missiles in their direction. Continue past where the pair of Gatling Turrets were, then park your Monster near the yellow school bus and crack open the [RED CHEST] on top of it. The Crimson Lance roadblock is just around the corner. In addition to the three main Crimson Lance types you have experienced (Lance Infantry, Engineers, and Defenders), this DLC introduces a bunch more. Lance Combat Medics act as the team healer - the Scorpio Turrets they deploy heal other Crimson Lance nearby, so you will want to keep an eye out for the pearly white armor of Combat Medics. Lance Rocketeers are easy to spot because they fly through the air using a jetpack and attack with rockets. And you have already seen the catlike Lance Assassins. You also have three elemental types: Shock Troopers, Chemical Troopers, and Pyros; each one wears armor with their elemental color to easily separate them from their peers, and they all attack with their specific element and wear shields that are resistant to the same element type (for example: Chemical Troopers are donned in green armor, use Corrosive attacks, and have Corrosive-resistant shields). Park your vehicle at the roadblock; the stairs on the left don't lead anywhere important, so take the stairs on the right side of the road. A few Crimson Lance arrive via a trapdoor, so eliminate them and remember to not leave any Energy Core left unattended. Go across the bridge towards the south side of the roadblock and continue fighting baddies. The majority of the enemies here appear to be Shock Troopers. Stay on the upper walkway and take down any Crimson Lance that emerges from the red force field spawn points. There are more guys below that you can hit by reaching over the balcony. Continue forward to reach the southwest end of the roadblock, killing anyone that gets in your way. Watch out for any Badass enemy that appears (they are commonly one of the three elemental troopers). Open the [RED CHEST] near the bridge and walk across into the office. You can spot four wanted posters of the four Vault Hunters hanging on a bulletin board. They're all pretty funny to read, but I like that Brick has the largest bounty on his head. Fiddle with the computer terminal to lower the force field and disable the roadblock. - Clear Roadblock: Objective Complete - TURN IN! Exit the office and head opposite the way you came to reach a dead end with a [CRIMSON LANCE CHEST] in the corner. Crimson Lance Chests are silver and red and are much larger than Red Chests, which means that they contain more equipment and generally hold more valuable stuff than Red and Silver Chests. It is truly a gift to stumble upon one of these. Jump down onto the highway and enter your Monster. You can turn in the mission by driving past the roadblock. .============================================================================. | YOU'VE GOT MOXXI: MOXXI'S RED LIGHT [1805] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Prison Break: Road Warrior | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Meet with Moxxi to find the informant | | | | With the roadblock taken care of your route is clear. It's time to head | | out to Moxxi's Red Light to find the mysterious informant who can help you | | deal with Atlas and the Crimson Lance. | |____________________________________________________________________________| An ECHO transmission from General Knoxx chimes in after passing the roadblock. You are treated to the strange mixture of lackadaisical, cynical, and sadistic attitude that makes him a fan favorite. The remainder of the highway contains a lot more Lance Probes and Crimson Lancers, but you can boost past all of them without any trouble. Enter the Deep Fathoms at the transition gate. Continue across the highway until it splits, then take the exit ramp to reach the ground. As I mentioned before, the region spanning several areas in this DLC is basically a giant desert, so expect to see plenty of sand and rocks. The Deep Fathoms is no different. This is primarily bandit territory, and you will also run into modded Monsters called Cheta Paws. How did the bandits mod and secure them already? They've been on the market for like an hour... There are a few neat places to explore, but leave it for later and focus on finding Moxxi. Moxxi's Red Light is on the far end of the highway, but the road is split in two so you must go down to the desert and take the long way. Watch out for the giant red mines half buried in the sand. Lance Mines will detonate if you bump into one, and the explosion can pretty much wreck your vehicle in one hit. Cut through the desert and loop around to the bandit camp on the southeast corner. The bandits here are all standard, but their names are different than what you are used to. Bandit Thugs are called Outlaws, Bandit Raiders are now called Desperados, and Bandit Killers has been shortened to just Killers. So rush into the camp with your vehicle and annihilate the Outlaws, Desperados, Killers, and Bruisers. Drive up the entrance ramp to the other side of the highway, then get out and walk past the barricades. There are some more bandits and another surprise near the entrance to the bar, so get out your big guns. .------------. | BOSS: Hera |_______________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | If you look into the sky as you get closer to Moxxi's Red Light, you can | | actually make out the dropship as it careens into the highway. Several | | Lance Assassins appear and begin attacking. Again, they are very fast but | | also incredibly weak. You can melee one as she gets close to you to stun | | her, then finish the job. There are about five or six in total. | | | | Next, direct your attention to Hera. Unlike Vulcana, she wears a helmet so | | you won't deal quite as much damage with headshots. The boss rarely uses | | long-range attacks such as missiles, so this battle resembles one against | | a regular Lance Assassin. Also remember that Crimson Lance enemies drop | | Energy Cores if you picked up the "Core Collector" sidequest, so the cores | | dropped by the Lance Assassins should help against Hera. | |____________________________________________________________________________| Collect the loot left behind by Hera's squad and open the [SILVER CHEST] on one of the buildings. Walk up to the front door of Moxxi's Red Light and hit the switch. I like how Moxxi uses the same tone and dialogue regardless if you are playing as a male or female. - Meet Moxxi: Objective Complete - TURN IN! How in the hell is Moxxi Scooter's mother? She looks younger than him! Once inside the bar, Moxxi informs you that Athena (the informant) has been taken away by someone named Mr. Shank. Talk to her to hand in the mission. .============================================================================. | PRISON BREAK: ROAD WARRIOR [1806] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Prison Break: Over the Wall | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Clear the roadblocks between you and Lockdown Palace | | | | You need to infiltrate Lockdown Palace, an old prison that is now a town | | run by the former inmates. Their leader, Mr. Shank, has kidnapped Athena | | with plans to turn her in to the Crimson Lance for the substantial reward | | money. You need to infiltrate the prison and rescue her. The highway has | | Crimson Lance roadblocks that need to be removed. | |____________________________________________________________________________| Since you cannot Fast Travel between DLC-specific areas, you must hike all the way back to the T-Bone Junction. By now, all the enemies have respawned as well. At least now you can use a Racer, which is a lot faster than the Monster and will make the trip slightly more bearable. The Racer is a tricked-out Runner with ultra boosts, so it's a lot faster than anything you have driven. From the T-Bone Junction, drive north and into the Ridgeway. The Ridgeway is just like the Crimson Tollway: it is merely a highway connecting two major areas together. There are many Crimson Lancers and Lance Probes along the way. This time you have a choice: either fight your way through and gain XP with the Monster or fly under the radar and stay undetected with the Racer. At the south roadblock, dismount and climb the stairs. Grab the stuff inside the [SILVER CHEST] and take down the first group of Crimson Lance. Go up the stairs to find a [RED CHEST], then go back down and cross the bridge to the west side. Prepare to fight a number of Crimson Lance and probably a Badass as well. Most of them seem to be Crimson Lance Pyros. Pop open another [SILVER CHEST] and continue forward. .---------------. | BOSS: Minerva |____________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Just like before, a group of Lance Assassins will attack before the Omega | | Assassin appears. Defeat the enemies to trigger Minerva's arrival. Minerva | | looks more like Vulcana than Hera, since she does not wear a helmet. She | | also has bright yellow armor and therefore easy to spot among the gray and | | red scenery. | | | | The boss attacks by using regular melee attacks seen in the other two boss | | fights against the Omega Assassins. She has no long-range attacks and only | | uses kicks and sword slashes. The problem with this fight is that Minerva | | can propel you into the air with her kicks, which can potentially lead to | | you getting knocked off the map and dying. Try to stand in one of the | | staircases to prevent getting kicked around. | |____________________________________________________________________________| Cross the bridge ahead and disable the roadblock from inside the office. - Removed South roadblock: Objective Complete Make sure to collect the [CRIMSON LANCE CHEST] on the other side of the office before dropping down onto the highway. Continue ahead and drive over the ramp near the two Gatling Turrets, then blast 'em from afar (there is also a [SILVER CHEST] next to the two ramps). When you reach the row of storage containers, get out and continue on foot. This isn't the north roadblock, even though technically it is a roadblock. Begin shooting at the Crimson Lance ahead and continue until you reach a dead end. If you look over the left side of the highway, you can find a path leading down to a walkway underneath the road. Down here you'll fight a couple waves of Lance Rocketeers. Walk up the stairs to get back onto the highway. Take down a band of various Crimson Lance and enter the tunnel on foot. There's a [SILVER CHEST] on your right as you go inside. You'll also run into a Devastator, a huge Crimson Lance mech that attack using their huge shotgun cannon arms. Shoot at the guy piloting the mech inside the faceplate for critical hits. Exit the tunnel and continue mowing through Crimson Lance until you reach a Catch-A-Ride garage. Hop in a vehicle and ride to the north roadblock, which is similar to the other roadblocks in terms of structure. There seem to be more Chemical Troopers here than any other roadblock, so take it for what it's worth. There are [2 RED CHESTS] at the west end near the office. The computer switch activating the force field is inside the office. - Removed North roadblock: Objective Complete - TURN IN! Unfortunately, there is no Crimson Lance Chest opposite from the office; only a [SILVER CHEST]. Enter your vehicle and drive through the north roadblock. .============================================================================. | PRISON BREAK: OVER THE WALL [1807] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Prison Break: Try Not To Get | | Rewards: | Shanked | | - XP | | |-------------------------------------+--------------------------------------| | - Find a way into Lockdown Palace | | | | It is now time to put your stunt driving skills to the test. Moxxi has | | instructed you to find an outcropping near the prison that is your ticket | | in. From there, the route into the prison should become apparent. | |____________________________________________________________________________| The stretch of highway past the north roadblock leads to the Sunken Sea. The Sunken Sea is massive; it probably rivals the Dahl Headlands in terms of open space and general size. It's so big that you really should never be without a vehicle. There are many hazards in the Sunken Sea. There are several bandit outposts around the region, including a place called Midgetville: a cliffside town in the east side of the map that exclusively houses midget enemies. On the flats, you can find Cheta Paws driving around as well as massive Drifters. These titanic foes look like oversized daddy long legs and are incredibly powerful. They spit Corrosive goo at you and can create an stomping slam attack. Drifters can easily annihilate you, whether you're in a car or not. Most of the time you will be staying on the ground, but you can also drive up one of the many ramps to reach the highway system above you. It helps to get a good vantage point when attacking Drifters and is also home to some goodies. If you boost up onto the broken highway near the southwest corner and drive to the end, you can find a [RED CHEST] teetering on a sliver of concrete. There is a lake on the east side of the map, just south of Midgetville. If you go inside the cabin here below the Hyperion billboard, you can find a friendly midget that offers a couple sidequests. If you drive up the entrance ramp and jump onto the walkway attached to the billboard, you can find a [RED CHEST]. If you check out the southeast nook, you'll stumble upon another bandit camp. This one contains mainly Psychos, but if you clear the place out you will be treated to [2 RED CHESTS] and a [SILVER CHEST]. Drive to the northwest side of the Sunken Sea to discover Lockdown Palace. It used to be on an island, but now that there is no water left the prison sits high atop a spire. You will have to infiltrate it from above. Look around the area surrounding Lockdown Palace. There is a small metal ramp west of the island, and the ramp leads you through a circular hole in the mountain. The only way to get through to Lockdown Palace is with a Racer. Back up and begin boosting towards the ramp; too much boost is problematic, so it will take a few tries to get it in the hole. - Outcropping found: Objective Complete You emerge from the hole onto a road. Follow the winding road up to a highway and drive off onto the top of the mountain, which apparently is where Moxxi's first husband lived. Stay inside your car and line up with the huge ramp, then boost up and over the prison walls. You will need a lot of air to clear the gap, so it may take several tries. Don't get discouraged! - Prison entered: Objective Complete - TURN IN! Since you have your Racer in the prison yard, run over all the enemies. Inspect the ECHO device to relay back to Moxxi and open the door to Lockdown Palace. .============================================================================. | PRISON BREAK: TRY NOT TO GET SHANKED [1808] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Rendezvous | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Kill Mr. Shank and rescue Athena | | | | Now that you are inside, you need to find Mr. Shank, the so-called warden | | of Lockdown Palace. He has a Personal Teleporter Device that belongs to | | Athena. You need to recover the PTD from him in order to rescue her. If | | you can get the device from him, all you'll have to do is find Athena. | |____________________________________________________________________________| Use the two vendors at the entrance before continuing to the main gate. It'll open, revealing the interior of Lockdown Palace. Here's where you will fight the first batch of prisoners. Prisoners are essentially bandits with different character models: Punks are just like Bandit Thugs/Outlaws, Bangers are exactly like Psychos, and Badass Thugs are Bruisers. Before you move on, open the set of lockers near the main entrance to the prison; Truxican Wrestler should leap out. This is the third Loot Midget, so kill him and reap the rewards. Defeat the enemies ahead and hang a left. Wipe everyone out and clear out the lootable objects. Mr. Shank will phone in as you head into the tunnel; what an interesting bunch of prisoners they've got here... You'll encounter some Enforcers down here in the cavern; they may have the same appearance as a Psycho, but they always wield guns and are more like Bandit Raiders/Desperados. Follow the path until it veers to the right. In front of you, prisoners will crawl from the side of the cliff and begin attacking. Defeat the enemies, then turn to the left instead and hop over the box to find a [RED CHEST]. Now continue north and up the stairs. You'll receive another transmission from Mr. Shank. Go west into the bay and go south to spot another [RED CHEST] behind a pile of boxes... except Mini Steve is inside. Now head north and take care of the prisoners ahead (you can find another [RED CHEST] out in plain sight). Once the coast is clear, talk to the imprisoned Claptrap to get another sidequest, then leave the bay. In the next chamber, you'll fight a large mob of prisoners, including several Badass Thugs that slowly emerge from the door in the back. Sorry Jerome! Head towards the Ammo and Med Vendor, then enter the holding cell area. You won't find Athena here, but there are a lot of baddies inside. Check the fridges around this general area because sometimes Meat Popsicle will appear. This is an easier option since Meat Popsicle here isn't Level 61, so it is a good way to gain the Achievement without having to kill the one at T-Bone Junction. Proceed through the corridor and eventually you'll tumble down a hole into the showers. .-----------------. | BOSS: Mr. Shank |__________________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | You can expect what type of fight you'll have on your hands just by the | | boss's name alone. Mr. Shank is all about melee attacks: he is practically | | always hovering over you while stabbing you with his handmade shiv. Since | | Mr. Shank is almost always up in your grill, it is very hard to try and | | separate the two of you. Even when you do manage to catch a breather, the | | boss retaliates by throwing daggers at you. | | | | Mr. Shank seems to be resistant to all elements, making this fight even | | tougher. He has an incredibly large shield, and the majority of the fight | | will consist of you trying to drain it (though Shock attacks help, like | | always). | | | | After a little bit, the boss will begin using Athena's Personal Teleporter | | Device to warp around the square room. The showers are small enough that | | he doesn't get very far away, but it can still get disorienting at times. | | Look for the red pillar of light to determine where Mr. Shank will appear | | next. Most Action Skills are useful in this battle to either create some | | distance between you and the boss or help track him down. | | | | A close-range fight of this nature can make things difficult for players | | who prefer the comfort of Sniper Rifles and other safe alternatives. But | | that's why you bring a gun to a knife fight. | |____________________________________________________________________________| - Kill Mr. Shank: Objective Complete Grab all the loot left behind, including the [CRIMSON LANCE PERSONAL TELEPORTER]. - Acquire teleporter: Objective Complete Now all you have to do is track down Athena. Open the green door to exit the showers, then follow the passage to the main hall. There is an entire fleet of prisoners in the main hall, mainly Enforcers, so utilize cover and healing items. There is an elevator in the northwest corner that raises you to the second floor. A lot of prisoners will appear out of the dark holding cells, so keep your head on a swivel. Fight your way to the little dining area at the south end. Nearby is a [SILVER CHEST] for the taking, and inside is a staircase leading up to the third floor. Slay a few more enemies and run to the other end. Open the [CRIMSON LANCE CHEST], then the door to find Athena. - Find Athena: Objective Complete - TURN IN! Hand over the PTD, then watch as Athena teleports out of her cell. To turn in the mission, simply leave the room. .============================================================================. | RENDEZVOUS [1809] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Code Breaker: Analysis | | Rewards: | | | - XP, Eridian Weapon | | |-------------------------------------+--------------------------------------| | - Meet Athena in T-Bone Junction | | | | Athena is free. She has asked you to rendezvous with her at Scooter's | | garage in T-Bone Junction. | |____________________________________________________________________________| There are easier alternatives, but I still suggest hiking back to T-Bone Junction on foot (in a vehicle). You first order of business is getting out of Lockdown Palace. Back at the showers, the other door should be unlocked. Head through the laundry room and ride the elevator to the two vendors. .------------. | BOSS: Chaz |_______________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Chaz, Mr. Shank's assumed lover, has received word of his death and is out | | for revenge. You will encounter Chaz in the room with the two vendors, and | | he is joined by a large group of prisoners; usually Punks and one or two | | Badass Thugs. Their presences makes this boss fight much harder than it | | needs to be, so wipe out the lesser prisoners first. | | | | There isn't a lot of wiggle room here, and there are only a few boxes you | | can crouch behind. Not the best boss arena. Use your Action Skill at the | | start of the fight to help get rid of the prisoners while you take cover. | | Chaz has a shield and a nice amount of HP (though his shield is much, much | | weaker than Mr. Shank's), and wields a Bone Shredder, the same gun used in | | the Bone Head boss fight wayyyy back. In the end, Chaz is just a slightly | | beefed-up prisoner; just another slightly problematic hurdle. | |____________________________________________________________________________| Pick up the [BONE SHREDDER] and resume your escape. This won't be a walk in the park, as there are a lot more prisoners waiting for you in the earlier rooms. A garage door opens in the bay (near the Red Chest with Mini Steve inside), revealing another - you guessed it - [RED CHEST]. Leave Lockdown Palace, hop in a vehicle, and boost off the ramp. Return to the Ridgeway and happily drive through. Yeah, the barricades have been removed so you can drive all the way through the highway. Along the way, you will pick up several transmissions from Athena. Turns out that Atlas is using an armory - a Secret Armory perhaps - in order to gain the upper hand on their enemies. - Return to T-Bone Junction: Objective Complete Now step inside Scooter's garage and talk to Athena for all the details. - Meet with Athena: Objective Complete - TURN IN! .============================================================================. | CODE BREAKER: ANALYSIS [1810] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Code Breaker: Time is Bullets | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Search the Atlas facility for information on the most recent code | | | | Athena's plan is to blow up the giant armory that Atlas is amassing in the | | Deep Fathoms. She believes that its destruction could alter Atlas's plans | | for Pandora and convince them to leave the planet alone. Your mission is | | to acquire the secret access code to the armory. | |____________________________________________________________________________| The secret access code is stored in one of the roadblocks at the Ridgeway. If you don't mind making a few pit stops, this is a good time to also complete the "This Bitch is Payback" sidequest. Ride through the Ridgeway and continue where the barricades used to be. Get out of your vehicle near the waypoint and descend the stairs underneath the highway. You should stumble upon some info down here on the catwalks. - Find info: Objective Complete - TURN IN! Inspect the ECHO Recorder to turn in the mission and listen to an awesome exchange between Crimson Lance soldiers. .============================================================================. | CODE BREAKER: TIME IS BULLETS [1811] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Athena Set Up Us the Bomb | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Find the World's Largest Bullet and obtain the code | | | | One of the Crimson Lance soldiers thinks he lost the access code at the | | "World's Largest Bullet". If you can get there first, you may be able to | | find it before he does. | |____________________________________________________________________________| The access code has apparently been abandoned at the World's Largest Bullet, a tourist attraction located in the Sunken Sea. Once in the area, drive to the western end and you should be able to spot the bullet from a considerable distance: it really is the World's Largest Bullet! Park at the entrance and proceed through the gate. There are only regular bandits lurking inside the area, so I guess you beat the Crimson Lance in this little race. After wiping everyone out, walk over to the booth near the two vendors and inspect the ECHO Recorder. - Find code: Objective Complete - TURN IN! Feel free to check out the rest of the World's Largest Bullet. There is an Ammo and Weapons Vendor as well as a [SILVER CHEST]. There is a donation box near the booth that accepts money. If you have at least 8 million dollars, hit X next to the donation box: donating $8,000,000 unlocks the "Sucker Born Every Minute" Achievement. .============================================================================. | ATHENA SET UP US THE BOMB [1812] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Bridging the Gap | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Get the detonator from the Athena | | | | You have the access code to the armory. You now need to meet with Athena | | to see if she's built the detonator that will activate the bombs in the | | weapons depot. | |____________________________________________________________________________| All you have to do is return to T-Bone Junction and obtain the detonator from Athena. Again, you can either drive/walk back, or you can exit the game and reboot to automatically spawn in T-Bone Junction. Doesn't matter to me; as long as you get there. Pick up the [DETONATOR] when in Scooter's garage. - Detonator acquired: Objective Complete - TURN IN! .============================================================================. | BRIDGING THE GAP [1813] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Armory Assault | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Activate the energy bridge to reach the armory | | | | You have the code to the armory and the detonator to ensure its | | destruction. Unfortunately the armory is on the far side of a crevasse. | | You need to activate the energy bridge that the Crimson Lance has built to | | get across. | |____________________________________________________________________________| Now would be a good time to complete any sidequests left in the Ridgeway or the Sunken Sea, because this is the last you'll be seeing of those two areas for a while. Proceed to the Deep Fathoms via the Crimson Tollway. Drive your car to the southwest corner of the map and get out. Near the New-U Pole is a tiny patch of land you can shimmy onto, which takes you to a building. Climb on top of it and then walk across the bridge to the other side of the gorge. A Badass Rocketeer will fly up from underneath you; take him out and inspect the panel on the other side. - Activate bridge: Objective Complete - TURN IN! You should be able to turn in the mission here once you activate the bridge. .============================================================================. | ARMORY ASSAULT [1814] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Loot Larceny | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Enter the destroy the Atlas armory | | | | You have the code to get into the weapons depot. The code is Blue, Yellow, | | Cyan, Orange. BYCO, remember? Once inside the depot you need to expose the | | munitions to ensure their destruction. Be careful, don't expect Knoxx to | | take this lying down though. | |____________________________________________________________________________| You should definitely complete all active sidequests not involving Road's End before you start the mission (including the bounty board mission "Drifter Lifter" and Moxxi's "Stain Remover"), because once you complete this and enter Road's End, you won't want to turn back. Stop by Moxxi's Red Light to receive some new sidequests. Ride over to the Catch-A-Ride Station near the bandit encampment. Now that the bridge is activated, you can ride across the gorge and enter Road's End. Drive your vehicle through the gateway and run over the Crimson Lance; don't worry about the highway on the west end - you won't be going there for a long, long time. Get out of your vehicle, as the invisible wall permits your car from entering, then walk across the bridge to Road's End. You don't actually have to stick around in Road's End for this mission, but it is a good idea to explore the area and complete the necessary sidequests before moving on. .---------------. | BOSS: Ceresia |____________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Ceresia will arrive in her dropship after taking no more than five steps | | into Road's End. First you will want to take down the three or four Lance | | Assassins that exit out of the dropship. You've been down this road many | | times, so you should know how to handle 'em. | | | | The boss wears a large helmet along with her blue armor and wields a small | | rocket launcher similar to Vulcana. Ceresia most resembles Vulcana in that | | she mainly shoots missiles at you rather than using melee attacks. You | | have a ton of room to fight her so you should try to distance yourself | | from Ceresia to get the most out of this boss battle. | |____________________________________________________________________________| After that, feel free to do whatever you want in Road's End. Once you are ready, proceed to the desert and look for an entrance ramp near the southwest side to get up onto the elevated highway. From here, you can follow it south until you reach a barricade. Climb the stairs on the right for it to take you to a [RED CHEST], then jump down and follow the highway south. .---------------. | BOSS: Helicon |____________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Before you can go much farther, you are stopped by a small band of Lance | | Assassins. Yep, you know what's coming next. At least this is the final | | encounter between you an the Omega Assassins. Defeat them, then face off | | against Helicon. | | | | Helicon wears a helmet just like the previous Omega member and dons green | | armor. She uses projectile attacks, but unlike Vulcana and Ceresia, this | | chick hurls a cluster of shurikens at you. Avoid the ninja throwing stars, | | then retaliate. | | | | Helicon spends most of the time pulling off cartwheels and other acrobatic | | moves, making it hard to target her head. You are better off not even | | trying and aim anywhere on her body. This is no different than all the | | other Omega Assassin fights, but Helicon does have the most health out of | | the group. | |____________________________________________________________________________| Defeat the group of Crimson Lance and the Devastator past Helicon's dropship and exit the highway onto the cliffside path to the left. This is kinda the final challenge before reaching the Crimson Armory, so naturally the Crimson Lance is sending everything it's got in order to keep you out. There is an overabundance of enemies here, especially Badass enemies. There is a [CRIMSON LANCE CHEST] near the first portion of the walkway. Open the [CRIMSON LANCE CHEST] around the corner, only to have Crimson Shorty jump out. This should be your final Loot Midget if you have been following all the sidequest along with the story missions, meaning that you will obtain the "Sneaky Little Buggers" Achievement. Continue the rest of the way to the Crimson Armory. The main entrance seems to be unfinished, but waltz through the cave and down into the tunnel. Take either elevator up to the front yard, where you will finally meet face-to-face with General Knoxx. .---------------------. | BOSS: General Knoxx |______________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Being the final boss of this DLC, General Knoxx can be very imposing. He | | resembles a Devastator, although bigger and more powerful. Knoxx himself | | only uses two attacks throughout the whole fight. He can rocket into the | | air and then stomp down to create a miniature earthquake; the attack is | | also used in order to fly over to you if you are too far away. The boss | | also fires electrical blasts from his two rail gun arms. Since they are | | Shock-based, they can destroy your shield in a hurry. | | | | Knoxx isn't very fast, and the front entrance to the armory is gigantic. | | You shouldn't have any trouble running and hiding from Knoxx if you need | | to restore health or reload. The main issue with this boss battle is that | | General Knoxx is almost never alone. | | | | The first wave of enemies include two Devastators. They appear around a | | minute after the boss starts. They'll just get on your nerves, so you will | | want to kill them as soon as they show up. After them, Lance Combat Medics | | will begin to show up, two at a time. They are huge nuisances because they | | can use their Scorpio Turrets to heal themselves and Knoxx. | | | | Pay attention to your radar for when extra red blips appear and go after | | the Lance Combat Medics. There is no need to make this boss fight any | | longer than it needs to be, and two Scorpio Turrets can completely refill | | Knoxx's HP bar. | | | | General Knoxx is resistant to all elemental types, but that should not | | hinder your efforts. Always shoot at the boss's head, because he will | | flinch after nearly every critical hit. Rapid-fire weapons such as Combat | | Rifles or SMGs work great because you can repeatedly hit his noggin and | | keep stunning him over and over again. | |____________________________________________________________________________| Once General Knoxx falls, make sure to grab his gun, [KNOXX'S GOLD], along with the other loot. If you want to create chaos with explosions, then this is the gun for you. Proceed through the open gate on the west side of the arena to reach the armory entrance. You must put in the access code to open the door. Remember: Blue, Yellow, Cyan, Orange. There are four switches, and pressing X will each change their color. Arrange the switches in the correct order to crack the code. - Enter code: Objective Complete Inside, sprint down the corridor to the elevator. You have to expose the munitions before you set the place to blow, and you can do so by fiddling with the computer in the elevator. - Expose munitions: Objective Complete - TURN IN! .============================================================================. | LOOT LARCENY [1815] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - N/A | | Rewards: | | | - XP, Athena's Wisdom | | |-------------------------------------+--------------------------------------| | - Steal weapons from Atlas | | | | Time is short. The armory is going to blow in a few minutes. Grab as much | | gear as you can! | |____________________________________________________________________________| You detonate the bomb and the countdown begins as soon as you accept this mission. - Start countdown: Objective Complete Now all you have to do in order to comply with the quest guidelines is to ride the elevator. Technically you don't have to steal a single piece of equipment. - Steal loot: Objective Complete But where's the fun in that? This is an armory, after all! The place is brimming with Silver Chests, Red Chests, and Crimson Lance Chests. It is impossible to collect them all, so you will have to limit what you can get in the allotted time. The timer is displayed on many screens throughout the armory, plus Athena will chime in every so often. The most important thing you need to know about this bonus mission is that you can not die. Don't worry about trying to find an escape route before the bomb goes off. When the bomb counts down to zero, a cutscene will begin and the main story mode ends. So utilize every second you have got and collect as much rare loot. What you will want to do is open every chest in a vicinity, then do a lap and actually collect the contents while they are all opening. Generally you have two goals here: either collect as much crap as you can to sell, or try to find rare weapons. If you're looking for rare guns to use, only collect Blue, Purple, and Orange weapons to ensure you get the best quality stuff. You don't have time to look at the gun type or name; just go by color. If you just want to load up your inventory with potential cash, you may want to empty your inventory at the start of the mission so you have enough room for the good stuff. Just grab everything you can get your hands on and don't worry about reading the equipment name. Good luck and have fun! - Boom!: Objective Complete - TURN IN! You will appear back at the Crimson Armory entrance. The armory is shut down, so you cannot get back inside the building. Return to T-Bone Junction and turn in all your missions, including this one. Athena gives you [ATHENA'S WISDOM], a slick Repeater Pistol with Shock powers. This DLC is far from over - nearly half of the DLC's sidequests only become available after this mission, so you still have a lot of work to do! ______________________________________________________________________________ ============================================================================== [19] SIDE MISSIONS [1900] ============================================================================== .============================================================================. | BIG CRIMSON BROTHER IS WATCHING | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Scooter? But I Don't Even Know | | Rewards: | Her. | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Eliminate Crimson Lance Security Cameras | | | | Helena Pierce here. The Crimson Lance have installed security cameras to | | spy on the local population at T-Bone Junction. This is in direct | | violation of Atlas's charter on Pandora. Please destroy the cameras to | | ensure the privacy of the citizens. | |____________________________________________________________________________| Haven't heard from Helena Pierce in a while. General Knoxx seems to be a lot more intense and strict than Commandant Steele, issuing Crimson Lance Security Cameras around T-Bone Junction to keep a watchful eye on its denizens. They are red and silver and sort of look like tiny rocket ships. The first one is near the bounty board on the far west end. The Lance Probes will launch into the air and begin shooting as soon as you open fire, but it should not take any more than three seconds to destroy it. The second Lance Probe is on the roof of Scooter's garage. There is a set of stairs on the side of the building that brings you to the rooftop. Next up, proceed to the east end near Marcus' shop. The camera is on the side of the road. The next security camera is stationed on the northwest end of T-Bone Junction, past the infirmary. To access the fifth and final Lance Probe, return to the catwalks underneath T-Bone Junction. - Drones Destroyed: 5/5 - TURN IN! .============================================================================. | CORE COLLECTION | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Boost the Monster | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Collect Lance energy cores for Marcus | | | | Hello! With the Crimson Lance in the area there is a great opportunity for | | us. Their armor has these special energy cores inside them. A top secret | | piece of Atlas technology. Torgue, Maliwan, and Hyperion are always on the | | lookout for them. If you bring some to me there is a lot of dough in it | | for you. | |____________________________________________________________________________| You'll want to pick up this mission as soon as it becomes available, because it is the same type of jobs as the "Brains" side mission chain in the Zombie Island of Dr. Ned DLC. Crimson Lance enemies drop three types of Energy Cores: Power Cores (red), Speed Cores (yellow), and Shock Cores (blue). Crimson Lance enemies will only begin dropping these once you receive this mission. What's neat about Energy Cores is that you benefit from picking them up, as each one gives you temporary ability boosts. Power Cores increase your attack strength, Speed Cores make you move faster, and Shock Cores instantly charge your shield and release blasts of electricity. This mission should be easier and nowhere near as tedious as the "Brains" missions because the items in question actually help you in battle. You must collect 50 Power Cores, 25 Speed Cores, and 100 Shock Cores. Once you do that, return to Marcus and cash 'em in. - Power cores: 50/50 - Speed cores: 25/25 - Shock cores: 100/100 - TURN IN! .============================================================================. | WANTED: DEAD! | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Boost the Monster | | Rewards: | | | - XP, Class Mod | | |-------------------------------------+--------------------------------------| | - Survive the Omega ambushes by killing their leaders | | | | Atlas has a huge price on your head and has ordered their most elite | | units, the Omega Assassins, to find and kill you. Athena has warned you | | that there will be four more teams. You don't know where or when they'll | | strike, but you know they're coming. Survive. | |____________________________________________________________________________| You automatically get this side mission after defeating the first Omega Assassin, Vulcana, and her team during "Boost the Monster". The four remaining mercenaries appear during specific story missions, so there is no way to skip out or miss one of them; as long as you follow the main story, you should eventually complete this sidequest. Check the main walkthrough if you are looking for specific boss strategies on these gals. Hera is found in Deep Fathoms, during the mission "You've Got Moxxi: Moxxi's Red Light". Follow the spiral ramp leading up to the Underdome, then start walking on foot. The dropship should land in front of the building and the battle will commence. - Survive Hera's squad: Objective Complete Minerva is the third member of the Omega Assassins and the second one required to kill for this sidequest. You will find her in the Ridgeway, during the story mission "Prison Break: Road Warrior". The duel will take place during your attempt to disable the south roadblock. - Survive Minerva's squad: Objective Complete Ceresia is the fourth Omega Assassin member, and is encountered during the story mission "Armory Assault". Ceresia initiates the battle the second you step foot into Road's End. - Survive Ceresia's squad: Objective Complete Helicon is the fifth and final Omega Assassin, and she is also the strongest. The battle against Helicon also occurs during "Armory Assault" and takes place in Road's End, at the very end of the map when you are on the highway leading to the Crimson Armory. - Survive Helicon's squad: Objective Complete - TURN IN! In order to turn this mission in, you must make a trip to the Crimson Tollway. Stop at the roadblock and make your way into the office, where inspecting the bulletin board with the four Vault Hunters wanted posters will turn it in. In addition, a note signed by the four characters is placed on the board. .============================================================================. | OMG APC | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Prison Break: Road Warrior | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Find a Lancer Digistruct Module | | | | Have you seen those Lancer APCs them d-bags are driving around! I need to | | get me one! If you can find me a Lancer Digistruct Module, I can upload it | | into the Catch-A-Ride! system. How'd you like to get yer hands on one-a | | them? | |____________________________________________________________________________| Talk to Scooter back at T-Bone Junction to receive this sidequest. Your journey takes you to the Ridgeway, and the Lancer Digistruct Module is specifically located in the part of the highway where you are on foot. The [LANCER DIGISTRUCT MODULE] is found on a crate across from the stairs that leads down to the catwalks underneath the highway (where you always fight the Lance Rocketeers). - Found Digistruct Module: Objective Complete - TURN IN! Once you report back to Scooter, you will be able to select the Lancer from any Catch-A-Ride Station. The Lancer is slower than the Monster but built like a tank. Using RT you can fire machine guns and with LT you can shoot an electrical blast similar to Eridian weaponry. You can also enter a mine seat which deploys Crimson Lance proximity mines, and a standard gunner seat which fires the Eridian blasts. .============================================================================. | ROAD RAGE | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Prison Break: Road Warrior | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Eliminate bandit vehicles | | | | The Crimson Lance is entirely capable of handling your security needs! We | | merely ask that, should you be driving around the area and run into | | bandits breaking the off-road driving laws, you please feel free to | | destroy them. We are more than willing to reward the happy populace for | | doing our jobs for us. | |____________________________________________________________________________| This job is basically free XP and cash; only requiring you to destroy ten bandit vehicles. Cheta Paws are modified Monsters and can be found driving through the Sunken Sea and the Deep Fathoms. There are a handful per area, but they respawn quickly - you don't even have to exit and re-enter the area. Despite its light frame, the Racer is a suitable choice for turning Cheta Paws into scrap metal. And despite that the mission card is filed under the Sunken Sea, you can still complete this sidequest by destroying the Cheta Paws found at the Deep Fathoms. - Bandit patrols: 10/10 - TURN IN! .============================================================================. | POWER LEECH | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Prison Break: Road Warrior | | Rewards: | | | - XP, Money, Grenade Mod | | |-------------------------------------+--------------------------------------| | - Restore full power to Lockdown Palace | | | | Hey. This is Mr. Shank. Lockdown Palace has a problem. If any of you panty | | waists on the outside want to make a few bucks here's the sitch. These | | bastards in the bandit camps on the overpass are syphoning off our power. | | We're getting constant brownouts in here. It's cruel and unusual | | punishment. No one messes with Mr. Shank. I want all my power back. We've | | got most of it rigged up to destroy the tower they are using to steal from | | us but there are a few last details we need help with. Explosives, etc. Do | | this for me and I won't kill you the next time I see you... probably. | |____________________________________________________________________________| The first waypoint is slightly misleading: the bomb you need is inside Midgetville, near the eastern lake. The best way to access the town is from above, so drive onto the highway and park your car near the New-U Pole. Open up the [SILVER CHEST] and descend the stairs to enter the hanging village. Just past the first building is a refrigerator, and opening it will spawn Meat Popsicle. He's one of the Loot Midgets, and this one is nowhere near as tough as the Level 61 Meat Popsicle in the Lilith shrine, so you might want to take care of this one in order to work towards the "Sneaky Little Bugger" Achievement. Midgetville is filled with midgets (understandably so), including some new enemy types: you have Midget Rustlers, Raiders, and Ravagers. Rustlers and Raiders both wear armor and attack just like Mutant Midget Psychos, and Midget Ravagers throw dynamite at you. Badass Midgets are covered head to toe in scary armor. After going down the stairs, turn around and head north. Follow the bridge to the green support beam holding up the highway. With some nifty jumping, you can reach a [RED CHEST] on one of the platforms branching off of the pillar. If you fall, it's not the end of the world. At the bottom of Midgetville you will be susceptible to Skag dens and the creatures that live inside. Skag Riders are a new enemy type in this DLC: they are midgets riding a Skag. Skag Riders are any one of the new midget type (Rustler, Raider, or Ravager) riding a regular Skag. A Skag Rustler is a Skag ridden by a Midget Rustler, and a Skag Ravager is a Skag ridden by a Midget Ravager. The names tend to correlate with those two types. A Skag Rapparee is a three Midgets riding on one Skag. Then there's the Badass Skag Rider, which is a Badass Midget riding on a Badass Elemental Alpha. Things can get pretty chaotic down here, so you may want to run up the nearest flight of stairs to keep away from the Skag Riders. If you manage to fall down to the ground, climb back up to the top. From the support beam, go down the ramp to the lower level. Straight ahead is a tiny red hut with a Crimson Lance poster on the side and a [RED CHEST] on the roof. Continue smashing Midgets and then walk through the concrete pipe to reach a platform with a [SILVER CHEST] and a ton more Midgets. When you're done, grab the [BOMB] off of the table. - Bomb found: Objective Complete Make your way to the ground level and wipe out all the Skag Riders and remaining Midgets. Exit Midgetville and use the Catch-A-Ride garage to spawn a new vehicle. Your next destination is the center of the map, where the bandits have constructed a large encampment spanning a large portion of the highway and underneath. You can enter the area from multiple directions, but the best and most direct way is from the west side. There isn't much on the ground level aside from a [SILVER CHEST] and a handful of bandits. Proceed up the ramp to reach the highway portion of the camp. You won't have to explore much here since all this place has to offer is a few ammo crates. Take down the Outlaws, Desperados, and Killers as you continue through the highway encampment. Eventually you will come to the waypoint. - Charge placed: Objective Complete The switch to destroy the power line is all the way on the ground. After placing the bomb on the generator, look behind the house to spot a [RED CHEST]. From the edge of the highway you can actually see the wire extending towards the detonator. Before jumping off the highway, look below the broken part of the road. Follow the chain attached to the nearby crane and you should spot a [CRIMSON LANCE CHEST] atop a metal platform hanging over the side of the highway. Carefully drop down from the side of the road onto the platform, open the chest, then fall all the way down and sprint to the detonator. - Powerline destroyed: Objective Complete - TURN IN! .============================================================================. | PURPLE JUICE! | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Prison Break: Road Warrior | | Rewards: | | | - XP, Money, Chiquito Amigo | | |-------------------------------------+--------------------------------------| | - Restore the flow of purple juice to the midgets | | | | You've found a midget in distress. Through his ranting and mumbling you've | | managed to figure out that some bandits have cut off the midgets supply of | | "purple juice" and they are starting to die of thirst. Maybe you should | | help them. | |____________________________________________________________________________| After entering Sunken Sea, head to the eastern lake and go inside the small cabin attached to the pier. There is a friendly midget inside named Thirsty the Midget, and talking to him unlocks this sidequest. You must set off to find and restore four pumps in order to get the "purple juice" flowing (who knows what the stuff actually is...). Also, Lord of the Rings fans will get a kick out of the pump names. :) First set off for the Brandybuck pump, which is all the way northwest, past Lockdown Palace. Watch out for the cluster of Lance Mines stuck in the sand as well as the ones hanging from the thick chains. This is a midget camp, so you will be fighting Midget Rustlers, Raiders, Ravagers, and Shotgunners. Your main concern is avoiding the Lance Mines, because the Midgets can accidentally set them off and create all sorts of problems. One grenade can automatically destroy a Lance Mine. Make sure to turn the wheel crank to turn on the pump. There are also a couple chests: a [SILVER CHEST] on the northern balcony and a [RED CHEST] on the ground near the pump. - Restore Brandybuck pump: Objective Complete There is a regular bandit camp east of Lockdown Palace. If you turn to the right after going through the main gate and jump on the crates, you can follow the outer wall and cross a bridge leading to a [SILVER CHEST]. From up here, you can peer down and attack all the bandits (mainly Outlaws, Desperados, Killers, and a couple Psychos). There is a [RED CHEST] on the north end of the Took pump camp, however, there is no treasure inside. Instead, Mini Steve jumps out and attacks! This is a Loot Midget, a midget enemy that hides inside lootable objects throughout The Secret Armory of General Knoxx. In the case of Mini Steve, he hides in Red Chests, and this Red Chest here will always spawn a Mini Steve. You will get the "Sneaky Little Bugger" Achievement for killing one of every Loot Midget type. Go east towards the Took pump and ignore it for now. Instead, walk around the building to spot a Red Chest near a gigantic Skag den. Here you will fight some Skag Riders; usually Badass Skag Riders. You will fight a handful of different Skag Riders here. You must kill both parties: the Skag will continue to run around after its pilot has been downed, and a midget will attack if you take out the Skag first. Once the coast is clear, open the [RED CHEST] and turn the pump. - Restore Took pump: Objective Complete The next pump is down south, near the entrance. The Gamgee pump is very simple to restore, since there is no surrounding camp and no enemies to deal with. Drive over to the pump and turn the dial on the ground. - Restore Gamgee pump: Objective Complete Of course, the cavalry shows up after you restore the pump. Mow down the Midgets and specifically watch out for the Midget Ravagers - their spiked helmets are a dead giveaway. The Underhill pump is sort of near the southwest corner of the Sunken Sea. It is smack dab in the middle of the desert; you can't miss it. Again, there is no resistance when you first get there, though there may be lingering Cheta Paws and/or Drifters in the vicinity. The pump handle is in plain sight; all you have to do is wade through a pool of the mysterious purple juice to get to it. - Restore Underhill pump: Objective Complete - TURN IN! Return to Thirsty the Midget at his lakeside cabin. As a reward, you obtain the [CHIQUITO AMIGO], a Repeater Pistol with a huge magazine. .============================================================================. | LITTLE PEOPLE, BIG EXPERIMENTS | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Purple Juice! | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Investigate the rumors of midget experiments | | | | You've learned from Thirsty that the midgets in the area used to run with | | Sledge before someone killed him. They revered him greatly and took his | | body to their best scientists. Something went wrong with their attempts to | | revive and improve him, and he is now on the loose, rampaging through the | | region. The bandits in the region have dubbed him "Motorhead". The midgets | | would like your help to finally put him out of his misery. | |____________________________________________________________________________| After restoring the flow of purple juice and gaining Thirsty the Midget's trust, he offers you this mission. Sledge has been rebuilt as the Six Hundred Dollar Man and it's up to you to put him down for good. Your first order of business is to investigate the rumor of Motorhead's existence. Enter the Ridgeway and follow the waypoint towards the south roadblock. If you are coming from T-Bone Junction, you should find a platform on the right side of the road. Jump on and follow the stairs down to a cabin underneath the highway. Inside you'll find [SCIENCE NOTES] proving Thirsty's theory right. - Rumor investigated: Objective Complete Now head south towards T-Bone Junction. There is a ramp leading underneath the highway on the left side of the road near the junction; look for signs labeled "Abomination Way". Drive down the ramp and underneath the highway, then get out of your vehicle and walk past the barricades. Run over to the dead end and Motorhead will emerge as you enter the garage. .-----------------. | BOSS: Motorhead |__________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | The legend is true! Sledge has been rebuilt with mechanical parts and is | | now bigger and stronger than ever. He has been rebranded as Motorhead and | | has a whole new style of attacking. The first thing you should notice is | | that Motorhead doesn't even have a head. There is a Gatling Turret where | | his head should be, and the boss has no true weak point. | | | | Motorhead carries a gigantic hammer and will only use it if close enough | | to his target. His main form of attack is with the turret on his head. In | | a way, you're pretty much battling a moving Gatling Turret. You will have | | to be quick on your feet and constantly moving in order to avoid gunfire. | | | | The interesting thing I noticed about Motorhead is that he does not seem | | to leave his garage during the boss fight, so you can back up all the way | | to the barricade and he'll taunt you back from the garage. Any long-range | | player that fancies Sniper Rifles or Rocket Launchers can blast him from a | | safe distance. | | | | Some sources say that the boss is resistant to all elements, but this | | seems to be untrue. From what I have noticed, the boss is weak against | | Corrosive and Fire, since he wears armor and has exposed flesh. Elemental | | weapons work well in this fight. The thing about Motorhead is that his HP | | tends to regenerate during slow points in the fight, so try not to take | | any breathers and lay down the law. | |____________________________________________________________________________| - Motorhead killed: Objective Complete - TURN IN! Investigating Motorhead's garage won't turn up much, but make sure to open the dumpster in the back corner to free Dumpster Diver, another Loot Midget needed for the "Sneaky Little Buggers" Achievement. .============================================================================. | CLAPTRAP RESCUE: LOCKDOWN PALACE | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Prison Break: Over the Wall | | Rewards: | | | - XP, Backpack SDU | | |-------------------------------------+--------------------------------------| | - Release Claptrap | | | | You've discovered a Claptrap robot that has been immobilized. Find a | | Claptrap repair kit to release him. | |____________________________________________________________________________| The Claptrap in question is actually a prisoner, not injured, so I'm not sure what a Repair Kit is going to do for him. Anyways, he can be found in Lockdown Palace, in the bay before reaching the two vendors inside. It is a good idea to pick this mission up during "Prison Break: Try Not to Get Shanked", because you must complete the majority of that mission before you can even reach the Repair Kit. After defeating Mr. Shank, proceed into the main hall. Fight your way through the nasty prisoners and ride the elevator to the second floor. Run south to the dining hall and pick up the [CLAPTRAP REPAIR KIT] on the shelf. - Repair Kit: Objective Complete - TURN IN! After freeing Claptrap, he drags you to a room and unlocks it for you. Inside is a [RED CHEST]. .============================================================================. | THIS BITCH IS PAYBACK | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Rendezvous | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Kill the Crimson Lance Lieutenants | | | | While I was part of the Crimson Lance there were two particularly | | troublesome Lieutenants. Their names were Kyros and Typhon. They were two | | of the most cruel and demeaning officers in the army. I had many an | | incident with them and I would have killed them had there not been that | | regulation about assassinating fellow officers, but thankfully that is not | | an issue any more. If you find them while you are out, you may do the | | honors. | |____________________________________________________________________________| The Lieutenants each reign over a roadblock in the Ridgeway, so you might as well complete this while going for the "Code Breaker: Analysis" story quest. Drive to the south roadblock, get out, and begin. You've been here before, so you should know where you are going. You'll run into Kyros about halfway through. .-----------------------. | BOSS: Commander Kyros |____________________________________________________ | | | Level: N/A Resist: Corrosive | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Commander Kyros is a helmet-less Crimson Lance Lieutenant wearing green | | armor, meaning that he is resistant to Corrosive damage. Even though there | | are no other Crimson Lance around, this can still be a challenging fight. | | Kyros fights like a super powered Chemical Trooper, using an Explosive | | Sniper Rifle and often enlisting in the help of a Corrosive Scorpio | | Turret. | | | | You will probably want to stay back during this battle. Kyros doesn't like | | to leave his platform, so you can stay on the elevated ledges in front and | | behind him and attack from the balconies. The guard rails and staircases | | should protect you from the Scorpio Turret; try to either destroy it or | | use grenades to shoo Kyros away and score some headshots. | |____________________________________________________________________________| - Kill Kyros: Objective Complete Kyros drops [KYROS' POWER], a strong Explosive Sniper Rifle. Also, this area is where you fought Minerva, and since she is a respawning boss she may appear as soon as the fight with Kyros ends. Just a heads up. Next up: Typhon at the north roadblock. Park at the entrance and climb up the roadblock base. You will run into Typhon at the end. .------------------------. | BOSS: Commander Typhon |___________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Commander Typhon takes after a Badass Defender, carrying a big red shield | | that is resistant to all damage. You'll need great aim in order to squeeze | | out critical hits on his head. Typhon is also accompanied by a couple | | various Crimson Lance, which can be helpful for Second Winds. Just make | | sure to immediately get rid of any Lance Combat Medics. | | | | Treat this battle similar to the one against Kyros. You are in virtually | | the same arena as before with the same general layout. One positive note | | is that you can use Corrosive attacks to greatly weaken Typhon. Use the | | same tactics you use against Badass Defenders against this boss. | |____________________________________________________________________________| - Kill Typhon: Objective Complete - TURN IN! Pick up [TYPHOON], a nifty SMG with ricocheting bullets. Whenever you get a chance, return to Athena and inform her of their deaths. .============================================================================. | THIS BITCH IS PAYBACK, PT. 2 | |============================================================================| | | | | Level: N/A | Prereqs: | | | - This Bitch is Payback | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Kill the Crimson Lance Lieutenants | | | | While I was part of the Crimson Lance there were two particularly | | troublesome Lieutenants. Their names were Kyros and Typhon. They were two | | of the most cruel and demeaning officers in the army. I had many an | | incident with them and I would have killed them had there not been that | | regulation about assassinating fellow officers, but thankfully that is not | | an issue any more. If you find them while you are out, you may do the | | honors. | |____________________________________________________________________________| Once you have made it to Road's End, you must head to the command center near the center of the map. The easiest way is to grab a vehicle at the nearest Catch- A-Ride Station, then drive down and head southeast. Hug the wall and park near the opening leading to the building. .------------. | BOSS: Ajax |_______________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Weird how the two Lieutenants are specifically referred to as "Commanders" | | but Commander Ajax is just "Ajax". Whatever. Anyways, you'll have to draw | | Ajax out by killing all of his minions first. There are a lot of random | | Crimson Lance and always a few Devastators. There is very little cover in | | the area surrounding the command center so it is tough to avoid getting | | shot at: try to use your Action Skill in times of need. | | | | Ajax himself wears a jetpack and bears resemblance to Badass Rocketeers. | | His armor is not that very powerful and is susceptible to elemental | | damage, especially Corrosive. He usually hovers within mid-range and uses | | his signature Combat Rifle to attack. Ajax himself isn't tough, but you'll | | have to be on the lookout for other Crimson Lance. Devastators and even | | Badass Devastators tend to butt in at the most inopportune moments. | |____________________________________________________________________________| - Kill Ajax: Objective Complete - TURN IN! Make sure to grab [AJAX'S SPEAR] before heading out. It's a pretty decent Combat Rifle with overall good stats. .============================================================================. | DRIFTER LIFTER | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Athena Set Up Us the Bomb | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Kill Skyscraper | | | | Locals have seen a larger drifter out there and dubbed him Skyscraper. | | He's a real menace. See if you can take him down. | |____________________________________________________________________________| You'll want to complete this sidequest before tackling "Bridging the Gap" and entering Road's End, because once you're there you won't want to turn back. Make your way back to Sunken Sea. Skyscraper spawns in the southwest corner of the map. You will probably want a Lancer for this fight, so come prepared. .------------------. | BOSS: Skyscraper |_________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Drifters are normally tough enemies, but Skyscraper towers over Drifters | | and is a lot meaner. He shares the same attacks: Skyscraper will either | | spew Corrosive projectiles at you or execute a jumping slam. Like all | | Drifters, Skyscraper has a very small body and can be hard to target with | | a gun unless you are up close. He does have several weak points: his two | | glowing eyes and the yellow bulb on his back. | | | | Skyscraper normally appears with two or so Drifters, and they tend to gang | | up on your vehicle. As soon as they spawn, boost away so you are out of | | their range and eliminate the Drifters with Lancer fire. If you don't get | | away in time, they will all jump on top of your car and crush you. | | | | You should not have to fight the boss on foot. In fact, it is recommended | | that you have a vehicle at all times; if yours is destroyed, locate the | | nearest Catch-A-Ride Station. Skyscraper is incredibly weak against Shock, | | so the Lancer's Shock blasts can destroy the boss in about five hits. | |____________________________________________________________________________| - Skyscraper killed: Objective Complete - TURN IN! .============================================================================. | STAIN REMOVAL | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Bridging the Gap | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Remove the graffiti about Moxxi | | | | The bandits in this region have painting the most awful things about me | | all around the area. Most of them are untrue. Do you mind finding them and | | removing them for me? | |____________________________________________________________________________| There are five pieces of unflattering graffiti scattered around the Deep Fathoms, and Moxxi asks you to find them and remove them in an attempt to fix her reputation. Drive north past the rock wall and get out near the New-U Pole. Proceed through the opening towards a bandit encampment. You'll fight some Wild Alpha Skags near the entrance. In the camp, climb the hill on the right and grab the stuff inside the [SILVER CHEST]. Check out the left side of camp. Pass by the first building and down the big group of bandits (you'll probably find a Badass Bruiser as well), then walk down the trail to the second building. The piece of graffiti is on the left side of the trail, reading "Moxxi Bitch". - Erase graffiti #1: Objective Complete Continue to the second building to find a [RED CHEST] with Mini Steve inside, then run onto the walkway for a real [RED CHEST]. Leap off the rock wall and run to the nearby Catch-A-Ride garage. Drive over to the small bandit outpost leading up to Moxxi's Red Light. As soon as you walk through the front door, turn to the left and follow the interior of the border wall and you'll spot the graffiti reading "Moxxi's got one in every chamber". - Erase graffiti #2: Objective Complete Now return to the area where you completed the story mission "Bridging the Gap". Run over to the first building where you'll spot the graffiti that says "For a good time, ECHO Moxxi". - Erase graffiti #3: Objective Complete Hop back in your vehicle and drive towards the entrance to the area, but do not drive onto the highway ramp. Check out one of the support columns (second from the right) to find a piece of graffiti on the side, reading "Moxxi does it with a Jakobs". - Erase graffiti #4: Objective Complete The final piece of graffiti is back in the bandit encampment where the first graffiti was. Make your way back there and stay in the middle of camp. As soon as you walk in, head over to the metal wall beneath the tower to find a piece of graffiti that says "Moxxi likes it, Skaggie style!". Well now I can understand why Moxxi wanted all five of those removed. - Erase graffiti #5: Objective Complete - TURN IN! .============================================================================. | THROWN FOR A LOOP | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Athena Set Up Us the Bomb | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Perform a loop the loop | | | | I've been thinking about starting a vehicle stunt show. I've got an idea | | for some tricks, but what I really need is a loop the loop. There's a loop | | out across the crevasse that some bandits built a long time ago, goodness | | knows why. Everyone's been telling me that it can't be done and I should | | give up on the idea, but I think you can prove 'em wrong. | |____________________________________________________________________________| Simple concept, but hard to execute. There is a metal loop on the east side of Road's End, in the middle of the desert. All you need to do is perform a loop de loop with a vehicle and stick the landing. However, actually pulling off the act is incredibly hard and will take many a retry. The best vehicle to use is a Racer, and the first order of business is to clear the vicinity of all Drifters and Lance Mines. Boost is required to successfully get enough momentum at the top of the loop, but too much speed will knock you off the track as soon as you make it over the top. You will need to play with how much boost you use; try to boost your way over the top, but as soon as you are upside-down turn off the boost. You will usually need to slightly turn to the right as you start on the loop or else you will shoot forward instead of actually looping the loop. It takes a LOT of trial and error to complete this sidequest. It is a colossal pain in the ass, so don't get discouraged if you spend an hour or so trying to get it like I did. All I can say is: boost, pull to the right, turn off your boost, and try to hold your vehicle on the track. If it's any consolation, at least there's a Catch-A-Ride garage next to the loop so you can spawn a new car if yours gets stuck on a roof or something. - Loop the loop: Objective Complete - TURN IN! .============================================================================. | KNOXXED OUT | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Athena Set Up Us the Bomb | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Find communications from General Knoxx | | | | The more information we have about what my former employers are up to the | | better. See if you can find some of General Knoxx's communications to the | | Admiral of the fleet. He has a bad habit of leaving them laying around | | after he has transmitted them. | |____________________________________________________________________________| You can recover the first one as soon as you enter Road's End. After taking care of Ceresia's squad, collect the [ECHO RECORDER] on top of a red crate leaning against a shipping container. - Find ECHO #1: Objective Complete Next, hop in a vehicle at the Catch-A-Ride Station and drive down the slope. Make a hard right and enter a canyon leading to the gondolas. Run over the Skags in the way and stop near the gondola station. Search inside the tiny hut on the outskirts of the lift station for the second [ECHO RECORDER]. - Find ECHO #2: Objective Complete Oh Admiral Mikey, you slay me. Anyways, drive southwest to another Catch-A- Ride garage and park your car. Enter the cavern to the south and get ready to do battle against a wave of Skag Riders. Continue down into the tunnel and stay on the south branch when it splits. Grab the contents of the [RED CHEST], then move onto the north branch. This here takes you to a Crimson Lance building where, coincidentally, Commander Ajax is located (feel free to kill two birds with one stone here). The [ECHO RECORDER] is found on a box in front of the command center. - Find ECHO #3: Objective Complete Now head up onto the highway; to get there, go over to the Catch-A-Ride garage southwest of the loop and drive up the spiral ramp. Boost over the ramp in dramatic fashion, then continue south down the road. Kill all the Crimson Lance enemies at the barricade, then climb the stairs on the right. Cross the bridge to the other side of the road and grab the [ECHO RECORDER]. - Find ECHO #4: Objective Complete Proceed south (you'll fight Helicon along the way) and follow the cliffside path leading to the armory. This area is very dangerous due to all the Badass Crimson Lance among the regular ones. There are a ton of enemies, but a lot of cover, so play it smart. The fifth [ECHO RECORDER] is on a crate near the corner where you begin fighting Lance Rocketeers. - Find ECHO #5: Objective Complete - TURN IN! .============================================================================. | LOST LEWTS | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Bridging the Gap | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Use a Lancer to find the Hidden supply stashes | | | | You found a strange device which appears to be a special radar for the | | Lancer. The manual reads: "When installed this transponder detector allows | | the driver to find Atlas supply stashes that were deem irretrievable at | | the end of the first occupation. The transponder pulse will appear on the | | radar when you are near a stash. The brighter the pulse the closer you | | are. A green crosshair appears in the radar when you are directly on top | | of the stash. At this point someone must jump out and dig up the stash. If | | the entire radar is green you have already retrieved that hidden stash". | |____________________________________________________________________________| Upon entering Road's End, drive down the hill and veer to the west towards the gondola area. Enter the cavern near the Catch-A-Ride garage and head south. When the path splits, go east and walk onto the stone bridge; follow it to a cabin on top of a stone pillar. Inside is a [RED CHEST] containing the [ATLAS TRANSPONDER RADAR], and inspecting the device starts this mission. Ignore the waypoint when following this mission, because it only points to the cabin where the mission begins. Cut through the cave and past the Crimson Lance command center to reach a Catch-A-Ride Station. Spawn a Lancer and it'll have a new computer screen on the right side to assist you in finding the loot. Pay attention to the two circles on the radar: the blue blinking pulse and the red circle that grows bigger or smaller depending on how close you are to a stash. When you are practically on top of a stash, a green crosshair appears on the radar. When you find one or two of the stashes, you'll generally get an idea of what to look for because you can see the stashes buried in the sand without the use of the radar, so if you are in the general vicinity but can't get the crosshair to appear on the radar, just physically look on the ground for the stash. And for further record, the "stashes" themselves are actually Crimson Lance Chests, so at each location you'll get a nice amount of equipment. The first stash is found north of the loop, which is located in the desert on the east end of the map. Drive up the hill north of the loop and scoot around, paying attention to your radar. Sometimes the crosshair is hard to generate because you have to be in the picture perfect position, but sometimes when you are close enough to a stash you can get out of your car and scan the ground to find an uncovered piece of the chest. - Stash 1: Objective Complete Stash #2 is located in the northwest corner of the map, near the gondolas. Drive down the road near the cluster of Skag dens; there are two Skag dens on the east side and one den on the west side you should spot the stash in the middle, closer to the west side with only one Skag den. - Stash 2: Objective Complete The third stash is very close to the previous one. Head east down the road and you should discover it before reaching the desert. - Stash 3: Objective Complete Now drive west of the loop. You want to end up inside a small alcove between the west entrance to the Crimson Lance command center and the entrance to the southern highway. Roll around in this alcove to spot the stash. - Stash 4: Objective Complete The final stash is just south of the loop, but north of the elevated highway. Start at the loop and drive southeast and you should easily find it. - Stash 5: Objective Complete - TURN IN! You can turn this mission in at the T-Bone Junction bounty board. .============================================================================. | CIRCLE OF DUTY: NEW RECRUIT | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Loot Larceny | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Meet the Circle of Duty Director, Zach | | | | The Crimson Lance is looking for local Pandorans to add to their ranks. | | You need only survive the Circle of Duty to join! They are also looking | | for new recruits to join them. If you think you are ready to join the | | elite ranks, stop on by! | |____________________________________________________________________________| The Circle of Duty mission chain is reminiscent to other arena quest lines from the main game. After obtaining the mission, set off for the Sunken Sea. Drive onto the highway near the east lake and drive over Midgetville. Continue on the highway and look on your map for the waypoint. Just before entering the tunnel behind Lockdown Prison, pull over and go up the staircase, following the arrow signs to reach the Circle of Duty. It is a very secluded area and hard to miss if you don't go slow enough. Inside, talk to Zach to complete the mission. - Meet Zach: Objective Complete - TURN IN! .============================================================================. | CIRCLE OF DUTY: CADET | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Circle of Duty: New Recruit | | Rewards: | | | - XP, Money, Shield | | |-------------------------------------+--------------------------------------| | - Survive the round | | | | A new recruit! Excellent. When you are ready to fight. Enter center of the | | red Crimson Lance logo notify the squad you are ready. This first round | | weeds out the real weaklings. Let's see how you do. | |____________________________________________________________________________| Look behind you to find a Med Vendor, Ammo Vendor, and two Weapon Vendor. You have everything that you need here to prepare yourself for the upcoming onslaught. The arena is basically a large rectangle, with a street lining the perimeter. There are numerous buildings on the edge of the arena that you can climb up on using walkways. You might want to do a lap and check out the place before entering the red ring in the middle. All you have to worry about in this round is several waves of Crimson Lance. You'll fight all the basic types (excluding Rocketeers), so anything is fair game. At the end a few Badass Lance are thrown into the mix. Like Zach said, this is merely a round to determine who's game and who's fodder. - Survive round: Objective Complete - TURN IN! .============================================================================. | CIRCLE OF DUTY: PRIVATE | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Circle of Duty: Cadet | | Rewards: | | | - XP, Money, Weapon | | |-------------------------------------+--------------------------------------| | - Survive the round | | | | Ready for the next challenge? Things should be a bit tougher. Head on into | | the center ring when you are ready. Good luck. | |____________________________________________________________________________| Make sure to sell all the loot you picked up from last round and restock on supplies. Once again, step in the center ring when you are ready to get the ball rollin'. This round is similar to the last round, but there is a greater overall quantity of enemies. There are more waves than the last, but still the same general structure. Crimson Lance appear in large groups of six or seven and another wave won't appear until they are almost all dead. Hopefully this round should not be too hard on you, because if so you might not make it to the end in one sitting. You have fought these types of bad guys countless times, so you should know what strategies to implement for each one. Pick up the loot after the round ends and then sell it for cash. - Survive round: Objective Complete - TURN IN! .============================================================================. | CIRCLE OF DUTY: CORPORAL | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Circle of Duty: Private | | Rewards: | | | - XP, Money, Class Mod | | |-------------------------------------+--------------------------------------| | - Survive the round | | | | You're moving up the ranks. Time to really put you to the test. When you | | are ready, enter the center of the red Crimson Lance logo. I hope you've | | been training. | |____________________________________________________________________________| Once again, make sure you are fully prepared before stepping out there and starting the round. The first portion of the round isn't too bad; it is still the same as the last two. By now you should probably be familiarized with the arena and have your own special spot that you like to fight from. I prefer the eastern roof because it is big enough to maneuver around and gives you a view of almost the entire arena. After a while, a group of Lance Rocketeers and a Badass Rocketeer show up. These guys are always annoying, so keep your eyes in the sky. When these guys show up, you will want to stay on a roof or elevated platform; avoid the streets at all costs! The reason why is because after the Rocketeers show up, another wave of Crimson Lance shows up, including the ultra rare Lance Royal Guards (remember, they are like stronger versions of Lance Engineers). They aren't the reason to find high ground, but sometime after the Royal Guards show up a Lancer will spawn and begin driving around the arena, and getting hit by it is grounds for instant death. Personally, I prefer the eastern roof, because it also keeps you away from Lancer fire. Regardless, stay on high ground and take down all the Royal Guards that come your way (there should also be a pair of Badass Defenders down on the ground). When it's just you and the Crimson Lancer, employ a patient strategy. If you have some sort of Corrosive weapon, then you are in luck. Even if you don't, stay peeked out from the side of the balcony and never go down below: the Lancer's Shock blasts can obliterate your shield in like one hit. Only take shots at the Lancer as it passes by your location and eventually it should fall. - Survive round: Objective Complete - TURN IN! .============================================================================. | CIRCLE OF DUTY: SERGEANT | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Circle of Duty: Corporal | | Rewards: | | | - XP, Money, Weapon | | |-------------------------------------+--------------------------------------| | - Survive the round | | | | You ready to try the sergeant level, eh? Well don't stand there looking at | | me, get going! | |____________________________________________________________________________| As expected, the difficulty continues to ramp up with this round. The round starts off with several waves of Lance Rocketeers. While you're fighting them, random Crimson Lance show up as well. A Lancer will eventually spawn but it is hard to tell when (usually around the midpoint of the round), so since it's difficult to dictate when the Crimson Lancer will appear, it is best that you stay out of the roads entirely for this round. Once the Lancer shows up, bombard it with grenades or Corrosive weapons. A good tip is that the Lancer always travels in the same direction, so as soon as it passes you on one of the long strips you can step out of hiding and pelt it repeatedly until it rounds the corner. Once the Lancer falls, it's back to Rocketeers and other Crimson Lance. The final wave of enemies is a doozy: it consists of random Badass Lance and Lance Royal Guards. At this point you may have ammo trouble, so try to switch between different guns throughout the round to help conserve your ammunition better, because these enemies don't tend to drop much ammo. - Survive round: Objective Complete - TURN IN! .============================================================================. | CIRCLE OF DUTY: MEDAL OF DUTY | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Circle of Duty: Sergeant | | Rewards: | | | - XP, Money, Weapon | | |-------------------------------------+--------------------------------------| | - Survive the round | | | | This is it. The final challenge to prove your honor and worthiness to be | | one of the Crimson Lance. | |____________________________________________________________________________| The Crimson Lance gives you everything including the kitchen sink, so in general you should know what you're in for. There are a lot more Crimson Lance, two extra waves of Rocketeers, more Badass Lance, and two Lancers in total: the first one spawns around the midway mark, and the second one at the very end. By now, you should have a battle strategy set in stone. Try to prioritize your enemies: take out Combat Medics first, because they can heal their friends. Shock Troopers should probably be next in line because their attacks can fry your shields and leave you for dead. After that it doesn't really matter. Watch out for Badass Pyros/Shock Troopers/Chemical Troopers because their backpacks explode when they die and can easily take you with them if you are too close. You should be fine, considering you made it through four rounds previously. - Survive round: Objective Complete - TURN IN! .============================================================================. | BUGGED | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Loot Larceny | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Bug the communications dish near the Atlas armory | | | | Citizens of Pandora. The fine people of the Dahl corporation would like to | | invite you to help you deal with your Atlas problem. There is an Atlas | | communications tower near their new facility. THere is a nice reward for | | anyone who can place the provided listening device onto the tower. | |____________________________________________________________________________| If you were concerned about the inactive gondolas during your first trip to Road's End, then fear no more. First, you must find the lever that activates the gondolas. Drive to the southwest cave system and continue on foot. Fight your way through the mass of Skag Riders and proceed south. Continue south until you reach a small shack on top of a hill and search the pile of junk next to it for the [GONDOLA LEVER]. - Find lever: Objective Complete Dash back through the cavern to your vehicle and drive towards the gondola station. Look for the glowing green outline of the lever and place the lever in the correct spot. - Activate gondola: Objective Complete Jump inside either gondola as it follows the track to the mountain village. There is a Weapon and Ammo Vendor here if you need 'em. You will run into some Crimson Lance in the town. Climb up the southeast building to reach the upper level of the village. Continue executing more Crimson Lance and head across the bridge when you come to it. You should be able to see the communications dish from here. Kill the final wave of enemies, then open the [RED CHEST] and ascend the stairs. Tinker with the computer to place the bug and complete your mission. - Place bug: Objective Complete - TURN IN! .============================================================================. | MOP UP | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Loot Larceny | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Thin the ranks of Crimson Lance | | | | Hello! Have I got an opportunity for you! I managed to get my hands on | | that Atlas armory for a song. I guess I have you to thank for that, eh? | | I've fixed it up good as new and you wouldn't believe how much I was able | | to salvage. I am in a giving mood right now and would be willing to give | | you a "shopping spree" if you do some work for me. Here's the deal. If you | | could eliminate some of the remaining Crimson Lance then I could be sure | | they won't try to take it back from me. | |____________________________________________________________________________| After completing the main story, talk to Marcus Kincaid in T-Bone Junction for another job. Turns out that he purchased the Crimson Armory and has repaired it, all while salvaging much of the loot from the explosion. He offers you a "shopping spree", so long as you kill enough Crimson Lance. Like other missions of this nature, this one involves killing a certain number of Crimson Lance enemies, and should be picked up as soon as it becomes available. The requirements aren't too strenuous, as all you have to do is kill 10 Lance Pyros, 10 Lance Shock Troopers, 10 Lance Chemical Troopers, 10 Lance Rocketeers, and 5 Badass Lance. The roadblocks are great Crimson Lance hotspots, and you will have to split up to find each type. The roadblock at Crimson Tollway mainly contains Shock Troopers, the south roadblock in the Ridgeway has a lot of Lance Pyros, and the north roadblock Chemical Troopers. Lance Rocketeers are tricky, since they are no longer found during the walking portion of the Ridgeway. They can be found at the north roadblock and also at the Crimson Tollway. As for Badass Lance, you can kill any type of Badass and it'll count towards your goal. You should complete this if you do a run of all three roadblocks. It is a bit of a hike, but Road's End contains a wide variety of Crimson Lance at the area just before the Crimson Armory. Then again, completing the Circle of Duty mission chain will earn you more than enough Crimson Lance kills. - Kill Badass Lance: 5/5 - Kill Pyro Lance: 10/10 - Kill Chemical Lance: 10/10 - Kill Shock Lance: 10/10 - Kill Jetpack Lance: 10/10 - TURN IN! .============================================================================. | SUPER-MARCUS SWEEP | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Mop Up | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Grab loot! | | | | Marcus is allowing you to have another run through the old Lance armory. | | However, his rules are the same. You only have a short time before being | | kicked out... by him killing you. | |____________________________________________________________________________| This sidequest essentially allows you to replay the story mission "Loot Larceny". Interestingly, General Knoxx is a respawning boss, so you will have to fight him during this sidequest if you want the rewards. The armory entrance is wide open, so run through after the fight and ride the elevator to start the countdown. - Countdown started: Objective Complete You have three minutes to grab as much treasure as you can before the mission ends. - Steal loot: Objective Complete Again, you will want to clear your inventory of all cheap White and Green weapons, only saving things you do not want to discard. There is no way to die or fail this mission, so go all out and use up every last second to ransack the armory. - Boom!: Objective Complete .============================================================================. | LOCAL TROUBLE | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Super-Marcus Sweep | | Rewards: | | | - XP, Money, Weapon | | |-------------------------------------+--------------------------------------| | - Do Marcus's dirty work | | | | It has come to my attention that Lockdown Palace has a bit of a leadership | | problem. I'd like to increase my, eh, influence there. Ex-cons are | | actually very hard workers, and you can pay them in cigarettes! I'd like | | you to go to Lockdown Palace and, eh, do some business for me. Let them | | know what Marcus is willing to do to, I mean, for them. And those little | | guys running around out there are really making it difficult to get to my | | vending machines. A few less of them and their filthy skags wouldn't hurt | | either. What? Is that too unethical for you? I'll make it worth your | | while. How about another run through my warehouse. All the guns you can | | carry! What do you say? | |____________________________________________________________________________| Once again, you must go on a killing binge in order to please Marcus and get another stab at the armory run. This time, Marcus Kincaid wants you to target prisoners, midgets, and Skags. The best place to find all three enemy types is the Sunken Sea. Scour through Midgetville and other parts of Sunken Sea to find all your midget and Skag needs, then head over to Lockdown Palace for your share of prisoners. You will need to slay a lot of these enemies, so you will have to travel between the areas in order to get them to respawn. You must kill 50 prisoners, 100 midgets, and 25 Skags. You can take care of the prisoners and Skags in a single trip in their respective locations, but killing 100 midgets will take longer. - Kill Prisoners: 50/50 - Kill Midgets: 100/100 - Kill Skags: 25/25 .============================================================================. | IT'S LIKE CHRISTMAS! | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Local Trouble | | Rewards: | | | - Money | | |-------------------------------------+--------------------------------------| | - Grab as much loot as you can! | | | | Marcus is allowing you to have another run through the old Lance armory. | | However, his rules are the same. You only have a short time before being | | kicked out... by him killing you. | |____________________________________________________________________________| This sidequest is a mirror image of "Super-Marcus Sweep", so you get another chance at raiding the armory. Interestingly, General Knoxx is a respawning boss, so you will have to fight him during this sidequest if you want the rewards. The armory entrance is wide open, so run through after the fight and ride the elevator to start the countdown. - Countdown started: Objective Complete You have three minutes to grab as much treasure as you can before the mission ends. - Steal loot: Objective Complete Again, you will want to clear your inventory of all cheap White and Green weapons, only saving things you do not want to discard. There is no way to die or fail this mission, so go all out and use up every last second to ransack the armory. - Boom!: Objective Complete .============================================================================. | YOU. WILL. DIE. | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Loot Larceny | | Rewards: | | | - XP | | |-------------------------------------+--------------------------------------| | - Find Crawmerax. Kill him... if you can | | | | There is an ancient tale in these parts of a massive beast that used to | | roam the sea. This is way back when there was water and everything. The | | tales have been passed down from generation to generation. His name was | | Crawmerax. They said he was invincible. Why am I tell you all of this? | | Since you blew up that Lance depot there have been tremors in the Deep | | Some say that Crawmerax is out there. That you reawakened him from | | hibernation. It would be one hell of a story if it were true, and whoever | | killed him would become a legend! | |____________________________________________________________________________| The mission name doesn't lie. This. Is. The. Hardest. Mission. In. The. Game. By far. Crawmerax is harder than all of the game's bosses put together, and the only way you even stand a chance against him is if you are Level 60 at the very least. Put this mission on hold when you get it, because you will need to complete all the game's DLCs and Playthrough 2 of the main quest before you even think about tackling this gargantuan monster. The level cap for this game is Level 69, and it becomes surprisingly easy to level up after Playthrough 2 of the main story and even easier after Playthrough 2 of this DLC (all enemies scale up to your level, so you'll be fighting Level 60+ enemies by the time you beat General Knoxx). If you feel you are ready for the test (or if you are just a glutton for punishment), head to the Deep Fathoms. Drive over the energy bridge leading to Road's End, and stay in your vehicle and drive up the ramp to the west. Follow it, then get out of your car and enter Crawmerax's Lair. There is a Med Vendor, Ammo Vendor, and Weapons Vendor next to an elevator shaft. The Ammo Vendor features new Orange Ammo SDUs that you might want to purchase if you haven't already. Next, take the leap by riding the elevator up to Crawmerax. .--------------------------------. | BOSS: Crawmerax the Invincible |___________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | What I do know about Crawmerax is that he is always three levels higher | | than you (even at a maxed Level 69, the boss will be Level 72). | | | | I am going to defer a strategy for Crawmerax and first talk about the | | three available enemy types: Craw Maggots, Green Craw Worms, and Armored | | Craw Worms. Craw Maggots are legless worms that have a single eye like all | | other Crab/Craw Worms which acts as their weak point. Green Craw Worms are | | small, green versions of Larva Crab Worms. Armored Grab Worms look exactly | | like Larva Crab Worms but are about three times as big. | | | | There will always be enemies present with Crawmerax, and I believe that | | the constant stream of baddies is more dangerous and may grab your focus | | more than Crawmerax himself. There is a maximum of three on field at once, | | so you'll never see more than three enemies with Crawmerax. | | | | They all have generally the same attacks, but Craw Maggots and Green Craw | | Worms have lunging attacks that are annoying and can create knockback. | | Each one has their own elemental weakness: Craw Maggots are weak against | | Shock, Green Craw Worms are weak against Fire, and Armored Craw Worms are | | weak against Corrosive. It is highly recommended that you have elemental | | weapons in your inventory (preferably one of each kind), since exploiting | | their weaknesses will take a huge load off. | | | | These Craw Worms can also be a blessing, since there is always a steady | | supply of them and can lead to Second Winds. Whichever one you find the | | weakest, try to keep them around in case of emergency so you can whip out | | an elemental gun and blast them during your Crippled state. If you are not | | yet Level 69, defeating these enemies will yield tons of XP and you may | | even gain a level during the battle, giving you a free health refill. | | | | As for Crawmerax himself, he is about 50 times the size of an Armored Craw | | Worm and very intimidating. His plating is resistant to all damage, so you | | must aim for his eye or glowing purple bulbs in order to deal damage. His | | six weak points include: two on his main pincer arms, two on his secondary | | appendages, one on his back, and his eye. You must destroy all six weak | | points in order to slay Crawmerax the Invincible. | | | | Like all bosses, Crawmerax has a melee attack, but this shouldn't be much | | of an issue since your goal is to stay as far away from him at all times. | | What you want to watch out for is his massive spray of purple goo (like | | the Craw Worms' projectile attack, but many more projectiles). | | | | However, the boss's most powerful and backbreaking attack is a shockwave | | that can automatically drain shields and nearly kill you. When you hear | | Crawmerax roar and burrow underground, quickly get behind one of the two | | rock structures to avoid an earthquake when he emerges. Now Crawmerax also | | goes underground when summoning new minions, so just play it safe and stay | | behind one of the two columns for the majority of the fight. Sirens have | | it easy because they can Phasewalk back and forth between the two. | | | | There are many different options to take during this fight depending on | | your class and weapon preference, but some general rules include: | | | | - Elemental weapons. Like I mentioned before, it is imperative that you | | have some sort of elemental offense, whether it be guns or Skills. The | | best option is to have a Corrosive, Fire, and Shock weapon to each use | | against the Craw Worms. Personally I found it hard to find a good Shock | | weapon, but Craw Maggots are the easiest out of the bunch and my lack of | | a Shock weapon wasn't the end of the world. But Fire and Corrosive are | | a must. | | | | - Transfusion grenades. They are the most important Grenade Mod since most | | other grenade mods don't work well against the boss or the Craw Worms. | | These will help keep your HP in the high numbers without having to use a | | Super Healing Kit. | | | | - Ammo regeneration. The boss battle against Crawmerax is as long as it is | | hard, and you cannot worry about ammo rationing. The Craw Worms can be a | | source for ammo restoration, but it is often too little, too late. | | Whether it be a specific gun or a Class Mod, ammo regeneration is very | | important, especially if you are fighting Crawmerax by yourself. | | | | - Health regeneration. You cannot rely on Healing Kits for this fight. You | | simply cannot. You must have some form of health regeneration, whether | | it be from your Shield or Skills. If the only form of healing you have | | Super Healing Kits, then you're most likely screwed. | | | | - Super Healing Kits. If you are fighting Crawmerax the Invincible, that | | likely means you have beaten the game multiple times and should have an | | inventory with around 60 slots. There is no need for open slots, so if | | you need to buy 55+ Super Healing Kits, so be it. If the boss fight ends | | and you need space for the loot, then drop the healing kits. They are a | | good backup if anything, but if you find yourself relying on them then | | you are underprepared for this fight. | | | | Since Crawmerax's weak points are all on his back (either on his back or | | on the underside of his limbs, facing him from the front is pretty much | | useless. You need to spend the majority of time running away from him so | | that you can flank him and begin hitting the weak points. Since Crawmerax | | is constantly moving and there are Craw Worms to worry about, I prefer | | automatic weapons with a large spray rather than a slow, one-shot Sniper | | Rifle or similar gun. | | | | Again, you never want Crawmerax to be anywhere near you. If you aren't on | | the opposite side of the arena from the boss, then change that. He has | | incredible reach and melee attacks can kill you in two hits. Keeping your | | distance also gives you opportunities on the weak point on his back, which | | is arguably the hardest one to destroy. | | | | This fight takes a lot of practice and a lot of retries (You. Will. Die.), | | and overall I think a player will know when they are able to beat him and | | whether or not they must retreat and train. Here are some options if you | | just aren't cutting it: | | | | - Level up. Well, duh. If you aren't at least Level 61, then you should | | not be in this position. Like I said, killing the Craw Worms grants a | | lot of XP and you can actually level up a couple times during the fight, | | which serves as an automatic health restoration. You don't have to be | | Level 69, but Level 65-66 is respectable. | | | | - Get better equipment. Chests in this game respawn every time you reload | | a save file. A good idea is to go on a Red Chest run, where you cover | | several areas and loot all the Red Chests, then exit and reboot your | | game in order to find top-notch guns. The post-game armory runs are also | | great for finding legendary equipment. | | | | - Respec. Maybe it's not your level or equipment, but your Skills. I feel | | like the option to respec is lost on many players, but for a small fee | | you can accumulate all your spent Skill Points. If one Skill Tree isn't | | cutting it, try another one. Even at such a high level, there is still | | room for adjustments in the three Skill Trees. | | | | - Find some friends. Crawmerax is very hard, but the magnitude of fighting | | him by yourself is unbelievable. I have beaten the game four times with | | all four character classes, but I have only managed to defeat Crawmerax | | once by myself (with Lilith, so I apologize if this boss strategy or the | | guide in general is geared towards Lilith users). Either by split screen | | co-op or via Xbox Live, having one, two, or three competent players is | | always going to help in the long run. | |____________________________________________________________________________| - Kill Crawmerax: Objective Complete - TURN IN! Congratulations! With Crawmerax the Invincible no more, all his Craw Worm minions disappear from the arena and you are left with the spoils. Crawmerax drops around 50 pieces of equipment, most of it purple and orange, so go wild. You will unlock the "Vincible" Achievement for defeating Crawmerax. Hit the switch on the southern pillar to teleport back to the bottom, and turn in the mission at the T-Bone Junction bounty board (if this is your final mission in the DLC, then you also get the "Completionist" Achievement). And Crawmerax does respawn, for those wondering! ______________________________________________________________________________ ============================================================================== [20] ACHIEVEMENTS [2000] ============================================================================== Here are all the Achievements found in the game, in alphabetical order. .------------------. | Athena, Out (25) | '------------------' Rescue Athena .--------------------. | Completionist (25) | '--------------------' Complete all missions in Secret Armory .-----------------------. | Depot Demolition (25) | '-----------------------' Destroy the Lance Depot .------------------------------. | Ding! Overleveled to 11 (40) | '------------------------------' Reach Level 61 .------------------------. | Ding! Overleveled (15) | '------------------------' Reach Level 51 .-----------------------. | Making a Monster (10) | '-----------------------' Build the new car: Monster .----------------------------. | Sneaky Little Buggers (25) | '----------------------------' Kill each of the loot midgets .------------------. | Speed Kills (25) | '------------------' Destroy a Lancer While in a Racer .-------------------------------. | Sucker Born Every Minute (10) | '-------------------------------' Paid for a worthless tour of the World's Largest Bullet .---------------. | Vincible (50) | '---------------' Kill Crawmerax the Invincible ______________________________________________________________________________ ============================================================================== [21] BESTIARY [2100] ============================================================================== .============================================================================. | ENEMIES [2101] | '============================================================================' .---------------. | Crimson Lance |____________________________________________________________ |____________________________________________________________________________| You are used to the Crimson Lance from the main game, so running into Lance Infantry, Lance Engineers, and Lance Defenders should not come as a shock to you. However, there are a lot more rankings revealed in this DLC. .------------. | Lance Pyro | '------------' There are three types of elemental Crimson Lance. Lance Pyros are Fire-based, wear red Fire-resistant armor, and attack you with Incendiary weapons. They can summon Scorpio Turrets that also uses Fire attacks. They are about as strong as a Lance Engineer. - Badass Pyros wear a big flame backpack on their back and are much larger than their counterparts. If you specifically shoot at the backpack on their back, eventually it'll explode and kill him. .---------------------. | Lance Shock Trooper | '---------------------' There are three types of elemental Crimson Lance. Lance Shock Troopers are Shock-based, wear blue Shock-resistant armor, and attack you with Shock weapons. They can summon Scorpio Turrets that also uses Shock attacks. They are about as strong as a Lance Engineer. - Badass Shock Troopers wear big electrical generators on their back and are much larger than their counterparts. If you specifically shoot at the generators on their back, eventually it'll explode and kill him. .------------------------. | Lance Chemical Trooper | '------------------------' There are three types of elemental Crimson Lance. Lance Chemical Troopers are Corrosive-based, wear green Corrosive-resistant armor, and attack you with Corrosive weapons. They can summon Scorpio Turrets that also uses Corrosive attacks. They are about as strong as a Lance Engineer. - Badass Chemical Troopers wear big acid tanks on their back and are much larger than their counterparts. If you specifically shoot at the tanks on their back, eventually it'll explode and kill him. .--------------------. | Lance Combat Medic | '--------------------' The Lance Combat Medics aren't born fighters; rather they are inserted into the lineup in order to heal their comrades. The Combat Medics still attack you mainly with Combat Rifles, but they aren't as physically imposing as other Crimson Lance member. However, Combat Medics should be first on your kill list when in a fight. They can deploy Scorpio Turrets that use Transfusion technology to heal fellow Crimson Lance soldiers. Look for their pearly white armor and eliminate them at the start of the battle. .-----------------. | Lance Rocketeer | '-----------------' Lance Rocketeers are very nimble and wear jetpacks that allow them to fly through the air. They must wear light armor in order to maneuver through the air, meaning that they are more fragile than other Crimson Lance. However, Rocketeers are harder to hit because they are fast and hard to track when high above you. - Badass Rocketeers wear red armor instead of the standard Lance Infantry armor, and always carry Rocket Launchers. They are bit harder to bring down than a Rocketeer, but still not that powerful. .----------------. | Lance Assassin | '----------------' You will run into Lance Assassins during the Omega Assassin boss fights. Lance Assassins are duel-wielding katana babes with skin tight outfits; they sacrifice durability for mobility. Lance Assassins are incredibly graceful and can perform all sorts of acrobatic maneuvers, so trying to target one can be a pain. The best way to defeat one is with close-range weaponry or even melee attacks since they always rush you and attack with their swords. They are painfully weak, but hard to actually hit. .------------. | Devastator | '------------' The Devastator is a sort of last resort insurance policy, as you only fight a handful of them in the game. It is a gigantic Crimson Lance mech with Shotgun arms that pack quite a punch. As long as you stay the hell back, it won't be able to deal that much damage to you. Like all Crimson Lance, use Corrosive guns for the best possible result and aim at its head/cockpit for critical hits. - Badass Devastators are larger and have a slick new coat of paint. They have also replaced their Shotgun arms with Rocket Launcher arms, so they are much more dangerous at long range. .---------. | Midgets |__________________________________________________________________ |____________________________________________________________________________| Again, the actual enemy shouldn't surprise you, but this DLC introduces new midget types that you can encounter. .----------------. | Midget Rustler | '----------------' Midget Rustlers are incredibly fast midgets that carry makeshift weapons and use melee attacks. They are the weakest of the new midget team and wear light armor on their head and shoulders. .---------------. | Midget Raider | '---------------' Midget Raiders are slightly more powerful than Rustlers, and are about the same (stat wise) as Mutant Midget Psycho. Midget Raiders also attack with random tools and are easily distinguished by their goggled face and Psycho mask hanging above their forehead. .----------------. | Midget Ravager | '----------------' Midget Ravagers are the most annoying and dangerous midget enemy in the game. These guys wear spiked helmets and choose dynamite instead of guns or melee weapons. Ravagers will run around and throw bundles of TNT at you, blowing things up and generally making your day more unpleasant. They always drop their dynamite when killed, so avoid their dead bodies. Ravagers can sometimes go overboard with the explosives and can end up hurting other enemies for you. .---------------. | Badass Midget | '---------------' Badass Midgets are their own class of midget and don't share resemblances with any other midget type. Badass Midgets are covered head to toe in thick black armor and wear elegant helmets with long horns. Their armor is tough to pierce but you can knock off their helmets with enough headshots. Most Badass Midgets carry Combat Rifles. .--------------. | Loot Midgets |_____________________________________________________________ |____________________________________________________________________________| Loot Midgets technically are not midgets (based on the fact that they don't count towards the midget total in "Local Trouble") and only appear in a few select locations. These guys hide in lootable objects and only appear if you open it. Killing all five types of Loot Midgets unlocks the "Sneaky Little Buggers" Achievement. .------------. | Mini Steve | '------------' Mini Steve looks like a midget Bandit Raider and carries a gun (usually an SMG). Mini Steve hides inside Red Chests. You can find him in the Took pump bandit camp in the Sunken Sea, in the bandit camp at the Deep Fathoms, and in the Lockdown Palace, near the large magnet. .----------------. | Dumpster Diver | '----------------' Dumpster Diver looks like a regular Mutant Midget Psycho, but carries a rusty pipe and wears striped pants similar to the prisoners. You only find one of them in the entire game. Dumpster Diver is located in Motorhead's garage at Abomination Way, inside the dumpster in the corner. .---------------. | Meat Popsicle | '---------------' Meat Popsicle is a Mutant Midget Psycho that carries a frozen drumstick as a weapon. He is found hiding inside refrigerators. You can find Meat Popsicle in the Lilith shrine at T-Bone Junction (though he's Level 61), in Midgetville near the staircase leading up to the highway, and in the Lockdown Palace, in a side room past the two vendors. .-------------------. | Truxican Wrestler | '-------------------' This guy looks pretty cool. Truxican Wrestler is decked out in colorful luchador gear and has a big boxing glove on one hand. He hides inside lockers. You can find Truxican Wrestler in two spots in Lockdown Palace: in the first group of lockers near the main entrance and in the room just past the elevator in the laundry room. .----------------. | Crimson Shorty | '----------------' Crimson Shorty is a Loot Midget wearing Crimson Lance armor and fancies himself a Crimson Lance Chest. Like Dumpster Diver, there is only one Crimson Shorty in the game. To find him, you must open the last Crimson Lance Chest in Road's End, near the entrance to the Crimson Armory. .-------------. | Skag Riders |______________________________________________________________ |____________________________________________________________________________| Skag Riders are two enemies in one. You encounter these beasts in the Sunken Sea and Road's End, usually in cavernous areas with huge Skag dens etched out of the side. Simply put, Skag Riders consist of a midget riding a Skag. The enemies vary, but that's the gist of these enemies. You must kill both; the other one will continue with their partner down. .--------------. | Skag Rustler | '--------------' The weakest of the bunch, a Skag Rustler is a Midget Rustler riding a Skag Whelp. They are the smallest out of the bunch, but also the fastest. They can easily slip past your sights and begin nibbling at your ankles. .-------------. | Skag Raider | '-------------' Skag Raiders consist of a Midget Raider riding an Adult Skag. They are probably the most common out of the bunch, but both parties are average in terms of a threat. .--------------. | Skag Ravager | '--------------' These are definitely ones that you don't want to see, mainly due to the Midget Ravager. The Elder Skag is still a problem, but one thing worse than a Midget Ravager is a Midget Ravager running around in circles while chucking dynamite at you. One good tactic is to kill the Midget Ravager, and the dropped TNT will likely destroy the Elder Skag. .-------------------. | Badass Skag Rider | '-------------------' The Badass Skag Rider is a Badass Midget riding on top of a Badass Fire Alpha. While both the midget and the Skag are formidable opponents, as a whole they are sluggish and easy to target due to their size and the Badass Fire Alpha's flaming mane. .---------------. | Skag Rapparee | '---------------' Without a doubt the worst of the bunch, but fortunately they are uncommon. A Skag Rapparee is an Alpha Skag driven by three midgets: a Midget Rustler, a Midget Raider, and a Badass Midget. Three for the price of one! It is hard to snipe the midgets off of the roaming Skag, so you might want to take the mount out first. .------------. | Craw Worms |_______________________________________________________________ |____________________________________________________________________________| You fought Larva Crab Worms in the main game, but now you can encounter three similar types during the battle against Crawmerax. Since this is the only place where you can find them, they all have obscenely high levels like their master. Even though they have a different name than the Crab Worms, most of the Craw Worms have the same appearance and mannerisms (aim for the eye!). .-------------. | Craw Maggot | '-------------' Craw Maggots are the odd one out, since they look more like worms than crabs or crawfish. Craw Maggots will stick their head out of the sand and either spit projectiles at you or bite you. Craw Maggots can also leap out of the air and knock into you, sending you flying backwards. Craw Maggots are resistant to Corrosive and deathly weak against Shock attacks. .-----------------. | Green Craw Worm | '-----------------' These guys are basically a palette swap of the Larva Crab Worms, but are much larger and obviously have a green coloration. They mainly attack by spewing Corrosive projectiles at you, but also have a pincer attack and can sometimes jump at you like Craw Maggots. They are resistant to Corrosive, but weak against Fire/Incendiary attacks. .-------------------. | Armored Craw Worm | '-------------------' The Armored Craw Worm is most similar to the Larva Crab Worms in the main game; although larger, they are also purple and just as slow. The Armored Craw Worm shoots purple projectiles at you and don't use the charge/jump attack like the Green Craw Worm. Armored Craw Worms are resistant to Shock but really weak against Corrosive damage. .---------------. | Other Enemies |____________________________________________________________ |____________________________________________________________________________| .---------. | Drifter | '---------' These eerie creatures resemble gigantic daddy long legs; their body is minuscule compared to their lanky legs, and you can often spot them from a mile away. Drifters live in the desert and are found in the Sunken Sea and Road's End. They attack mainly by spewing Corrosive globs at you, but can also stab at you with their front legs and use a jumping slam. Even though their weak point is their eyes and yellow bulb on their back, you are best off using vehicles (preferably Lancers) to kill Drifters. .-----------. | Cheta Paw | '-----------' The bandits have upgraded from their modified Runners (Out Riders) and the guys in the Parched Fathoms use hacked Monsters. These Monsters, called Cheta Paws, spawn in the Deep Fathoms and the Sunken Sea. Like a regular Monster, Cheta Paws are slower than Runners but much more durable. They attack using non-homing rockets, so I guess Cheta Paws aren't as good as the real thing. .============================================================================. | BOSSES [2102] | '============================================================================' .-------------. | Main Bosses |______________________________________________________________ |____________________________________________________________________________| .---------------. | BOSS: Vulcana |____________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Now that you are a wanted man, the Atlas Corporation will periodically | | send mercenaries to hunt you down. Vulcana's arrival is the first instance | | of that. Vulcana usually stands on the sidelines and lets the four Lance | | Assassins take a stab at you first. Lance Assassins duel-wield katanas and | | are incredibly nimble and elusive. They are essentially ninjas. However, | | Lance Assassins have pitifully low health and can be killed in one or two | | critical hits. | | | | Vulcana is taller than regular Lance Assassins and has more powerful armor | | than her underlings, except she is helmet-less. She has a number of melee | | attacks and will either kick you with her super stiletto boots or go for a | | slice and dice approach. The boss can also fire rockets at you. | | | | It's hard to get a clean shot off with the boss moving around as much as | | she does. It is more difficult to fight this battle with a Combat Rifle or | | Sniper Rifle, but you do have a good opportunity when Vulcana stops to | | fire a missile at you. If you prefer close-range combat with Shotguns, | | then you should be fine here. Aim for her head, deplete her shield, then | | don't let up. | |____________________________________________________________________________| .------------. | BOSS: Hera |_______________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | If you look into the sky as you get closer to Moxxi's Red Light, you can | | actually make out the dropship as it careens into the highway. Several | | Lance Assassins appear and begin attacking. Again, they are very fast but | | also incredibly weak. You can melee one as she gets close to you to stun | | her, then finish the job. There are about five or six in total. | | | | Next, direct your attention to Hera. Unlike Vulcana, she wears a helmet so | | you won't deal quite as much damage with headshots. The boss rarely uses | | long-range attacks such as missiles, so this battle resembles one against | | a regular Lance Assassin. Also remember that Crimson Lance enemies drop | | Energy Cores if you picked up the "Core Collector" sidequest, so the cores | | dropped by the Lance Assassins should help against Hera. | |____________________________________________________________________________| .---------------. | BOSS: Minerva |____________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Just like before, a group of Lance Assassins will attack before the Omega | | Assassin appears. Defeat the enemies to trigger Minerva's arrival. Minerva | | looks more like Vulcana than Hera, since she does not wear a helmet. She | | also has bright yellow armor and therefore easy to spot among the gray and | | red scenery. | | | | The boss attacks by using regular melee attacks seen in the other two boss | | fights against the Omega Assassins. She has no long-range attacks and only | | uses kicks and sword slashes. The problem with this fight is that Minerva | | can propel you into the air with her kicks, which can potentially lead to | | you getting knocked off the map and dying. Try to stand in one of the | | staircases to prevent getting kicked around. | |____________________________________________________________________________| .-----------------. | BOSS: Mr. Shank |__________________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | You can expect what type of fight you'll have on your hands just by the | | boss's name alone. Mr. Shank is all about melee attacks: he is practically | | always hovering over you while stabbing you with his handmade shiv. Since | | Mr. Shank is almost always up in your grill, it is very hard to try and | | separate the two of you. Even when you do manage to catch a breather, the | | boss retaliates by throwing daggers at you. | | | | Mr. Shank seems to be resistant to all elements, making this fight even | | tougher. He has an incredibly large shield, and the majority of the fight | | will consist of you trying to drain it (though Shock attacks help, like | | always). | | | | After a little bit, the boss will begin using Athena's Personal Teleporter | | Device to warp around the square room. The showers are small enough that | | he doesn't get very far away, but it can still get disorienting at times. | | Look for the red pillar of light to determine where Mr. Shank will appear | | next. Most Action Skills are useful in this battle to either create some | | distance between you and the boss or help track him down. | | | | A close-range fight of this nature can make things difficult for players | | who prefer the comfort of Sniper Rifles and other safe alternatives. But | | that's why you bring a gun to a knife fight. | |____________________________________________________________________________| .------------. | BOSS: Chaz |_______________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Chaz, Mr. Shank's assumed lover, has received word of his death and is out | | for revenge. You will encounter Chaz in the room with the two vendors, and | | he is joined by a large group of prisoners; usually Punks and one or two | | Badass Thugs. Their presences makes this boss fight much harder than it | | needs to be, so wipe out the lesser prisoners first. | | | | There isn't a lot of wiggle room here, and there are only a few boxes you | | can crouch behind. Not the best boss arena. Use your Action Skill at the | | start of the fight to help get rid of the prisoners while you take cover. | | Chaz has a shield and a nice amount of HP (though his shield is much, much | | weaker than Mr. Shank's), and wields a Bone Shredder, the same gun used in | | the Bone Head boss fight wayyyy back. In the end, Chaz is just a slightly | | beefed-up prisoner; just another slightly problematic hurdle. | |____________________________________________________________________________| .---------------. | BOSS: Ceresia |____________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Ceresia will arrive in her dropship after taking no more than five steps | | into Road's End. First you will want to take down the three or four Lance | | Assassins that exit out of the dropship. You've been down this road many | | times, so you should know how to handle 'em. | | | | The boss wears a large helmet along with her blue armor and wields a small | | rocket launcher similar to Vulcana. Ceresia most resembles Vulcana in that | | she mainly shoots missiles at you rather than using melee attacks. You | | have a ton of room to fight her so you should try to distance yourself | | from Ceresia to get the most out of this boss battle. | |____________________________________________________________________________| .---------------. | BOSS: Helicon |____________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Before you can go much farther, you are stopped by a small band of Lance | | Assassins. Yep, you know what's coming next. At least this is the final | | encounter between you an the Omega Assassins. Defeat them, then face off | | against Helicon. | | | | Helicon wears a helmet just like the previous Omega member and dons green | | armor. She uses projectile attacks, but unlike Vulcana and Ceresia, this | | chick hurls a cluster of shurikens at you. Avoid the ninja throwing stars, | | then retaliate. | | | | Helicon spends most of the time pulling off cartwheels and other acrobatic | | moves, making it hard to target her head. You are better off not even | | trying and aim anywhere on her body. This is no different than all the | | other Omega Assassin fights, but Helicon does have the most health out of | | the group. | |____________________________________________________________________________| .---------------------. | BOSS: General Knoxx |______________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Being the final boss of this DLC, General Knoxx can be very imposing. He | | resembles a Devastator, although bigger and more powerful. Knoxx himself | | only uses two attacks throughout the whole fight. He can rocket into the | | air and then stomp down to create a miniature earthquake; the attack is | | also used in order to fly over to you if you are too far away. The boss | | also fires electrical blasts from his two rail gun arms. Since they are | | Shock-based, they can destroy your shield in a hurry. | | | | Knoxx isn't very fast, and the front entrance to the armory is gigantic. | | You shouldn't have any trouble running and hiding from Knoxx if you need | | to restore health or reload. The main issue with this boss battle is that | | General Knoxx is almost never alone. | | | | The first wave of enemies include two Devastators. They appear around a | | minute after the boss starts. They'll just get on your nerves, so you will | | want to kill them as soon as they show up. After them, Lance Combat Medics | | will begin to show up, two at a time. They are huge nuisances because they | | can use their Scorpio Turrets to heal themselves and Knoxx. | | | | Pay attention to your radar for when extra red blips appear and go after | | the Lance Combat Medics. There is no need to make this boss fight any | | longer than it needs to be, and two Scorpio Turrets can completely refill | | Knoxx's HP bar. | | | | General Knoxx is resistant to all elemental types, but that should not | | hinder your efforts. Always shoot at the boss's head, because he will | | flinch after nearly every critical hit. Rapid-fire weapons such as Combat | | Rifles or SMGs work great because you can repeatedly hit his noggin and | | keep stunning him over and over again. | |____________________________________________________________________________| .-----------------. | Optional Bosses |__________________________________________________________ |____________________________________________________________________________| .-----------------. | BOSS: Motorhead |__________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | The legend is true! Sledge has been rebuilt with mechanical parts and is | | now bigger and stronger than ever. He has been rebranded as Motorhead and | | has a whole new style of attacking. The first thing you should notice is | | that Motorhead doesn't even have a head. There is a Gatling Turret where | | his head should be, and the boss has no true weak point. | | | | Motorhead carries a gigantic hammer and will only use it if close enough | | to his target. His main form of attack is with the turret on his head. In | | a way, you're pretty much battling a moving Gatling Turret. You will have | | to be quick on your feet and constantly moving in order to avoid gunfire. | | | | The interesting thing I noticed about Motorhead is that he does not seem | | to leave his garage during the boss fight, so you can back up all the way | | to the barricade and he'll taunt you back from the garage. Any long-range | | player that fancies Sniper Rifles or Rocket Launchers can blast him from a | | safe distance. | | | | Some sources say that the boss is resistant to all elements, but this | | seems to be untrue. From what I have noticed, the boss is weak against | | Corrosive and Fire, since he wears armor and has exposed flesh. Elemental | | weapons work well in this fight. The thing about Motorhead is that his HP | | tends to regenerate during slow points in the fight, so try not to take | | any breathers and lay down the law. | |____________________________________________________________________________| .-----------------------. | BOSS: Commander Kyros |____________________________________________________ | | | Level: N/A Resist: Corrosive | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Commander Kyros is a helmet-less Crimson Lance Lieutenant wearing green | | armor, meaning that he is resistant to Corrosive damage. Even though there | | are no other Crimson Lance around, this can still be a challenging fight. | | Kyros fights like a super powered Chemical Trooper, using an Explosive | | Sniper Rifle and often enlisting in the help of a Corrosive Scorpio | | Turret. | | | | You will probably want to stay back during this battle. Kyros doesn't like | | to leave his platform, so you can stay on the elevated ledges in front and | | behind him and attack from the balconies. The guard rails and staircases | | should protect you from the Scorpio Turret; try to either destroy it or | | use grenades to shoo Kyros away and score some headshots. | |____________________________________________________________________________| .------------------------. | BOSS: Commander Typhon |___________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Commander Typhon takes after a Badass Defender, carrying a big red shield | | that is resistant to all damage. You'll need great aim in order to squeeze | | out critical hits on his head. Typhon is also accompanied by a couple | | various Crimson Lance, which can be helpful for Second Winds. Just make | | sure to immediately get rid of any Lance Combat Medics. | | | | Treat this battle similar to the one against Kyros. You are in virtually | | the same arena as before with the same general layout. One positive note | | is that you can use Corrosive attacks to greatly weaken Typhon. Use the | | same tactics you use against Badass Defenders against this boss. | |____________________________________________________________________________| .------------. | BOSS: Ajax |_______________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Weird how the two Lieutenants are specifically referred to as "Commanders" | | but Commander Ajax is just "Ajax". Whatever. Anyways, you'll have to draw | | Ajax out by killing all of his minions first. There are a lot of random | | Crimson Lance and always a few Devastators. There is very little cover in | | the area surrounding the command center so it is tough to avoid getting | | shot at: try to use your Action Skill in times of need. | | | | Ajax himself wears a jetpack and bears resemblance to Badass Rocketeers. | | His armor is not that very powerful and is susceptible to elemental | | damage, especially Corrosive. He usually hovers within mid-range and uses | | his signature Combat Rifle to attack. Ajax himself isn't tough, but you'll | | have to be on the lookout for other Crimson Lance. Devastators and even | | Badass Devastators tend to butt in at the most inopportune moments. | |____________________________________________________________________________| .------------------. | BOSS: Skyscraper |_________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Drifters are normally tough enemies, but Skyscraper towers over Drifters | | and is a lot meaner. He shares the same attacks: Skyscraper will either | | spew Corrosive projectiles at you or execute a jumping slam. Like all | | Drifters, Skyscraper has a very small body and can be hard to target with | | a gun unless you are up close. He does have several weak points: his two | | glowing eyes and the yellow bulb on his back. | | | | Skyscraper normally appears with two or so Drifters, and they tend to gang | | up on your vehicle. As soon as they spawn, boost away so you are out of | | their range and eliminate the Drifters with Lancer fire. If you don't get | | away in time, they will all jump on top of your car and crush you. | | | | You should not have to fight the boss on foot. In fact, it is recommended | | that you have a vehicle at all times; if yours is destroyed, locate the | | nearest Catch-A-Ride Station. Skyscraper is incredibly weak against Shock, | | so the Lancer's Shock blasts can destroy the boss in about five hits. | |____________________________________________________________________________| .--------------------------------. | BOSS: Crawmerax the Invincible |___________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | What I do know about Crawmerax is that he is always three levels higher | | than you (even at a maxed Level 69, the boss will be Level 72). | | | | I am going to defer a strategy for Crawmerax and first talk about the | | three available enemy types: Craw Maggots, Green Craw Worms, and Armored | | Craw Worms. Craw Maggots are legless worms that have a single eye like all | | other Crab/Craw Worms which acts as their weak point. Green Craw Worms are | | small, green versions of Larva Crab Worms. Armored Grab Worms look exactly | | like Larva Crab Worms but are about three times as big. | | | | There will always be enemies present with Crawmerax, and I believe that | | the constant stream of baddies is more dangerous and may grab your focus | | more than Crawmerax himself. There is a maximum of three on field at once, | | so you'll never see more than three enemies with Crawmerax. | | | | They all have generally the same attacks, but Craw Maggots and Green Craw | | Worms have lunging attacks that are annoying and can create knockback. | | Each one has their own elemental weakness: Craw Maggots are weak against | | Shock, Green Craw Worms are weak against Fire, and Armored Craw Worms are | | weak against Corrosive. It is highly recommended that you have elemental | | weapons in your inventory (preferably one of each kind), since exploiting | | their weaknesses will take a huge load off. | | | | These Craw Worms can also be a blessing, since there is always a steady | | supply of them and can lead to Second Winds. Whichever one you find the | | weakest, try to keep them around in case of emergency so you can whip out | | an elemental gun and blast them during your Crippled state. If you are not | | yet Level 69, defeating these enemies will yield tons of XP and you may | | even gain a level during the battle, giving you a free health refill. | | | | As for Crawmerax himself, he is about 50 times the size of an Armored Craw | | Worm and very intimidating. His plating is resistant to all damage, so you | | must aim for his eye or glowing purple bulbs in order to deal damage. His | | six weak points include: two on his main pincer arms, two on his secondary | | appendages, one on his back, and his eye. You must destroy all six weak | | points in order to slay Crawmerax the Invincible. | | | | Like all bosses, Crawmerax has a melee attack, but this shouldn't be much | | of an issue since your goal is to stay as far away from him at all times. | | What you want to watch out for is his massive spray of purple goo (like | | the Craw Worms' projectile attack, but many more projectiles). | | | | However, the boss's most powerful and backbreaking attack is a shockwave | | that can automatically drain shields and nearly kill you. When you hear | | Crawmerax roar and burrow underground, quickly get behind one of the two | | rock structures to avoid an earthquake when he emerges. Now Crawmerax also | | goes underground when summoning new minions, so just play it safe and stay | | behind one of the two columns for the majority of the fight. Sirens have | | it easy because they can Phasewalk back and forth between the two. | | | | There are many different options to take during this fight depending on | | your class and weapon preference, but some general rules include: | | | | - Elemental weapons. Like I mentioned before, it is imperative that you | | have some sort of elemental offense, whether it be guns or Skills. The | | best option is to have a Corrosive, Fire, and Shock weapon to each use | | against the Craw Worms. Personally I found it hard to find a good Shock | | weapon, but Craw Maggots are the easiest out of the bunch and my lack of | | a Shock weapon wasn't the end of the world. But Fire and Corrosive are | | a must. | | | | - Transfusion grenades. They are the most important Grenade Mod since most | | other grenade mods don't work well against the boss or the Craw Worms. | | These will help keep your HP in the high numbers without having to use a | | Super Healing Kit. | | | | - Ammo regeneration. The boss battle against Crawmerax is as long as it is | | hard, and you cannot worry about ammo rationing. The Craw Worms can be a | | source for ammo restoration, but it is often too little, too late. | | Whether it be a specific gun or a Class Mod, ammo regeneration is very | | important, especially if you are fighting Crawmerax by yourself. | | | | - Health regeneration. You cannot rely on Healing Kits for this fight. You | | simply cannot. You must have some form of health regeneration, whether | | it be from your Shield or Skills. If the only form of healing you have | | Super Healing Kits, then you're most likely screwed. | | | | - Super Healing Kits. If you are fighting Crawmerax the Invincible, that | | likely means you have beaten the game multiple times and should have an | | inventory with around 60 slots. There is no need for open slots, so if | | you need to buy 55+ Super Healing Kits, so be it. If the boss fight ends | | and you need space for the loot, then drop the healing kits. They are a | | good backup if anything, but if you find yourself relying on them then | | you are underprepared for this fight. | | | | Since Crawmerax's weak points are all on his back (either on his back or | | on the underside of his limbs, facing him from the front is pretty much | | useless. You need to spend the majority of time running away from him so | | that you can flank him and begin hitting the weak points. Since Crawmerax | | is constantly moving and there are Craw Worms to worry about, I prefer | | automatic weapons with a large spray rather than a slow, one-shot Sniper | | Rifle or similar gun. | | | | Again, you never want Crawmerax to be anywhere near you. If you aren't on | | the opposite side of the arena from the boss, then change that. He has | | incredible reach and melee attacks can kill you in two hits. Keeping your | | distance also gives you opportunities on the weak point on his back, which | | is arguably the hardest one to destroy. | | | | This fight takes a lot of practice and a lot of retries (You. Will. Die.), | | and overall I think a player will know when they are able to beat him and | | whether or not they must retreat and train. Here are some options if you | | just aren't cutting it: | | | | - Level up. Well, duh. If you aren't at least Level 61, then you should | | not be in this position. Like I said, killing the Craw Worms grants a | | lot of XP and you can actually level up a couple times during the fight, | | which serves as an automatic health restoration. You don't have to be | | Level 69, but Level 65-66 is respectable. | | | | - Get better equipment. Chests in this game respawn every time you reload | | a save file. A good idea is to go on a Red Chest run, where you cover | | several areas and loot all the Red Chests, then exit and reboot your | | game in order to find top-notch guns. The post-game armory runs are also | | great for finding legendary equipment. | | | | - Respec. Maybe it's not your level or equipment, but your Skills. I feel | | like the option to respec is lost on many players, but for a small fee | | you can accumulate all your spent Skill Points. If one Skill Tree isn't | | cutting it, try another one. Even at such a high level, there is still | | room for adjustments in the three Skill Trees. | | | | - Find some friends. Crawmerax is very hard, but the magnitude of fighting | | him by yourself is unbelievable. I have beaten the game four times with | | all four character classes, but I have only managed to defeat Crawmerax | | once by myself (with Lilith, so I apologize if this boss strategy or the | | guide in general is geared towards Lilith users). Either by split screen | | co-op or via Xbox Live, having one, two, or three competent players is | | always going to help in the long run. | |____________________________________________________________________________| ============================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ============================================================================== ----- CLAPTRAP'S NEW ROBOT REVOLUTION ----- ============================================================================== ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ============================================================================== You will have access to DLC once you have purchased it as a standalone or if you own the Borderlands Game of the Year Edition. The regions in the three main DLC packs are completely separated from the main world (for the most part) and the only way to reach a DLC region is by Fast Travel (you can still use Fast Travel to get to these areas prior to completing the story mission "Powering the Fast Travel Network". The DLC packs accomodate your character's current level by properly adjusting enemy and equipment levels, so feel free to pick up and play at any point during the main quest (you must be at a minimum of Level 10). As a result, mission levels and rewards fluctuate completely based on your current level and there is no way to accurately gauge the amounts (although I believe the mission levels are in increments of five and the number closest to your current level is chosen). ______________________________________________________________________________ ============================================================================== [22] WALKTHROUGH [2200] ============================================================================== .============================================================================. | ARE YOU FROM THESE PARTS? [2201] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - New Contact | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Bring Tannis some claptrap parts | | | | Patricia Tannis needs parts to build her magnificent... something. Head | | down to the Hyperion Dump and search the scrapped claptraps for parts and | | bring them back to her. | |____________________________________________________________________________| After entering Tartarus Station via Fast Travel, walk up the mountain to meet Patricia Tannis in her second super secret base camp! Exit Tannis' secret lair to find a [SILVER CHEST]. If you go northwest and follow the cliff wall, you can shimmy down to reach a [RED CHEST] (look at your map if you need help). The Hyperion Dump is northeast of Tannis' lab. Hyperion Dump is much like Crazy Earl's Scrapyard and the junkyard surrounding New Haven. Throughout the area you'll often hear the insane ramblings of the Interplanetary Ninja Assassin Claptrap (INAC). If you remember from the game's post-credits scene, the Claptrap you met when you got off the bus at Fyrestone becomes hacked by Hyperion and becomes INAC. Hyperion created INAC in order to kill the Vault Hunters, but the Claptrap has gone rogue and started a revolution against all humans. Just another day on Pandora... The first portion of the dump is run by bandits. As always, the enemy names change during this DLC, so all previous enemies will be referred to by their Playthrough 2 name (Bandit Outlaws are Goons, Raiders are Ravagers, Killers are Murderers, Psychos are Maniacs, and Bruisers are Brutes, and so on). Start by going south and blast the Gatling Turret on the tower. Explore the little bandit village for ammo and whatnot, then head down the trail towards the east side of the dump. You'll probably notice the giant pirate ship in the center of the dump; this is a good landmark if you ever get confused/lost. Pass by the watchtower near the pirate ship (or climb to the top for a [SILVER CHEST]) and follow the walkway on the right side of the road. At the top is a building containing a [CLAPTRAP PART] next to a busted purple Claptrap. - Clap-Component #1: Objective Complete The next piece is south of your location. Jump down to the ground, then head southeast. Continue to the bandit camp at the southeast corner of the map; stay on the row of buildings and defeat the enemies down in the campsite, then jump down. The second [CLAPTRAP PART] is behind a small hut. - Clap-Component #2: Objective Complete Next, you will want to return to the entrance, but first continue east to the boundaries of the map. Defeat the wave of Freaky Little Maniacs (Mutant Midget Psychos) and open the [RED CHEST] near the pile of burning tires. Proceed west through Skag territory to return to the entrance. You probably explored this camp already on your way to the first Claptrap Part, but you'll definitely want to collect the [RED CHEST] on the roof near the southern end of the camp. The [CLAPTRAP PART] is found on the ground in the middle of the campsite. - Clap-Component #3: Objective Complete Only two more to go! From here, head north past the Hyperion Dump entrance. At the fork, stick to the left and continue up the northern trail; the [CLAPTRAP PART] is half submerged in a shallow puddle near a New-U Pole. - Clap-Component #4: Objective Complete The search for the final Claptrap Part takes you to the northern end of the Hyperion Dump. It is a scene of utter chaos at the fort, as Hyperion Guards and Hyperion Soldiers are facing off against an army of evil Claptraps. On the outskirts you will find different Stabby Claptraps. Stabby Claptrap all use different melee weapons, whether it be comical wooden sledgehammers, knives, or boxing gloves. Most Claptrap enemies are weak, and these guys are no exception. They wheel around on their single wheel and try to bonk you with their weapons, but Stabby Claptraps have very low health and are super weak against Shock. Try to clear out as many enemies before actually entering the fort, because a Hyperion representative is waiting for you inside. No, he is not friendly. .------------------------------------. | BOSS: Hyperion "Super-Bad" Soldier |_______________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Yeah, that is his real name. The Hyperion "Super-Bad" Soldier is a high- | | ranking officer of the Hyperion Corporation and is presumably here to try | | and fix the mutinous Claptrap situation. But since the Hyperion's main | | goal was to kill you in the first place, ridding you here is like killing | | two birds with one stone. | | | | Along with the boss, you will fight many members of the Hyperion recon | | team. There are Hyperion Soldiers, Hyperion Guards, and Hyperion Heavy | | Gunners running around the fort trying to keep the Claptraps at bay. As | | long as they don't notice you, leave 'em alone, but start fighting as soon | | as they initiate. | | | | The Hyperion "Super-Bad" Soldier ain't so tough; he carries a tall shield | | just like Hyperion Guards and attacks using a Combat Rifle. Use the same | | strategies as Lance Defenders from the main game and previous DLCs. The | | boss really shouldn't put up a fight. | |____________________________________________________________________________| After downing the Hyperion "Super-Bad" Soldier, clean up the rest of the fort. In addition to Stabby Claptraps, there are Claptrap Partisans on the east side. These Claptraps look like army soldiers and carry guns. Like with Stabby Claptraps, Claptrap Partisans are weak on their own but they often travel in large mobs and can swarm you. If you check out the northeast alcove, you can find a [RED CHEST] underneath a tent. Once the coast is clear, run back inside the fort and take the [CLAPTRAP PART] off the ground. - Clap-Component #5: Objective Complete - TURN IN! After talking to Tannis, you will receive an ECHO transmission from Mr. Blake, the Senior VP of Mercenary Relations and Tourism for Hyperion. He is oddly pleased with your decision to kill his squad at the Hyperion Dump and offers you a mission. .============================================================================. | NEW CONTACT [2202] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Operation Trap Claptrap Trap, | | Rewards: | Phase One | | - XP | | |-------------------------------------+--------------------------------------| | - Meet with Blake at Tartarus Station | | | | Hyperion VP, Mr. Blake wants to meet the crew that "accidentally" | | slaughtered his recon team. Whoops. Find him at Tartarus Station. | |____________________________________________________________________________| You will complete this mission automatically after receiving it, since the job requires you to contact Mr. Blake... except that he contacted you. Whatever. All you have to do is meet with him and turn it in. - Blake contacted: Objective Complete - TURN IN! Enter the base of the satellite dish near Tannis' lab; open the [SILVER CHEST] and climb down the spiral staircase (or just jump). Open the door using the computer terminal and proceed into the Tartarus Station town. The town is actually quite big; definitely larger than New Haven. It is a train station, as evidenced by its name and the train tracks cutting through the middle of the area. You have the opportunity to begin a few sidequests, but for now head over to the Hyperion Tourist and Information Center on the south side of the tracks and talk to Mr. Blake. .============================================================================. | OPERATION TRAP CLAPTRAP TRAP, PHASE ONE [2203] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Operation Trap Claptrap Trap, | | Rewards: | Phase Two: Industrial Revolution | | - XP, Money, Shield | | |-------------------------------------+--------------------------------------| | - Turn on the power to lower the bridges | | | | Hyperion-brand claptraps are going haywire and are assimilating Pandora. | | Time for a little corporate restructuring. Locate the power plant in | | Sanders Gorge and restore power to lower the bridges for your glorious | | counter-revolution. | |____________________________________________________________________________| You might want to look around Tartarus Station for a bit first. Marcus's store is right across from the Tourist and Information Center, and he has a new job for you. The Tartarus Station bounty board is back near where you entered, and it has two sidequests for you. From Tartarus Station, take the staircase west of Mr. Blake's office to descend into the slums. You can exit the station into the accompanying bandit camp, which is heavily monitored by the three turrets - you won't find any enemies here. Continue past the camp and into Sanders Gorge. There is a Claptrap statue at the entrance, past the vendors, so inspect the plaque. This place is a mess of a cave, and it is easy to get lost in the various branches and tunnels. Your destination is the power plant to the northeast, and the best way to reach there is by taking the southern path at the start (to the right of the Claptrap statue). After spending some time in here, you'll catch some of the little nuances that help make navigating this region easier. The paths are lit in different colors: the blue-lit tunnels with the fluorescent lights take you to the power plant, and the orange-lit tunnels with torches lead you to the southern end. The green-lit tunnel is a back entrance to the power plant that opens up after completing this mission. Much of the cave is inhabited by Larva Crab-Traps, which are android versions of the Larva Crab Worms in the main game. Go down the southern path and when you reach another fork, head right. You'll run into some Claptraps and Hyperion Recon-Traps (you fought regular versions at the fort in Hyperion Dump). Climb to the top of the building for a [SILVER CHEST], then continue down the tunnel. Eventually you'll come to another junction, with a strip of buildings in front of you. Defeat all the Claptraps and Hyperion Recon-Traps before making a left. Kill some more enemies up ahead, then make a right at the fork. This is probably the most direct trail to the power station, but feel free to go off the beaten path and explore other regions of Sanders Gorge. There are three Gatling Turret-Traps mounted on the roof of the power plant that you'll want to take out before proceeding further. There are a lot of walls and boundaries between you and the power plant that you can hide behind and scoot between. Also watch out for any Claptraps on the ground, including Kamikaze Claptraps. Take care of the squad of Hyperion Guard-Traps standing in front of the huge metal doors of the power station. Now head towards the two guard towards on either side of the plant; the one on the left contains a [SILVER CHEST], and the one on the right contains a switch that, when pressed, opens the main gate to the power plant. - Power plant located: Objective Complete There are a lot of Hyperion Recon-Traps inside the power plant, as well as some Claptraps and a possible Badass Hyperion Guard-Trap. On the west end is a Med Vendor and Ammo Vendor that you can check out when all the enemies are dead. The northern door is locked, so head east instead. INAC sends a response out and provides you with a little blast from the past, which turns out to be a recurring theme in Claptrap's New Robot Revolution. .--------------------------. | BOSS: General Knoxx-Trap |_________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | General Knoxx-Trap may have a new coat of paint, but he's still the same | | old, cranky dude. This boss fight is basically exactly the same as the | | battle against General Knoxx in his DLC. The boss can turn on the boosters | | on his legs and rocket into the air, then slam down and create a tremor. | | The boss's main form of attack is with his two rail gun arms. The attack | | takes a second to charge up, giving you time to dodge. | | | | Claptraps will occasionally enter the arena and attack you, and as far as | | I know there is an unlimited amount of them so long as the boss battle is | | going on; if you really find the fight against General Knoxx-Trap to be a | | cakewalk, keep him alive and farm Clap-Components and other collectibles. | | | | As always, aim for General Knoxx-Trap's head, using the three generators | | for cover. You should not have much trouble if you managed to complete The | | Secret Armory of General Knoxx DLC. | |____________________________________________________________________________| A door opens up, granting you an easy escape. Stock up on ammunition from all the ammo crates and pop open the [SILVER CHEST], then continue to the control room. There are [2 SILVER CHESTS] and [2 RED CHESTS] inside the control room, as well as a computer that'll allow you to turn on the power. - Power restored: Objective Complete - TURN IN! Mr. Blake seems pleased with the outcome. The stairs in this room take you to the entrance to the power plant. From there, hoof it to Tartarus Station to begin Phase Two. .============================================================================. | OPERATION TRAP CLAPTRAP TRAP, PHASE TWO: INDUSTRIAL REVOLUTION [2204] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Operation Trap Claptrap Trap, | | Rewards: | Phase Three: TripWIRED | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Find and destroy the factory creating claptraps | | | | Just what we need: more claptraps. Invade the rogue claptrap factory in | | Dividing Faults and bring the damn thing down around those buckets of | | bolts. | |____________________________________________________________________________| If you follow the train tracks east of Tartarus Station, you will reach the transition gate to Dividing Faults. To the right of the gate is a Claptrap... like a normal, funny, friendly Claptrap. Might want to see what's up with him. In Dividing Faults, check out the Claptrap statue at the entrance and proceed up the hill. The Dividing Faults map is made up of a giant Hyperion factory, and surrounding the building on the east and south sides are clusters of bandit camps. Start going up the slope to reach the southern patch of camps, inhabited by Bandit-Traps. I'd hold off on checking out the dried canals near the base of the factory for now and stay near the southern camps. Defeat all of the Bandit-Traps. There are two bridges on this end leading to the factory, and since the one on the right tends to have a lot of enemies on it, take the one on the left. Before reaching the factory you must cut through the surrounding village. This place is crawling mainly with Claptraps and Hyperion Recon-Traps, who emerge from the buildings. This place reminds me a lot of Old Haven because there are a ton of small homes and narrow alleys; it's easy to get lost, but a lot of the rooftops are accessible which makes for easy navigation. Explore the town a bit in search of Clap-Components, but I wouldn't worry about going towards the east side of the map. That there is a SPECIAL bandit camp, and you will be taking a trip there later on for a sidequest. For now, quench your thirst for Claptrap parts before approaching the factory at the north end of the village. There is a pair of vendors at the east side of town near the bridge leading to the bandits, and a [RED CHEST] down an alley near the vendors. (and another [RED CHEST] underneath the bridge leading to the factory). You'll see another familiar face at the bridge leading to the factory. .--------------------. | BOSS: Dr. Ned-Trap |_______________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Another pitifully easy rehash of a boss battle. Fighting regular ol' Dr. | | Ned in The Zombie Island of Dr. Ned was easy enough, and here you are | | again, in a duel with the wacky doctor. He wields an SMG and doesn't do | | much outside of stroll around aimlessly and shoot you. Treat him like any | | regular human enemy. Incendiary attacks will burn him up in a jiffy. | |____________________________________________________________________________| - Factory located: Objective Complete Enter the factory. Defeat the Claptraps in the first room, then pass through the office and into an assembly room. Claptraps will wheel off of the conveyor belts and drop into the middle of the room. Fend them off, then pick which way you are going to go next. First, go north up the stairs and down the hallway. This will take you to one of three Coolant Pumps; simply shoot it enough times to destroy it. Don't forget about the [RED CHEST] before returning to the assembly room. Now walk west. When the path splits, stay down the northeast passage and kill a few more Claptraps en route to the second Coolant Pump and a [RED CHEST]. Now head back to the previous room and continue west past the New-U Pole and into a chamber containing a [SILVER CHEST] and the last Coolant Pump. - Coolant pumps destroyed: 3/3 - TURN IN! Head down the hallway north of the third Coolant Pump room to reach a back exit crawling with Hyperion Recon-Traps. The trail here takes you back to the village. If you want, you can jump down into the canal from the bridge and hike back from there; the Skag-Traps lurking in the drain pipes are annoying, but there's a [SILVER CHEST] in it for your troubles. Make your way back to Tartarus Station. Before you can rendezvous with Mr. Blake, you must put an end to a bandit raid on the town. Seems that they rode in on the train and are causing mayhem, so exterminate all the Bandit-Traps and Claptraps before turning in the mission. .============================================================================. | OPERATION TRAP CLAPTRAP TRAP, PHASE THREE: TRIPWIRED [2205] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Operation Trap Claptrap Trap, | | Rewards: | Phase Four: Reboot | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Find the warehouse in Scorched Snake Canyon and return the WIRED device | | to Blake | | | | The enigmatically named wireless WIRED device is the key to shutting down | | the Claptrap Revolution once and for all. Lower the bridge, storm Scorched | | Snake Canyon, and retrieve the device for Blake. | |____________________________________________________________________________| The transition gate to Scorched Snake Canyon is on the far west side. As for the wind turbine thingy on the southwest peninsula, some exceptional platforming skills can net you a [SILVER CHEST], a [RED CHEST], and a real pretty view. There is also a [SILVER CHEST] underneath a staircase next to the transition gate. The Claptrap statue for this area is to the left of where you enter, on the other side of the fence. Scorched Snake Canyon is a giant excavation site with huge excavators that look similar to Thor in the Salt Flats. You won't have to worry about the southern side of this map for the mission, so start off by going east. This area is home to Skag-Traps and Spiderant-Traps. Again, these are all foes you have seen before, so don't let their names or appearance fool you. Defeat the Rakk-Traps flying above the giant crater, then drop in. Yes, I know there is what appears to be a slumbering Rakk Hive in the center. He stays that way. Run up the ramp and loop all the way around the crater so you have access to the northwest path. You'll run into some Spiderant-Traps along the way, including a few Badass ones. Once you get onto the northwest trail, proceed through; there are a lot of Skag-Traps and Spiderant-Traps here, so be careful. Before entering the mining facility, collect the loot inside the ammo crate and the [SILVER CHEST] up on the balcony. You see two laser sights belonging to Gatling Turret-Traps as soon as you enter, so go 'round the corner and shoot them down from behind the barricades. When you press forward, several Claptrap waves will come at you. Next, open the [RED CHEST] in the building with all the bunk beds and continue into the warehouse. - Warehouse located: Objective Complete Use the Ammo and Med Vendor, then descend the stairs and plop down the hole into the heart of the warehouse. .------------------------------. | BOSS: Commandant Steele-Trap |_____________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Finally, a Claptrap-ified version of a boss you haven't fought previously! | | I am sure many of you wanted to get your hands on Commandant Steele in the | | main game, so here is your chance. And I'll tell ya: she is definitely | | tougher than she looks. | | | | You may have never fought Steele in a fight, but you have definitely | | enemies like her. Commandant Steele uses the same weapons and fighting | | style as Lance Assassins, particularly the Omega Assassin Vulcana. Steele | | uses a pair of katanas to attack you up close and a rocket launcher when | | you are too far away (she can sometimes throw ninja stars, like Helicon). | | | | The boss has a very weak shield that can disappear in an instant, but a | | boatload of health. She is very quick and will use acrobatic movements to | | avoid gunfire, so hitting her, let alone getting critical hits, is hard | | in itself. Shotguns work well since Steele is always up in your face. You | | can also try automatic weapons with a very high Fire Rate, since shooting | | Steele in her head causes her to flinch. | |____________________________________________________________________________| Open the hatch doors to find the [WIRED DEVICE] lying in the middle of the floor. - WIRED device found: Objective Complete - TURN IN! You exit the warehouse on the north side of the mining facility. Run south and up the staircase, and you'll be able to follow the network of towers back to the area entrance - there are [2 SILVER CHESTS] and a [RED CHEST] along the way. At the end, make sure to hit the button to open the gate and keep this shortcut open during any subsequent visits. .============================================================================. | OPERATION TRAP CLAPTRAP TRAP, PHASE FOUR: REBOOT [2206] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - Helping Is Its Own Reward... Wait | | Rewards: | No It Isn't! | | - XP, Money, Skill Point Upgrade | | |-------------------------------------+--------------------------------------| | - Use the WIRED device on Ninja Assassin Claptrap | | | | The most finalest phase of all! Fight your way through Wayward Pass and | | get close enough to the original Ninja Assassin Claptrap to use the WIRED | | device. But be careful; no one ever said squashing an army of murderous | | robots was gonna be easy. | |____________________________________________________________________________| We are going to be visiting a familiar area in order to put an end to this mechanical madness. First, you must open the eastern gate at Tartarus Station. If you go north and follow the border wall east, you should reach the gate (just past Hostel Sal's delivery chute). Interact with the switch to open the gate, open the [SILVER CHEST], then continue to the transition gate. Inspect the Claptrap statue here in Tartarus Station before entering the ravine leading to Wayward Pass. The first part of Wayward Pass is a ring-like area with interconnecting bridges in the center. Around the perimeters you'll find some Skag dens and a couple Claptrap spawn areas, and Rakk-Traps fly around the bridges. There is a [SILVER CHEST] on the bridge that travels underneath the other two. Feel free to chill here for a while if you need Clap-Components, but otherwise continue to INAC's headquarters. Free puppies? Who could resist!? .--------------------------. | BOSS: General Knoxx-Trap |_________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | C'mon, seriously? You get to fight General Knoxx-Trap a second time (third | | if you count the real one). This boss fight is a carbon copy of the one in | | Sanders Gorge, so you should know what you're getting yourself into. I | | think I spent more time killing the Claptraps in attendance than focusing | | on the boss himself (no, you don't get anything for killing the audience | | members). The only minor difference is that all the supporting Claptraps | | are Kamikaze Claptraps, so keep your head on a swivel. | |____________________________________________________________________________| Ignore the deafening boos from the crowd and exit the arena. Read the plaque on the final Claptrap statue to get the "Tourist" Achievement. Eliminate all the Claptraps roaming around, open the [RED CHEST] behind the statue, and get going. The outer bridges only loop back around (although there's a [SILVER CHEST] along the way), so take the bridge with the cardboard cutouts to the next arena. Another [SILVER CHEST] resides on the cliffside south of the entrance. Go inside when you are ready. .-----------------------. | BOSS: Undead Ned-Trap |____________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Again, this is nothing more than a rehash of a previous boss encounter. | | Undead Ned-Trap uses the same methods as when you met in the ultimate | | battle during The Zombie Island of Dr. Ned. Even the arena is a spitting | | image of the hellhole you two dueled in. | | | | Undead Ned-Trap wades through the muck and is still deceptively fast. He | | mainly attacks by hurling balls of goop at you and can summon Kamikaze | | Claptraps this time instead of Zombies. Like before, the boss's most | | deadly attack is his spinning pinball slash. Late in the fight he starts | | diving underwater and reemerging somewhere else, so keep an eye on your | | HUD and radar. | |____________________________________________________________________________| The crowd is none too please, but who gives a damn about them anyways? A nice [RED CHEST] is waiting for you at the exit. Continue on through the last stretch of land; ignore the shooting gallery and kick away any annoying Claptraps that may get on your tail. Drop down into the third arena... The Destroyer?! Wait, no. Fooled ya! Oh, that sneaky INAC... .------------------------------. | BOSS: Commandant Steele-Trap |_____________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Okay, now this is just getting ridiculous. You just fought Commandant | | Steele-Trap in the previous mission! Again, she may be at a higher level | | than when you last met, but the boss uses the same attacks as before: duel | | katanas, rockets, and ninja stars. Duplicate whatever you did in the last | | meeting with Commandant Steele-Trap. | |____________________________________________________________________________| Crack open the [RED CHEST] outside of the arena and access the three vendors. Next stop: Arid Badlands! There are [2 RED CHESTS] and several ammo crates in the area leading to the bus stop. The final boss fight is just past the gate. Are you ready? .-------------. | BOSS: MINAC |______________________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | What, you thought you were going to be fighting the Interplanetary Ninja | | Assassin Claptrap? Think again: this is the Mega Interplanetary Ninja | | Assassin Claptrap, MINAC! MINAC is a gigantic Claptrap tank that is well | | adjusted for combating pesky Vault Hunters like yourself. It is outfitted | | with many turrets that primarily does the attacking. | | | | There are a total of nine turrets on MINAC: two Gatling Turrets on its | | back, then two sets of three Gatling Turrets on MINAC's sides that hide | | behind hatches, then one Missile Turret behind a door underneath MINAC's | | eye. The seven turrets that are hidden will occasionally open up and | | shoot. The Missile Turret is probably the worst one, so that should be | | one of your top priorities. | | | | Since the boss's turrets do most of the damage, you will want to destroy | | most of them before actually addressing the boss. The two Gatling Turrets | | on MINAC's back must go, because they are never behind closed doors and | | always attack given the opportunity. The Missile Turret is super powerful, | | but the six other Gatling Turrets aren't a necessity since you won't see | | them as often. | | | | The boss also releases Kamikaze Claptraps out into the world. These guys | | can totally put a damper on your plans since they are quiet and will only | | attack by exploding right next to you. Keep your eyes peeled for any of | | 'em running around, and hiding behind a rock scanning for Kamikaze | | Claptraps is a pretty good idea here and there. | | | | There are miniature hatches on the sides of MINAC that also release small | | Lance Mines. As if you need another thing to watch out for, keep your eyes | | peeled for small red mines: stepping on one is just as bad as letting a | | Kamikaze Claptrap explode in your face. | | | | Lastly, MINAC will attack by firing red lasers out of its eyeball. The | | only way to damage the boss is by shooting its eye, and this attack is the | | only time when MINAC's eye is unshielded. MINAC stops in order to attack, | | so all you have to do is get a good angle on the boss's weak point and | | begin attacking until a shield appears over its eye. | | | | This can be a very challenging boss battle due to the multiple targets, | | insane Kamikaze Claptraps, and MINAC's constant state of movement. There | | is a smorgasbord of ammo crates in the area and a lot of rocks and stuff | | to hide behind if you need to heal. | | | | Since MINAC produced an unlimited amount of Kamikaze Claptraps during the | | boss fight, this time is good for farming Clap-Components and special item | | drops (3D Glasses, Pizzas, etc.). There are a few areas in the map where | | you can wedge yourself into and prevent MINAC or Kamikaze Claptraps from | | getting to you. | | | | The best location is the southwest corner of the map, in the little room | | with the dumpsters and Red Chest. The Claptraps cannot make it through the | | doorway, and the walls protect you from MINAC's turrets. If you are | | desperate for the Achievements, stand anywhere inside the room and let the | | game run for however long you desire (don't pause it, duh), then defeat | | the boss and grab all the loot after the credits roll. | |____________________________________________________________________________| MINAC is destroyed, but INAC isn't! .----------------------------------------------. | BOSS: Interplanetary Ninja Assassin Claptrap |_____________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | INAC may be a maniacal little Claptrap, but he is a lot tougher than the | | hacked Claptraps throughout this DLC. The boss only uses melee attacks, | | but two or three hits is enough to kill you. Don't develop a false sense | | of security when facing INAC: no, he may not have a lot of HP, but stay | | away from him and his kung-fu skillz. | |____________________________________________________________________________| - WIRED device activated: Objective Complete - TURN IN! Claptrap has been reverted to his awesome self and everything is right in the world! Your first order of business is combing the bus station for any loot and other collectibles. There are even [6 RED CHESTS] and a [SILVER CHEST] in the area that you may have noticed during the fights. Take the transition gate at the south side to automatically return to Tartarus Station. You don't see a [SKILL POINT UPGRADE] often in the game, so this is a rare occurrence. It's just like what it sounds: an SDU that gives you one free Skill Point. .============================================================================. | HELPING IS ITS OWN REWARD... WAIT NO IT ISN'T! [2207] | |============================================================================| | | | | Level: N/A | Unlocks: | | | - N/A | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Go to the Hyperion Corporate Gift Shop | | | | Blake has given you the key to a Hyperion Corporate Gift Shop. Time to see | | if all the blood, sweat and dead claptraps were worth it. | |____________________________________________________________________________| Mr. Blake holds up his end of the bargain and rewards you with the key to a Hyperion Corporate Gift Shop. You won't be finding any stuffed animals or coffee mugs in here. In fact, it looks like a sham when you go next door to the gift shop, but after hitting a switch underneath the desk and descending the hidden staircase, you will find a whopping [18 RED CHESTS]! Just the sound of simultaneously opening them all is so rewarding. - Payment processed: Objective Complete - TURN IN! After hoarding all the loot, return to Mr. Blake to turn in the mission and receive the mission bonuses. That is the end of Claptrap's New Robot Revolution! Wrap up any sidequests if need be, otherwise you're done here. ______________________________________________________________________________ ============================================================================== [23] SIDE MISSIONS [2300] ============================================================================== .============================================================================. | FIGHT FOR YOUR RIGHT TO PART-E | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Are You From These Parts? | | Rewards: | | | - XP, Money, Shield | | |-------------------------------------+--------------------------------------| | - Get some more claptrap components for Tannis | | | | Tannis needs some more parts to complete her creation's Infinite | | Improbability Drive. If you can't find any lying around, just rip them out | | of some claptrap spines. | |____________________________________________________________________________| It is best to complete this mission after wrapping up the story mission "New Contact", so that you can talk to Marcus and receive the "Burnin' Rubber" sidequest that also takes place in Hyperion Dump. It's all about saving time and effort! You must collect 42 more Clap-Components for Patricia Tannis, and since there are no more broken Claptraps lying in the junkyard, you will have to pry them from subjects that are less willing. In other words, kill Claptraps to earn Clap-Components. A lot has changed in the, what, 30 minutes between completing "Are You From These Parts?" and "New Contact". All enemies in Hyperion Dump have been Claptrap-ified. Throughout the game, you will run into Claptrap versions of normal enemies; they act the same, but are now robots and have different names and appearances. For instance, Brutes are now Brute-Traps and Bandit Goons are Bandit-Trap Goons. There are even Gatling Turret-Traps! At some point during your stay at Hyperion Dump, inspect the large Claptrap statue that was built at some point between the two story mission. If you find and read the plaques of every Claptrap statue in this DLC, you will get the "Tourist" Achievement. The first Claptrap statue is here at the entrance. Head to the north end of Hyperion Dump to find enemy Claptraps. You will fight Stabby Claptrap and Claptrap Partisan aplenty, but now Kamikaze Claptraps are thrown into the mix. It can be difficult to tell Claptraps apart when you are battling a group of 20 at a time, but you can pick out the Kamikaze Claptraps because they always make a beeline towards you. These gray Claptraps have large skull decals on their front. Try to shoot them while they are next to other Claptraps for extra damage. It is best to wait until you have cleared out an army before picking up all the loot. Claptrap enemies drop [MOTHERBOARDS], [WIRES], or [GEARS] when killed; all of these count towards your Clap-Component total. Leave the scene and return when the baddies have respawned to finish up. Claptraps may also drop other items, such as [3D GLASSES] or [CLAP-FISH]. These are special items that count towards different Achievements, so make sure to pick up any unique item left behind by Claptraps. - Clap-Component: 42/42 - TURN IN! .============================================================================. | PARTS IS PARTS | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Fight For Your Right to Part-E | | Rewards: | | | - XP, Money, Grenade Mod | | |-------------------------------------+--------------------------------------| | - Get even more claptrap components for Tannis | | | | Tannis needs more parts to ensure the protection grid holds on her | | device's ecto-containment unit, safeguarding against total protonic | | reversal, which would be extraordinarily bad. | |____________________________________________________________________________| This job is exactly like the sidequest that preceded it. You must horde different Clap-Components and give them to Tannis for... who knows why. Just assume the greater good. You must retrieve 75 Clap-Components, which come in the form of [GEARS], [WIRES], and [MOTHERBOARDS] left behind by Claptrap enemies. If you have played the previous DLCs, you should be familiar with this type of mission chain and know how to confront it. All I should say is to pick up these missions as soon as possible because extra Clap-Components don't carry over across missions. - Clap-Component: 75/75 - TURN IN! .============================================================================. | WE ALL HAVE OUR PART TO PLAY | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Parts Is Parts | | Rewards: | | | - XP, Money, Class Mod | | |-------------------------------------+--------------------------------------| | - Get lots of claptrap parts for Tannis | | | | The "Popcorn" setting on Tannis' device is malfunctioning. Well, it's not | | so much malfunctioning as creating deadly mutant corn. A few more parts | | should fix that! | |____________________________________________________________________________| This job is exactly like the sidequest that preceded it. You must horde different Clap-Components and give them to Tannis for... who knows why. Just assume the greater good. You must retrieve 100 Clap-Components, which come in the form of [GEARS], [WIRES], and [MOTHERBOARDS] left behind by Claptrap enemies. If you have played the previous DLCs, you should be familiar with this type of mission chain and know how to confront it. All I should say is to pick up these missions as soon as possible because extra Clap-Components don't carry over across missions. Hyperion Dump isn't the only place containing Claptraps. Dividing Faults is a great place for farming Clap-Components. - Clap-Component: 100/100 - TURN IN! .============================================================================. | A PART OF SOMETHING LARGER THAN YOURSELF | |============================================================================| | | | | Level: N/A | Prereqs: | | | - We All Have Our Part to Play | | Rewards: | | | - XP, Money, Weapon | | |-------------------------------------+--------------------------------------| | - Get Tannis a ridiculous amount of claptrap components | | | | Just a few more parts and Tannis' magnum opus shall be revealed! Tremble | | in fear at the might of Tannis and her fearsome... what is this thing, | | anyway? | |____________________________________________________________________________| This job is exactly like the sidequest that preceded it. You must horde different Clap-Components and give them to Tannis for... who knows why. Just assume the greater good. You must retrieve 150 Clap-Components, which come in the form of [GEARS], [WIRES], and [MOTHERBOARDS] left behind by Claptrap enemies. If you have played the previous DLCs, you should be familiar with this type of mission chain and know how to confront it. All I should say is to pick up these missions as soon as possible because extra Clap-Components don't carry over across missions. Hyperion Dump isn't the only place containing Claptraps. Dividing Faults is a great place for farming Clap-Components. - Clap-Component: 150/150 - TURN IN! Well, not sure if it was quite worth it... anyways, you receive the "The Collector" Achievement as an added bonus. .============================================================================. | BURNIN' RUBBER | |============================================================================| | | | | Level: N/A | Prereqs: | | | - New Contact | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Collect six good looking tires for Marcus | | | | Those lousy rustbuckets have stolen Marcus' bus tires! Go to the Hyperion | | Dump and find six good looking tires. It's time to spruce this old girl | | up. | |____________________________________________________________________________| Talk to Marcus in Tartarus Station to have this mission added to your inventory. Head over to the Hyperion Dump and search the place for some nice tires. The first can be found in the bandit campsite south of the entrance. Head over there and go up the walkways into the upper part of the camp. Fight all the Bandit-Traps and grab the [GOOD LOOKING TIRE] on the uppermost level. Head east down the pirate ship trail and pass the watchtower. The next [GOOD LOOKING TIRE] is skewered through a pole hanging at the top of the archway. Head on top of the arch to collect it. The next one can be found at the north end of the dump, near the Hyperion fort. Walk north towards the fort and you can find a [GOOD LOOKING TIRE] in the yellow bulldozer near the Claptrap spawn point. Head back south towards where you were and continue south to the southeast corner of the map. Make your way through the encampment and all the way to the far end of the region. Despite the large burning pile of tires, there is one [GOOD LOOKING TIRE] out of the bunch (it's on top of a shack). Only two more tires to go. Backtrack to the pirate ship and climb atop the watchtower to find the fifth [GOOD LOOKING TIRE]. The last tire is down south again, in Skag territory. Go south and fight off the Skag-Traps before taking the [GOOD LOOKING TIRE] out of the little alcove. - Tires: 6/6 - TURN IN! .============================================================================. | SPA VS. SPA | |============================================================================| | | | | Level: N/A | Prereqs: | | | - New Contact | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Cut power to the Pipp Inn spa | | | | Sal, the owner and proprietor of the illustrious Hostel Sal, is sick and | | tired of losing customers to those dirtbags over at the Pipp Inn Spa. | | Stealing the Pipp Inn's power source oughta put a damper on their sauna... | | figuratively speaking. | |____________________________________________________________________________| Another Lord of the Rings reference??? The Pipp Inn Spa is west of Mr. Blake's office. If you go inside (what the hell kind of a spa is this?) and walk out the back door, you can take the stairs to the upper level. Jump on the little steps to reach the power source. Press X next to the [SPA POWER SOURCE] to, well, take it. - Spa Power Source: Objective Complete - TURN IN! It really does not look like the guys at the Pipp Inn Spa needed it anyways. Seriously, there were plants growing inside! .============================================================================. | LIKE SHOOTIN' RAKK IN A BARREL | |============================================================================| | | | | Level: N/A | Prereqs: | | | - New Contact | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Reactivate the gun turrets to clear out the bandit camp | | | | A horde of bandits has blocked off the pass to Sanders Gorge. How can you | | possibly take them out? Oh look! Huge freaking gun turrets! Fix those | | turrets and sick 'em on the bandits. | |____________________________________________________________________________| This mission is not a requirement for the story mission "Operation Trap Claptrap Trap, Phase One", but it certainly helps anytime you want to enter Sanders Gorge. There is a small bandit camp on the outskirts of Tartarus Station, and while they don't make much noise, they still aren't welcomed in these parts. The first Turret Component is well hidden. From Mr. Blake's office, go west and head down the stairs onto the ground. Now go underneath the stairs and you should discover a hidden tunnel underneath the walkway that runs parallel to the train tracks. Down here you'll find one [TURRET COMPONENT]. Now hop on the train tracks and run west. At the end of the tracks, step off onto the catwalk and go to the end for another [TURRET COMPONENT]. Go even further for a [SILVER CHEST]. The last piece is down on the lower part of the station near the east side. If you follow the tracks east and step off past the row of buildings, there is a narrow trail leading down from the station to the slums. Recover the [TURRET COMPONENT]. - Turret Components: 3/3 In order to activate the turrets, proceed west through the slums. Climb up on top of the nearest building and continue your journey on the rooftops. Jump from roof to roof and you should find the first terminal on top of the highest building. To get up here, walk up to where the two dudes are, then leap onto the locker and then to the red tarp from there. With the first turret activated, go back east to the house next door; hop on the crate, then up to the computer. The last one is on the easternmost house; to get up to the roof, use the oil drums. - Activate turrets: 3/3 - TURN IN! Now the defense turrets will stay on and dispose of any bandits in the region below. Always nice to have a helping hand! .============================================================================. | IT'S A TRAP... CLAP | |============================================================================| | | | | Level: N/A | Prereqs: | | | - New Contact | | Rewards: | | | - XP, Money, Backpack SDU | | |-------------------------------------+--------------------------------------| | - Repair the damaged claptrap | | | | Aww, that poor helpless claptrap is in need of repair. Find a toolbox and | | fix him up. He's just a little wee one. What harm could he do? | |____________________________________________________________________________| Over near the transition gate to Dividing Faults (the east side of Tartarus Station) is an injured Claptrap on the side of the tracks. He seems to be untainted, so have a chat with him and see if you can help him out. Don't worry, this is NOT a trap. The Repair Kit is no more than ten yards away. Climb back up onto the train tracks and look on top of the crate near the New-U Pole for the [CLAPTRAP REPAIR KIT]. - Repair Kit: Objective Complete - TURN IN! Now return to the Claptrap and patch him up, only for him to leap up and begin attacking you along with some Stabby Claptraps (but not before pulling off some sweet dance moves). Oldest trick in the book, apparently. At least you still get a Backpack SDU out of it. Now that your contact has died at the hands of well, you, hand in the mission on the switch in the secret doorway (and open up the [RED CHEST] left behind). .============================================================================. | ONE-UPMANPIPP | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Operation Trap Claptrap Trap, | | Rewards: | Phase Two: Industrial Revolution | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Find some garbage and stuff it in Hostel Sal's food chute | | | | That slimy puke Sal has gone too far! Pipp, owner and hotelier of the far | | nicer Pipp Inn Spa, wants revenge. Shoving garbage in Hostel Sal's food | | delivery chute should level the playing field in the resort wars. | |____________________________________________________________________________| The exciting hotel war rages on as you side with Pipp this time in order to stick it to Sal of Hostel Sal. This dirty deed involves you collecting a heap of trash and shoving it down Sal's food delivery chute, making his blood boil without a doubt. Not any garbage will do the trick; Tasty Garbage is what we'll need to piss Sal off. Head back to the strip of buildings at the middle of the station and go inside the bathroom on the east side, underneath the green "Stash Your Crap!" sign. In one of the stalls you'll find a pile of [TASTY GARBAGE]. - Garbage: Objective Complete Walk behind Hostel Sal's to find a staircase leading to the basement. The delivery chute is down here, and placing the garbage inside will successfully complete this quest. - Garbage placed in chute: Objective Complete - TURN IN! .============================================================================. | FINGER LICKIN' BAD! | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Operation Trap Claptrap Trap, | | Rewards: | Phase Two: Industrial Revolution | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Find and kill Cluck-Trap | | | | The wild and dangerous Cluck-Trap has been sighted out in Sanders Gorge. | | If you kill this fowl red-and-white robotic menace, you can claim a | | delicious bounty. | |____________________________________________________________________________| By now you should be catching on to the blatant KFC references. The elusive Cluck-Trap is indigenous to Sanders Gorge, and what else would you do with a super rare, one of a kind creature than brutally murder it? Cluck-Trap resides on the south end of Sanders Gorge. Remember: blue tunnels lead to the power plant and orange tunnels take you to the southern end. Take the middle path, then make a left and fight the Larva Crab-Worms. You start battling Claptraps and Hyperion Recon-Traps up ahead. At the small camp, go inside the building for a [SILVER CHEST], then ascend the ramp to enter a giant cavernous area. .------------------. | BOSS: Cluck-Trap |_________________________________________________________ | | | Level: N/A Resist: Fire | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Yeah, this is an absolute joke boss. Not in a "I'm just being cocky!" | | sense of the word, but more in a "you can kill Cluck-Trap, shield and all, | | in about three hits" sense. | |____________________________________________________________________________| - Cluck-Trap killed: Objective Complete - TURN IN! Some Rakk-Traps flying overhead may give you trouble during and/or after the fight, so get rid of them and pick up the loot dropped by Cluck-Trap. .============================================================================. | TAKING STOCK | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Operation Trap Claptrap Trap, | | Rewards: | Phase Two: Industrial Revolution | | - XP, Money, Shotgun | | |-------------------------------------+--------------------------------------| | - Collect 10 bobble-heads for Marcus | | | | Marcus' stockroom is running dangerously low on useless touristy crap. | | Find ten handsome bobble-heads around the Hyperion factory complex in | | Dividing Faults and bring them back to Marcus for a handsome reward. | |____________________________________________________________________________| Stop over at Dividing Faults to go on a bobble-head collect-o-rama! The ten bobble-heads are scattered through different parts of Dividing Faults; the first one is inside the bandit camp south of the factory town. Once the coast is clear, use the washing machine and boxes to climb atop the tower in the corner for a [MARCUS BOBBLE-HEAD]. The second [MARCUS BOBBLE-HEAD] is very close by: cross the bridge and it's sitting there on a box next to the New-U Pole. From your location, continue north and cross the western bridge leading to the factory's back door. Go around the outside of the stairwell and grab the [MARCUS BOBBLE-HEAD] off of the oil drum. Backtrack into the village; heading back towards the second bobble-head, use the shipping containers along the road to get on top of the building, and pick up the [MARCUS BOBBLE-HEAD] that's sitting on the awning. For the fifth one, run back north and head east from the bridge, passing the bus: the [MARCUS BOBBLE-HEAD] is sitting on a table atop a building. Head to the center of town, where all the Claptraps spawn, and use one of the staircases to get to the roof. After killing everyone, run south across the roof and jump to the [MARCUS BOBBLE-HEAD]. Leap back to the roof and continue east along the rooftops. The seventh [MARCUS BOBBLE-HEAD] is lying on the edge, near some metal grates. Now head north until you reach the boundary between the factory and the town (stay on the right side of the bridge). The bobble-head is inside the house to the immediate right of the bridge; climb up the stairs to the adjacent rooftop and use the shipping container to get to the [MARCUS BOBBLE-HEAD]. Next, make your way to the east side of the town. You'll run into some more Claptraps and enemy bandits, but once you have defeated them all proceed into the alley past the Med and Ammo Vendors. The [MARCUS BOBBLE-HEAD] is down here along with a bunch of Claptraps. Lastly, return to the east side and cross the eastern bridge for the last [MARCUS BOBBLE-HEAD]. - Bobble-heads: Objective Complete - TURN IN! .============================================================================. | OLD SPICY | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Taking Stock | | Rewards: | | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Collect skag musk and rakk hive ambergris in Scorched Snake Canyon for | | Marcus | | | | Marcus knows what women like: musky odor! Go to Scorched Snake Canyon and | | find him 5 skag musk glands and some rakk hive ambergris so he can brew up | | a truly potent cologne. | |____________________________________________________________________________| If you want to find Skag-Traps, then Scorched Snake Canyon is the place to be. Check out the southern part of the map, since you haven't really explored that portion yet. Avoid the huge crater and instead take the arch up to a small mountain village inhabited by Claptraps. Go northeast across the stone bridge to a small Skag den in the corner. There are at least five Skag-Traps inside the den, which is perfect considering you only need [5 SKAG MUSK GLANDS]. - Skag musk glands: 5/5 Look around in the buildings for [2 SILVER CHESTS]. If you need any more Skag Musk Glands for whatever reason, there are plenty more Skag-Traps down below in the canyon (as well as a [RED CHEST] at the southern point near a tunnel). Once you have enough, return to the entrance and head east. Remember that Rakk Hive hibernating at the bottom of the crater from your first visit here? Well it's up and awake. .----------------------. | BOSS: Rakk-Trap Hive |_____________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | The layout of the arena is the main reason why this boss battle is so much | | easier the second time around. The Rakk-Trap Hive doesn't have any new | | tricks up its sleeve: the boss's main form of attack is its Corrosive gas | | ball attack. Even though the signature trait of a Rakk Hive is to release | | Rakk, I personally have never seen the boss use that attack. You may have | | to worry about the occasional Spiderant-Trap hiding in the crater. | | | | The Rakk-Trap Hive is so much easier in this DLC than in the main game; | | not only because it doesn't use its patented Rakk attack, but if you climb | | up the ramp at the eastern side, its toxic gas balls won't be able to | | reach you. Even Shotgun users should be fine up here because the Rakk-Trap | | Hive usually walks close enough to the ramp. | |____________________________________________________________________________| As a sort of swan song, a group of Rakk-Traps will fly in and dive at you after the Rakk-Trap Hive dies. You automatically receive the [RAKK HIVE AMBERGRIS] once the fight is over. - Rakk hive ambergris: Objective Complete - TURN IN! .============================================================================. | ELEVEN RAKK AND SPICES | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Old Spicy | | Rewards: | | | - XP, Money, Weapon | | |-------------------------------------+--------------------------------------| | - Bring Marcus some fresh rakk meat and spices | | | | That's why you don't date crazy. After having his heart broken, Marcus | | needs some comfort food: Captain Sanders' Famous Pandora Fried Rakk! Find | | 11 pieces of rakk-trap meat and 11 spice plants in Sanders Gorge for the | | Captain's famous secret recipe. | |____________________________________________________________________________| Dammit, that's copyright infringement and you know it! Return to Sanders Gorge and begin the hunt for Rakk-Traps and spice plants. Your map and radar will take you directly to each spice plant, so you shouldn't get lost in here. Begin on the southern trail and the first spice shouldn't be that far along: slay the Larva Crab-Traps and grab the [ZESTY SPICES]. Go forward and make a right at the intersection. You'll end up at a building near the power plant shortcut. Take care of the Claptraps and Hyperion Recon- Traps before taking the [ZESTY SPICES] from the plant on the ground. Climb to the top of the building and you should find a pink tunnel in the back. Step inside and stay to the right. When the path splits again, stick to the left down the torchlit path. You arrive at another strip of buildings and some [ZESTY SPICES] in the middle. From the last spice plant, walk southwest to end up in Cluck-Trap's den. There is a spice plant containing [ZESTY SPICES] as well as a group of Rakk-Traps. Wait until they are close to dive bombing you before killing them, because if you shoot them down way up in the air their loot may scatter off the cliff or other unreachable locations. Pick up all the [FRESH RAKK MEAT]; you won't have enough, but there is another area in Sanders Gorge containing Rakk-Traps. Grab the [ZESTY SPICES] on the opposite end of the cavern. You should have five spice plants. Exit the den the opposite side from where you came in, then make a left at the fork. Gather the [ZESTY SPICES] from the spice plant and stick to the right, going north/northeast. Head to the right along the houses on the wall above you to find another spice plant containing [ZESTY SPICES]. Continue going east to make it back to the power plant. Watch out for the trio of Gatling Turret-Traps and clear the place out. Flip open the hatch doors from the tower on the right. There are [2 ZESTY SPICES] on the ground near both guard towers. You should only need two more spice plants and several more Rakk-Traps to kill. Proceed through the power plant and cut through to the main computer room. Open up all the chests if you'd like, then take the door on the left to reach the back entrance. This will take you to a large island similar to the south end of Sanders Gorge, where you'll find a lot more Rakk-Traps. - Fresh rakk meat: 11/11 Also you will find the remaining [2 ZESTY SPICES] on the ground. - Spice plants: 11/11 - TURN IN! .============================================================================. | NOT MY FAULT | |============================================================================| | | | | Level: N/A | Prereqs: | | | - Operation Trap Claptrap Trap, | | Rewards: | Phase Three: TripWIRED | | - XP, Money | | |-------------------------------------+--------------------------------------| | - Kill 15 D-Fault bandits and their leader D-Fault | | | | The vicious D-Fault and his gang have been harassing tour buses in the | | Dividing Faults. Hyperion needs them taken out to keep that tourist cash | | coming in. | |____________________________________________________________________________| Somehow, D-Fault and his ragtag crew of bandit buddies have survived the major Claptrap overhaul and are their normal, human selves. The D-Fault bandits do not take too kindly to the Claptraps and you'll often encounter skirmishes between the two parties on the east side of the factory town. This is the best place to kill 15 D-Fault bandits: while they are distracted with the invading Claptraps. All the enemies are regular bandit enemies that you have seen plenty of times in the past, although they have the "D-Fault" moniker attached to their names. You'll find mainly Thugs and Psychos among the bunch. - D-Fault bandits killed: 15/15 Cross the bridge and enter D-Fault's camp. You can tell that they really planned around this robot apocalypse: the camp itself is only accessible from the eastern bridge and most of the bandit huts are built high up on the side of the mountain. At the north end you will find D-Fault. .---------------. | BOSS: D-Fault |____________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | I don't know why, but D-Fault is one of my favorite characters in the | | entire game. It may be his appearance, attitude, or voice, but everything | | about him screams "goofy, yet still awesome". Before you can actually get | | your hands on D-Fault, you have to bring down a bunch of his minions. All | | this entails is killing a handful of Bandit Thugs and Psychos. Eventually, | | D-Fault will lower from the elevator. | | | | The boss is built like a Bruiser and acts like one. He is large and quite | | slow, and never hides behind cover like regular bandits. D-Fault carries a | | Shotgun, so it's best if you stay away from him and try to climb atop huts | | or generally keep your distance. D-Fault only has cheap wooden armor, so | | you can still target him anywhere on his body - though aiming for his head | | is always your best option. Nothing fancy about this boss fight, really. | |____________________________________________________________________________| - D-Fault killed: Objective Complete - TURN IN! There is a [RED CHEST] on a balcony west of where you fight D-Fault. From here you can jump down into the canal and proceed back to Tartarus Station (follow the canal to the north to find a [SILVER CHEST] at the dead end). ______________________________________________________________________________ ============================================================================== [24] ACHIEVEMENTS [2400] ============================================================================== Here are all the Achievements found in the game, in alphabetical order. .------------------. | Bobble-Trap (10) | '------------------' Collect 15 claptrap bobble-heads .-------------------------. | It's so realistic! (10) | '-------------------------' Collect 5 3D glasses .-----------------. | Knoxx-Trap (20) | '-----------------' Knoxx is at rest... finally .----------------------------. | Muerte la robo-lucion (70) | '----------------------------' Kill the INAC .---------------. | Ned-Trap (20) | '---------------' Killed Ned... again and again and again .------------------. | Steele-Trap (20) | '------------------' The Commandant is dead-trap .--------------------. | The Collector (50) | '--------------------' Complete a crazy request for Tannis .---------------------. | The Lubricator (10) | '---------------------' Find 25 oil cans .--------------. | Tourist (10) | '--------------' Find all 6 Claptrap Statues .--------------------. | What a party! (30) | '--------------------' Collect 3 panties, 5 fish in a bag, and 15 pizzas ______________________________________________________________________________ ============================================================================== [25] BESTIARY [2500] ============================================================================== .============================================================================. | ENEMIES [2501] | '============================================================================' .---------------------. | Hyperion Recon Team |______________________________________________________ |____________________________________________________________________________| The Hyperion Recon Team is encountered very early in Claptrap's New Robot Revolution. They are a task force sent by Hyperion to try and clean up the Claptrap mess created by INAC. They share the same rankings as the Crimson Lance. .------------------. | Hyperion Soldier | '------------------' The Hyperion Soldier is the basic Hyperion rank in the recon team. They wear heavy yellow and black armor, with large shoulder plates and hip plates. Even though they are the weakest member, they still have thick armor and headshots are the main way of taking them down. Hyperion Soldiers either wear ski masks or yellow helmets. They are similar to Crimson Lance in that they use a wide array of weapons and actively seek cover. .-----------------------. | Hyperion Heavy Gunner | '-----------------------' The Hyperion equivalent of a Lance Engineer, Hyperion Heavy Gunners look very similar to Hyperion Soldiers but are able to set up a Scorpio Turret to help in battles. Like their counterpart, you can destroy the turret itself but it may be easier to kill the Hyperion Heavy Gunner, because doing so makes the Scorpio Turret disappear. .----------------. | Hyperion Guard | '----------------' Hyperion Guards are slow moving characters that usually carry Pistols or SMGs along with a gigantic transparent riot shield. In other words, they are pretty much Lance Defenders. Hyperion Guards move at a sluggish pace and never take cover, so line up your shots and aim for the crown of their head sticking out and above their shield. .-----------. | Claptraps |________________________________________________________________ |____________________________________________________________________________| Due to the creation of the Interplanetary Ninja Assassin Claptrap, the attempted Claptrap uprising includes the production and distribution of evil, hacked Claptraps. These mass-produced Claptraps share no resemblance to the fun, easygoing robots you have run into many times. These Claptraps appear in huge groups and can surround you like a swarm of wasps. Claptraps are very weak and don't deal much damage, but they are small targets and travel in large packs. .-----------------. | Stabby Claptrap | '-----------------' Stabby Claptraps attack using a variety of melee weapons. They will charge the second they spot you and stab, bonk, and punch you. Again, Claptraps aren't particularly threatening so they should not deal all that much damage. Stabby Claptraps come in three varieties: with hammers, daggers, or boxing gloves. .-------------------. | Claptrap Partisan | '-------------------' These Claptraps become more common in the later parts of the main story. Claptrap Partisans resemble army soldiers and are usually painted green while wearing helmets and ammo belts. Claptrap Partisans carry guns (usually Combat Rifles or Shotguns) and will attack from a distance, so naturally they are a tad more problematic than Stabby Claptraps. .-------------------. | Kamikaze Claptrap | '-------------------' The worst type of Claptrap, though not as common as the other two; you will run into them much more during the final few missions. Kamikaze Claptraps are gray with a large skull emblem covering their body, and as their name implies, will wheel up to you and explode. Since Claptraps are such small targets, it can be hard to notice a Kamikaze Claptrap rolling up to you. Always be wary of your surroundings during a potential encounter. .---------------------. | Claptrapped Enemies |______________________________________________________ |____________________________________________________________________________| After the first story mission, you begin encountering enemies that have been turned into robots by INAC. These enemies are Claptrap versions of past enemies and are no different aside from name and general appearance. Here are the different types of Claptrapped enemies in the DLC: - Bandit-Traps - Skag-Traps - Rakk-Traps - Spiderant-Traps - Crab Worm-Traps - Hyperion Recon-Traps .============================================================================. | BOSSES [2502] | '============================================================================' .-------------. | Main Bosses |______________________________________________________________ |____________________________________________________________________________| .------------------------------------. | BOSS: Hyperion "Super-Bad" Soldier |_______________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Yeah, that is his real name. The Hyperion "Super-Bad" Soldier is a high- | | ranking officer of the Hyperion Corporation and is presumably here to try | | and fix the mutinous Claptrap situation. But since the Hyperion's main | | goal was to kill you in the first place, ridding you here is like killing | | two birds with one stone. | | | | Along with the boss, you will fight many members of the Hyperion recon | | team. There are Hyperion Soldiers, Hyperion Guards, and Hyperion Heavy | | Gunners running around the fort trying to keep the Claptraps at bay. As | | long as they don't notice you, leave 'em alone, but start fighting as soon | | as they initiate. | | | | The Hyperion "Super-Bad" Soldier ain't so tough; he carries a tall shield | | just like Hyperion Guards and attacks using a Combat Rifle. Use the same | | strategies as Lance Defenders from the main game and previous DLCs. The | | boss really shouldn't put up a fight. | |____________________________________________________________________________| .--------------------------. | BOSS: General Knoxx-Trap |_________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | General Knoxx-Trap may have a new coat of paint, but he's still the same | | old, cranky dude. This boss fight is basically exactly the same as the | | battle against General Knoxx in his DLC. The boss can turn on the boosters | | on his legs and rocket into the air, then slam down and create a tremor. | | The boss's main form of attack is with his two rail gun arms. The attack | | takes a second to charge up, giving you time to dodge. | | | | Claptraps will occasionally enter the arena and attack you, and as far as | | I know there is an unlimited amount of them so long as the boss battle is | | going on; if you really find the fight against General Knoxx-Trap to be a | | cakewalk, keep him alive and farm Clap-Components and other collectibles. | | | | As always, aim for General Knoxx-Trap's head, using the three generators | | for cover. You should not have much trouble if you managed to complete The | | Secret Armory of General Knoxx DLC. | |____________________________________________________________________________| .--------------------. | BOSS: Dr. Ned-Trap |_______________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Another pitifully easy rehash of a boss battle. Fighting regular ol' Dr. | | Ned in The Zombie Island of Dr. Ned was easy enough, and here you are | | again, in a duel with the wacky doctor. He wields an SMG and doesn't do | | much outside of stroll around aimlessly and shoot you. Treat him like any | | regular human enemy. Incendiary attacks will burn him up in a jiffy. | |____________________________________________________________________________| .------------------------------. | BOSS: Commandant Steele-Trap |_____________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Finally, a Claptrap-ified version of a boss you haven't fought previously! | | I am sure many of you wanted to get your hands on Commandant Steele in the | | main game, so here is your chance. And I'll tell ya: she is definitely | | tougher than she looks. | | | | You may have never fought Steele in a fight, but you have definitely | | enemies like her. Commandant Steele uses the same weapons and fighting | | style as Lance Assassins, particularly the Omega Assassin Vulcana. Steele | | uses a pair of katanas to attack you up close and a rocket launcher when | | you are too far away (she can sometimes throw ninja stars, like Helicon). | | | | The boss has a very weak shield that can disappear in an instant, but a | | boatload of health. She is very quick and will use acrobatic movements to | | avoid gunfire, so hitting her, let alone getting critical hits, is hard | | in itself. Shotguns work well since Steele is always up in your face. You | | can also try automatic weapons with a very high Fire Rate, since shooting | | Steele in her head causes her to flinch. | |____________________________________________________________________________| .--------------------------. | BOSS: General Knoxx-Trap |_________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | C'mon, seriously? You get to fight General Knoxx-Trap a second time (third | | if you count the real one). This boss fight is a carbon copy of the one in | | Sanders Gorge, so you should know what you're getting yourself into. I | | think I spent more time killing the Claptraps in attendance than focusing | | on the boss himself (no, you don't get anything for killing the audience | | members). The only minor difference is that all the supporting Claptraps | | are Kamikaze Claptraps, so keep your head on a swivel. | |____________________________________________________________________________| .-----------------------. | BOSS: Undead Ned-Trap |____________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Again, this is nothing more than a rehash of a previous boss encounter. | | Undead Ned-Trap uses the same methods as when you met in the ultimate | | battle during The Zombie Island of Dr. Ned. Even the arena is a spitting | | image of the hellhole you two dueled in. | | | | Undead Ned-Trap wades through the muck and is still deceptively fast. He | | mainly attacks by hurling balls of goop at you and can summon Kamikaze | | Claptraps this time instead of Zombies. Like before, the boss's most | | deadly attack is his spinning pinball slash. Late in the fight he starts | | diving underwater and reemerging somewhere else, so keep an eye on your | | HUD and radar. | |____________________________________________________________________________| .------------------------------. | BOSS: Commandant Steele-Trap |_____________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Okay, now this is just getting ridiculous. You just fought Commandant | | Steele-Trap in the previous mission! Again, she may be at a higher level | | than when you last met, but the boss uses the same attacks as before: duel | | katanas, rockets, and ninja stars. Duplicate whatever you did in the last | | meeting with Commandant Steele-Trap. | |____________________________________________________________________________| .-------------. | BOSS: MINAC |______________________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | What, you thought you were going to be fighting the Interplanetary Ninja | | Assassin Claptrap? Think again: this is the Mega Interplanetary Ninja | | Assassin Claptrap, MINAC! MINAC is a gigantic Claptrap tank that is well | | adjusted for combating pesky Vault Hunters like yourself. It is outfitted | | with many turrets that primarily does the attacking. | | | | There are a total of nine turrets on MINAC: two Gatling Turrets on its | | back, then two sets of three Gatling Turrets on MINAC's sides that hide | | behind hatches, then one Missile Turret behind a door underneath MINAC's | | eye. The seven turrets that are hidden will occasionally open up and | | shoot. The Missile Turret is probably the worst one, so that should be | | one of your top priorities. | | | | Since the boss's turrets do most of the damage, you will want to destroy | | most of them before actually addressing the boss. The two Gatling Turrets | | on MINAC's back must go, because they are never behind closed doors and | | always attack given the opportunity. The Missile Turret is super powerful, | | but the six other Gatling Turrets aren't a necessity since you won't see | | them as often. | | | | The boss also releases Kamikaze Claptraps out into the world. These guys | | can totally put a damper on your plans since they are quiet and will only | | attack by exploding right next to you. Keep your eyes peeled for any of | | 'em running around, and hiding behind a rock scanning for Kamikaze | | Claptraps is a pretty good idea here and there. | | | | There are miniature hatches on the sides of MINAC that also release small | | Lance Mines. As if you need another thing to watch out for, keep your eyes | | peeled for small red mines: stepping on one is just as bad as letting a | | Kamikaze Claptrap explode in your face. | | | | Lastly, MINAC will attack by firing red lasers out of its eyeball. The | | only way to damage the boss is by shooting its eye, and this attack is the | | only time when MINAC's eye is unshielded. MINAC stops in order to attack, | | so all you have to do is get a good angle on the boss's weak point and | | begin attacking until a shield appears over its eye. | | | | This can be a very challenging boss battle due to the multiple targets, | | insane Kamikaze Claptraps, and MINAC's constant state of movement. There | | is a smorgasbord of ammo crates in the area and a lot of rocks and stuff | | to hide behind if you need to heal. | | | | Since MINAC produced an unlimited amount of Kamikaze Claptraps during the | | boss fight, this time is good for farming Clap-Components and special item | | drops (3D Glasses, Pizzas, etc.). There are a few areas in the map where | | you can wedge yourself into and prevent MINAC or Kamikaze Claptraps from | | getting to you. | | | | The best location is the southwest corner of the map, in the little room | | with the dumpsters and Red Chest. The Claptraps cannot make it through the | | doorway, and the walls protect you from MINAC's turrets. If you are | | desperate for the Achievements, stand anywhere inside the room and let the | | game run for however long you desire (don't pause it, duh), then defeat | | the boss and grab all the loot after the credits roll. | |____________________________________________________________________________| .----------------------------------------------. | BOSS: Interplanetary Ninja Assassin Claptrap |_____________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | INAC may be a maniacal little Claptrap, but he is a lot tougher than the | | hacked Claptraps throughout this DLC. The boss only uses melee attacks, | | but two or three hits is enough to kill you. Don't develop a false sense | | of security when facing INAC: no, he may not have a lot of HP, but stay | | away from him and his kung-fu skillz. | |____________________________________________________________________________| .-----------------. | Optional Bosses |__________________________________________________________ |____________________________________________________________________________| .------------------. | BOSS: Cluck-Trap |_________________________________________________________ | | | Level: N/A Resist: Fire | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | Yeah, this is an absolute joke boss. Not in a "I'm just being cocky!" | | sense of the word, but more in a "you can kill Cluck-Trap, shield and all, | | in about three hits" sense. | |____________________________________________________________________________| .----------------------. | BOSS: Rakk-Trap Hive |_____________________________________________________ | | | Level: N/A Resist: Corrosive, Fire, Shock | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | The layout of the arena is the main reason why this boss battle is so much | | easier the second time around. The Rakk-Trap Hive doesn't have any new | | tricks up its sleeve: the boss's main form of attack is its Corrosive gas | | ball attack. Even though the signature trait of a Rakk Hive is to release | | Rakk, I personally have never seen the boss use that attack. You may have | | to worry about the occasional Spiderant-Trap hiding in the crater. | | | | The Rakk-Trap Hive is so much easier in this DLC than in the main game; | | not only because it doesn't use its patented Rakk attack, but if you climb | | up the ramp at the eastern side, its toxic gas balls won't be able to | | reach you. Even Shotgun users should be fine up here because the Rakk-Trap | | Hive usually walks close enough to the ramp. | |____________________________________________________________________________| .---------------. | BOSS: D-Fault |____________________________________________________________ | | | Level: N/A Resist: None | | | | Strategy: | | Again, there is no way to accurately predict a boss's level when you can | | access the DLC anywhere from being Level 10 to Level 50. All I can say is | | that the boss will be at or around the same level as your own character. | | | | I don't know why, but D-Fault is one of my favorite characters in the | | entire game. It may be his appearance, attitude, or voice, but everything | | about him screams "goofy, yet still awesome". Before you can actually get | | your hands on D-Fault, you have to bring down a bunch of his minions. All | | this entails is killing a handful of Bandit Thugs and Psychos. Eventually, | | D-Fault will lower from the elevator. | | | | The boss is built like a Bruiser and acts like one. He is large and quite | | slow, and never hides behind cover like regular bandits. D-Fault carries a | | Shotgun, so it's best if you stay away from him and try to climb atop huts | | or generally keep your distance. D-Fault only has cheap wooden armor, so | | you can still target him anywhere on his body - though aiming for his head | | is always your best option. Nothing fancy about this boss fight, really. | |____________________________________________________________________________| ______________________________________________________________________________ ============================================================================== [26] THANKS/CREDITS [2600] ============================================================================== Of course, this guide couldn't have been made without some extra help. Here is a shoutout to everyone who made this FAQ possible: CJayC: For being an awesome host of an awesome site. Eternal Czar Smapdi: For being the best co-author anyone could have, and for being yourself. Borderlands Wiki: Definitely a colossal help when putting together this FAQ, especially the random gun mechanics. A great website made up by people who know this game inside and out. http://borderlands.wikia.com/wiki/Borderlands_Wiki Bradygames Official Guide: I didn't have to resort to the guide as much as I thought, but it is still an informative book that I turned too here and there for guidance. FESBians: Because you're cool. You: For reading this FAQ. ------------------------------------------------------------------------------ LEGAL ------------------------------------------------------------------------------ This document is copyright (c) DomZ Ninja 2012-2013. This document may be found on the following sites: * GameFAQs - http://www.gamefaqs.com * GameSpot - http://www.gamespot.com * IGN - http://faqs.ign.com * Super Cheats - http://www.supercheats.com * Neoseeker - http://www.neoseeker.com * HonestGamers - http://www.honestgamers.com The latest update of this document can always be found on GameFAQs. Other sites may use this document, but only with my permission. If you see this document on a website not listed above, please email me. Do not edit or alter this document in any way. Do not steal anything from this document. Do not host or distribute this document for profit. That is plagiarism, and it is against the law. If you have any questions, comments, or anything that you would like to add to this guide, then feel free to email me. My email address is found at the top of this guide. However, if you do email me, please include the name of the game in the title. Lastly, thanks for reading and using this FAQ. If you like this FAQ, then please recommend it to others by clicking the "recommend" button at the top of the guide. :] http://www.gamefaqs.com/features/recognition/52173.html "Welcome to the inner workings of my mind, so dark and foul I can't disguise, can't disguise" - MS MR ______________________________________________________________________________ END OF DOCUMENT