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Say what you will about the glut of first-person shooters on the
market, it's taking us to some interesting places. From Portal, to
Mirror's Edge, to Fallout 3, we've seen the FPS bleed into other
genres with surprising success. Borderlands is no exception. A
new property from a developer better known for its expansions,
it seems like something off an underdog, but the shoot 'n' loot
combo is too tempting to resist, combine the best of co-op
Diablo with intense FPS action.
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Chests are the best guaranteed payoff. This is easy to abuse. You just want to make sure that you
Ammo chests contain six ammo pickups of die in a position where speed retaliation is easy. One key
various types. Silver chests contain two thing to remember is that you will crouch to your knee during
weapons each, of moderate quality. Red bleed out, so if you're behind cover, you won't have a good
Chests are the most desirable of all, with shot at your enemies. You also won't be able to use scopes
guaranteed ammo (eight units), and one to or grenades. A Combat Rifle, SMG, or Shotgun is perfect
four pieces of gear, including weapons, because you can score a desperate headshot with ease. You
shields, and class mods. Items in a red may even want to intentionally allow your enemy to finish you
chest tend to be of higher quality than off after softening him up when you sense death is immanent.
those found elsewhere. If you're confident enough in your ability to successfully make
the kill, then this is a cheap way to recharge your shields in
situations where you can't get cover.
All of these places can be looted every
time you load a game, so it's possible to
exit and reload and raid a chest all over again. However, the loot found in some of these locations may be
biased toward a certain type of gear, such as shields, rocket launchers, or pistols, so if you're looking for
something in particular, this can be useful.
The last place to find loot is, of course, from the bodies of your foes. Higher powered enemies drop better loot,
but the type of loot is also influenced by the enemy type. For example, bandits tend to drop weapons, whereas
Crimson Lance soldiers drop very high quality shields. If you play co-op, you'll fight higher level enemies with
better gear.
Runners
Throughout Pandora, you'll find Catch-a-Ride stations, which look a lot like New-U terminals. These are free to
use and will spawn a vehicle on the spot. There's no penalty for losing your ride or summoning a new one, so
use them whenever. You select your ride's color and also its secondary weapon, the only meaningful
customization you can make. The rockets are great at closer range and have powerful splash damage, but the
slow projectile speed will make it tough to use at longer range. The machine guns have a very high bullet
velocity and can be deadly at longer ranges.
The Runner itself has a shield system not unlike the one you have on foot. After a few seconds it recharges.
Unlike being on foot, however, the Runner has no health after the shield is depleted, so if you sense impending
Remember, a well rounded, organized team is always best. This doesn't necessarily mean just one of each
class. You need characters that are appropriately specced for different roles. You'll want to make sure you
have a long range fighters, a short range fighter, and a medic on every team. Consult the Characters
section for more on how you can fit different characters to different roles.
Borderlands Classes
Soldier
Roland is the most well-rounded character in the game, and for those that choose to play alone, he's the
easiest to grasp. His primary perk is the Scorpio Turret, which can serve a few different purposes. When
fighting less intelligent enemies like Skags and Spiderants, it's a perfect diversionary weapon that will allow you
to strafe around and reach your foes' weak spots. It also provides cover when crouching, and can deal some
offensive damage, especially when powered up with the right skills and artifacts. It's range is only 180 degrees,
however, so more intelligent enemies may just get behind it.
Roland's skills afford him some major perks for Combat Rifles and Shotguns, so he's going to be the best
character for those that prefer to fight at mid-range. He's a tough fighter, and his perks offer some serious
offensive and defensive boosts that make him a mean fighter. Those that prefer to play solo will likely gravitate
to this class.
The Soldier can also be effective in a team situation. He has abilities like Cauterize open to him that make him
and effective medic, and other bonuses to the Scorpio turret that will help your allies regenerate ammo and
health. The Soldier is an excellent team player with the proper specs, although these might be different than
the best solo specs.
Hunter
Mordecai, like Roland, is a strong character for those that like to go at it alone. He differs greatly from
Roland in technique, however. Mordecai's skills favor Revolvers and Sniper Rifles, which lean toward
precision and skill, with high damage and low fire rates. Experienced players confident in their ability with a
controller will do well with him.
His special ability is the Bloodwing, which can swoop down and target an enemy. It's application is less
versatile than the Scorpio, but it can still prove quite useful. Mordecai doesn't seem as immediately useful
in team play since he lacks a lot of meaningful support skills, but he does have abilities that sweeten drops
and XP that will surely be appreciated by teammates. The strong abilities at long range can also prove
invaluable to a well-organized team.
Siren
Lilith is a classic hit-and-run character. This can prove to be a very useful tactic in a game with a system of
regenerating shields. Lilith's main distinguishing ability is the Phasewalk, which allows her to turn invisible for a
few seconds and escape an attack. Once you earn shields that recover quickly, this can prove absolutely
devastating, and it can also be complimented by various perks that afford additional offensive and defensive
abilities.
Lilith is also unique for the way she favors elemental attacks, which can prove very useful to the skilled player.
Elemental abilities can frequently turn a mediocre attack into something truly damaging, and Lilith has a wide
range of abilities to do just that.
Berserker
Brick can be very effective, but he's biased toward co-op players, and the least versatile of any class. His
unique skill is the ability to attack enemies at close range in Berserk mode. This will surely bring back fuzzy
memories of Doom for old-schoolers, and it's a very powerful ability, but it's also strictly offensive, and
Brick can be left with very little to defend himself at times. His abilities enhance his kamikaze nature, but do
little to help increase his ability with a gun.
In a co-op situation, Brick can often play the hero. His ability to rush in and save an ally going down is
invaluable in a party. Brick is also excellent with Rocket Launchers and grenades, and can be a serious
heavy hitter. With the Wide Load, Liquidate, and Rocket Launcher skills, he's well equipped to be any
party's demoman.
Borderlands Weapons
The gear in Borderlands is randomized, with any number of subtle customizations and variations in the base
stats. Because of this it boasts a seemingly infinite number of guns, but it has a finite number of ammo types,
and these break down into broad classes of weaponry.
Within these classes you may find other specific advantages and disadvantages. For example, some weapons
offer a scope with excellent zoom, while others might contain elemental properties that make them extra
effective against certain enemy types.
Repeater Pistols
These are the most basic, well-rounded weapons you can find. They offer a moderate rate of first and
modest damage, along with good accuracy. You'll probably make good use of repeaters early in your
journey, but as you progress, they'll become less relevant as more specialized weaponry becomes
available.
Combat Rifles
Boasting a high rate of fire averaging between 5 and 10 rounds per second, and very high bullet velocity,
Combat Rifles are frequently the mid-range weapon of choice. They have a mean recoil, which can make
them less effective at long range, but Soldiers in particular are able to neutralize this effect to some extent
through mods and skills, and so they will often favor these weapons.
SMGs
These lightweight handguns can chew through enemies at mid-range. They typically boast a higher fire
rate and lower damage per round than Combat Rifles, but they have similar application. SMGs tend to be a
bit more accurate, and with a scope they can be surprisingly effective at longer ranges.
Shotguns
Shotguns are low accuracy, high spread weapons that get more effective at closer ranges. Shotguns can
frequently be some of the most devastating weapons in the game, but are handicapped by their
ineffectiveness at long range. Despite this, you can sometimes find very accurate shotguns equipped with
scopes. These may not be able to make it to long range, but they can still be effective at mid-range. The
shotgun is best paired against aggressive enemies like Skags and Spiderants that are almost always
fought at closer ranges. Shotguns are also characterized by relatively low magazine size, making accuracy
important despite the broad spread.
Revolver
These pistols are extremely powerful and quite accurate, making them a favorite for those that like
shooting sniper rifles from the hip. They tend to have a bit lower damage than sniper rifles, but also a
higher fire rate and better capacity. These are a favorite among skilled players who have strong aiming
abilities and like to go for criticals.
Sniper Rifle
The long range weapon par choice. These almost (but not quite) always pack good scopes, and boast
devastating damage for their level. The trade off is, of course, a very low fire rate, and a low magazine
capacity and overall capacity. Unlike their equivalents in many other games, Sniper Rifles do not have
much recoil, and can be fired nicely from the hip, making them effective at close ranges in certain
situations.
Rocket Launchers
Rockets deliver the heaviest damage of any weapon in the game, and they frequently pack good scopes
for longer ranges, but they have very low fire rates, and are very dangerous to use at mid-range. Elemental
rocket launchers can be especially devastating because it makes splash damage considerably more
dangerous. Rocket Launchers tend to be some of the most unique in their firing patterns. Some fire in an
arc like mortars, while others may "burst fire" several shots at once. When you find these in the wild, it's
often good to try them out rather than judge them strictly by their stats.
Eridian Weapons
The rarest of all weapons on Pandora. These weapons boast infinite ammo, which make them excellent
backups in any situation. They can, however, drain their charge and force you to wait a few second, so
they're not ideal for longer fights where you need a lot of sustained firepower. There are a couple unique
Eridian weapons you'll pick up from bosses like the Reaver and Master McCloud, but you may also find
them in the wild if you're very lucky. Their particular type of fire tends to vary greatly. Never pass one of
these up.
ABLE OF CONTENTS ARID BADLANDS DAHL HEADLAND NEW HAVEN SALT FLATS
TOC 01 02 03 04 05 06 07 08 »
Arid Badlands
01 Welcome to Fyrestone
Fresh Off the Bus | The Doctor is In | Claptrap Rescue | Skags at the Gate | Fix'er Upper | Blinding
Nine-Toes
02 Nine-Toes
Nine-Toes: Meet T.K. Baha | Nine-Toes: T.K.'s Food | Got Grenades? | Nine-Toes: Take Him Town
| Nine-Toes: Time to Collect | Job Hunting
03 Jobs (optional)
T.K. Has More Work | T.K.'s Life and Limb | By the Seeds of Your Pants | Why Are They Here?
04 Leaving Fyrestone
Catch-a-Ride | Bone Head's Theft | A Piss Wash Hurdle | Return to Zed | Get a Little Blood on the
Tires | Sledge: Meet Shep
05 In Search of Sledge
Hidden Journal: The Arid Badlands | Sledge: The Mine Key | Get the Flock Out of Here | Braking
Wind
06 Up in the Hills
Scavenger: Sniper Rifle | Sledge: To the Safe House | Claptrap Rescue: Safe House | Sledge: To
the Safe House (cont.) | The Legend of Moe and Marley
What Hit the Fan | Scavenger: Combat Rifle | Circle of Death: Meat and Greet | Circle of Death:
Rounds 1-3 | Shock Crystal Harvest | Claptrap Rescue: Lost Caverns
Find Bruce McClone | Product Recall | Insult to Injury | Schemin' that Sabotage
Dahl Headland
Leaving Fyrestone | Getting Lucky | Powering the Fast Travel Network | Road Warriors: Hot Shots
Scavenger: Revolver | Well There's Your Problem Right There | Fuel Fued | Death Race Pandora |
Ghosts of the Vault | Big Game Hunter
12 Road Warriors
New Haven
13 City Life
Power to the People | Claptrap Rescue: New Haven | Is T.K. O.K.? | Like a Moth to a Flame
15 In Search of Tannis
Seek Out Tannis | Up to Our Ears | Hidden Journal: Rust Commons | Scooter's Used Car Parts |
Firepower: All Sales Final | Scavenger: Submachine Gun
Meet "Crazy" Earl | Claptrap Rescue: Earl's Scrapyard | Get Off My Lawn! | Today's Lesson: High
Explosives | Hair of the Dog
17 Marcus' Missions
Firepower: Market Correction | Firepower: Plight of the Middleman | Jack's Other Eye
18 Middle of Nowhere
Missing Persons | Middle of Nowhere No More: Investigate | Middle of Nowhere No More: Fuses?
| Middle of Nowhere No More: Small Favor | Middle of Nowhere No More: Scoot on Back | Altar
Ego: Burning Heresy | Hidden Journal: Rust Commons East | Altar Ego: Scavenger: Shotgun
19 Krom's Canyon
Earl Needs Food... Badly | Claptrap Rescue: Krom's Canyon | Two Wrongs Make a Right | The
Next Piece
20 Jaynistown Quests
Relight the Beacons | A Bug Problem | Jaynistown: Secret Rendezvous | Green Thumb |
Jaynistown: A Brother's Love | Altar Ego: The New Religion | Altar Ego: Godless Monsters |
Jaynistown: Spread the Word | Dumpster Diving for Great Justice | Jaynistown: Getting What's
Coming to You | Jaynistown: Unintended Consequences | Jaynistown: Cleaning Up Your Mess
Wanted: Fresh Fish | I've Got a Sinking Feeling | Circle of Slaughter: Meat and Greet | Circle of
Slaughter: Round 1-3
House Hunting | Claptrap Rescue: Trash Coast | Bait and Switch | Earl's Best Friend | Another
Piece of the Puzzle
23 Old Haven
Smoke Signals: Investigate Old Haven | Smoke Signals: Shut Them Down | Claptrap Rescue | Not
Without My Claptrap | Bandit Treasure: X Marks the Spot
Salt Flats
The Final Piece | Claptrap Rescue: The Salt Flats | Scavenger: Machine Gun | The Final Piece
(continued)
25 Crimson Tide
Get Some Answers | Claptrap Rescue: Crimson Fastness | Get Some Answers (continued) | Find
the ECHO Command Console | Reactivate the ECHO Comm System | Find Steele | Destroy the
Destroyer | Bring the Vault Key to Tannis
TABLE OF CONTENTS ARID BADLANDS DAHL HEADLAND NEW HAVEN SALT FLATS
TOC 01 02 03 04 05 06 07 08 »
Welcome to Fyrestone
As you hop off the bus, you'll meet a small robot (Claptrap) who will guide you over to a New-U station. This is
were you can save and customize your character.
Meet Claptrap at the gate. You'll have to fight your way down the alley. There's a good amount of cover, so this
is just FPS 101 stuff. There's loot scattered around this alley, mostly on the left side, and at the end, there's a
red chest where you can grab another firearm if you like. There's likely something better than what you have,
so help yourself.
Claptrap will show you a place to crawl under the fence. There's a lot of ammo on the tin shack in the junk
heap. Now continue on after Claptrap and fight the bandits. By the time you reach town you should just reach
Level 2.
This quest is just to give you a little introduction to the quest system itself. There's a New U station nearby as
well so use it to save, and then hit the switch next to the garage door. Go inside and talk to the good doctor.
M i s s i o n | Claptrap Rescue
After you talk to Zed, Claptrap will escort you to the gate. You'll fight a couple loose Bandits, and afterwards
you'll have to walk over to Claptrap and help him. You need some tools, so go to the nearby house and find the
Claptrap Repair Kit and bring it over.
You get this mission from Zed when you talk to him for the first time. After completing Claptrap Rescue, you
can go through the gate. If you look straight ahead, there's a small cave with Skags that will spawn as you
approach. If you need more to kill, you can also go left from the gate and follow the path around back for a
couple more. When at least five are dead, return to Zed.
After completing Skags at the Gate, Zed tells you about a shield in his busted med vendor. On the other side of
the gate, off to the left, there's a busted machine you can loot for parts. Grab the blue coupling and then bring it
back to Zed's office and place it at the corresponding spot on his machine. Now purchase a shield and talk to
Zed.
M i s s i o n | Blinding Nine-Toes
You get this mission from Zed again. Head east from the gate and you'll find a way into the bandit camp. Shoot
eight of them and then turn around and head back to Zed to turn in this quest.
TOC 01 02 03 04 05 06 07 08 »
Nine-Toes
Go through the camp again (be sure to check the red chest for weapons if you didn't before), and then go south
and east, to find T.K. sitting in front of a shack. Talk to him to complete the quest and get your next one. You
can also jump on his scarecrow to get onto the roof and collect some loot.
You need to find four pieces of food stolen by Skags, in sequence. The first one is just a bit to the west, and
from there you can follow the trail north, eventually leading to a Skag den. Return to T.K. to collect on this very
easy mission and begin your next.
M i s s i o n | Got Grenades?
Just head back to Fyrestone. There's a lot of newly spawned Skags and a few Bandits waiting outside the gate.
Go back into town and look at the building across from Zed's. It opens up and you can go in and use the
munitions machine to buy grenades. Don't forget to raid the munitions chest and nearby boxes, and then go
back to T.K. to collect.
Finally, time for a real mission. Head east from T.K.'s shack. You'll fight the usual Skags, and eventually come
to a detonator you can use to destroy the barricade. Just ahead of this, you can find the entrance to Skag
Gully.
The second objective is in Skag Gully, just a bit to the south. You'll pass under a rock overpass and come to a
lone grave that is clearly glowing a bit. Search it to find a couple decent weapons. The final destination is way
to the south, in a cave/mine. The outside is guarded by Skags and Midgets.
Go inside. Things will heat up a bit here, but the path is very linear, so the focus is just on reflexes. There are
some vending machines and a checkpoint by the start. You'll pass through a room with a bunch of lockers to
raid, and not long after that, you'll drop down into an arena where Nine-Toes is waiting.
Pretty straightforward, just head back to Zed. You might consider hanging around in the gully for a while and
leveling up on some of the more powerful enemies before taking this one on.
M i s s i o n | Job Hunting
This is likewise simple. You get this mission from Zed, and he sends you around the side of the building by the
Claptrap where you can peruse optional mission.
TABLE OF CONTENTS ARID BADLANDS DAHL HEADLAND NEW HAVEN SALT FLATS
TOC 01 02 03 04 05 06 07 08 »
Jobs (optional)
The Catch-a-Ride mission is required to continue, so before we do that, we'll go through some of the optional
missions. This one just involves checking in with T.K., but it opens up more missions once completed.
Go to Skag Gully again, and make your way out of the entry path and head north. You're going to follow a trail
of Bloodflowers and pick them. Each time you grab one, the next will appear. Most of these are pretty obvious.
The third one is on a ledge that you need to jump to. They can be a bit inconspicuous, so be sure to keep
checking your radar. The Skags here can be pretty troublesome, but try to keep high ground when you can and
don't be afraid to use your special abilities. At the end, there's a red chest with some munitions.
In Skag Gully, near the vending machines by the entrance, you can find a data recorder. Doing so will trigger
this mission. You need to find two more recorders. To get the first one, go down to the mine where you fought
Nine-Toes, but instead of going in, keep following the path and loop back around so you can cross over a rock
bridge. You'll face some light resistance from weaker Skag breeds, and there's a red chest right near your goal
to sweeten then deal.
The second one is northeast. Follow the path you took in T.K.'s Life and Limb, and be prepared to fight small
TABLE OF CONTENTS ARID BADLANDS DAHL HEADLAND NEW HAVEN SALT FLATS
TOC 01 02 03 04 05 06 07 08 »
Leaving Fyrestone
M i s s i o n | Catch-a-Ride
Another non-mission (with no real reward to boot). Just go to the Catch-a-Ride terminal right outside of
Fyrestone.
Hang a right while leaving Fyrestone (or a left before entering) and head down the path along the rock wall.
There's a small alley between the rocks leading into the camp. If you stay left you can go up a ramp to a
perfect sniping spot. Bone Head won't go down quickly, but if you snipe and then duck down whenever you
need to recharge your shields, this is a very low risk fight that won't take a lot of skill.
This mission is just a chance to get acquainted with vehicles. Use the Catch-a-Ride station and summon a
vehicle. Drive to the northeast waypoint, a big ramp you can leap over. As soon as you land, hang a right and
make your way to the gate. Kill the enemies from the safety of your vehicle, and then get out and use the
switch to open the gate. Mission complete.
M i s s i o n | Return to Zed
You get this mission from the Bounty Board in Fyrestone, and it's a good optional side-mission. Just grab your
vehicle and run over 10 enemies of any type. They have to be impact kills, not kills with the gun. Easy money.
TABLE OF CONTENTS ARID BADLANDS DAHL HEADLAND NEW HAVEN SALT FLATS
TOC 01 02 03 04 05 06 07 08 »
In Search of Sledge
This optional mission can be had at the Bounty Board in Fyrestone. It's moderately tough (level 13), so save it
for later if you like, but it's best coupled with Sledge: The Mine Key, because you'll complete that mission at
the same time. First, head to Bone Head's camp, and take it on just like you did before. The enemies are
tougher this time, so your ability to use cover is really important. The second one is by the red chest in the
bandit camp across from Fyrestone.
The third one is in the wind farm in the south called Zephyr Station (this is the part that overlaps with The Mine
Key). Grab a vehicle for this one, it's going to be a tougher fight. With judicious use of the Rocket Launcher,
you can gut much of the resistance without putting yourself in real danger, but keep moving, because even with
the vehicle, you're going to take some lumps. If you have to bail on the vehicle, try to get inside the station
quickly, as this is an easy place to defend and recoup. The third recorder is in a red trash container on the roof,
a bit hard to spot, and inside the station you can get the Mine Key target.
This is covered in the middle section of the previous mission, so just consult that paragraph if you wish to
tackle this separately.
M i s s i o n | Braking Wind
Go down to the valley where Zephyr is. The first brake is on a large rock, that you can climb via stairs from the
west. A bit southeast of this, there's a more obvious one. To the west of this, there's another on the low ground.
This is a pretty easy optional mission, so you might as well go for it.
TABLE OF CONTENTS ARID BADLANDS DAHL HEADLAND NEW HAVEN SALT FLATS
TOC 01 02 03 04 05 06 07 08 »
Up in the Hills
After the last few missions, some new stuff opens up on the Fyrestone Bounty Board, including this one, which
Arid Hills is a relatively small area traversable on foot. You'll meet Alpha Skags here, which are formidable, so
pack a good shotgun and shells for this trip. Sniping to start the fight is a good idea as well. After this, you'll
mostly have to deal with a variety of bandits, so other kinds of weapons and tactics will work. You're making
your way north through a couple of camps, and finally to a two-level camp that is pretty easily cleared out. This
is where the hunt begins.
Unlike previous scavenging missions, this one does not have specific map indicators. The map destination is
just a generic location indicating the camp as a whole. There are four parts in all. When you approach the
upper level on the south side of the camp and go up the path, the first shack on your left leads to a ledge that
has the Sniper Rifle Body. The Stock is on the roof of a shack on the north side, just across the bridge, near a
set of three lockers.
The Sight is by a discarded mattress on the lower floor, west of the shack where you found the Stock. The
Barrel is on a ledge in the northeastern part of the camp on the upper level. Before handing in this mission,
consider just completing the next one while you're at it.
This one is just a bit further north in the Arid Hills, so it doesn't make sense to make a separate trip, especially
since you almost certainly already accepted the mission when you completed "Sledge" The Mine Key." The
This stage is FPS fundamentals at their purest. It's a tight space, so grenades are super effective. The
constrained flow also means enemies will be in front of you and unlikely to surround you, which makes taking
cover very effective (and also necessary - there are a lot of baddies here!).
We're going to interrupt to mention this mission since you can get and complete it while in the Safe House and
it's zero risk and has some great perks. You'll start to hear a Claptrap bawling about at the first checkpoint.
You'll go down a short flight of stairs, and after a firefight, you will be able to go left or right. The left way leads
to a larger open area and further towards your goal, but the left one leads to a red chest with your first
(probably) Rocket Launcher and a Claptrap in need of repairs. Talk to him to initiate the quest, and then head
back up to the room with the last checkpoint. If you go to the upper level of this room and look at the ceiling you
can see a repair kit on top of some ductwork. You can't climb up there, but you can jump and grab the kit in
midair. Take it back to the Claptrap to complete this easy side-quest. Follow him into the room nearby to pick
up some excellent weaponry.
Head into the big room, which is full of Psychos of all sizes, so have your shotty at the ready. You'll start seeing
Badass Psychos now, which are especially dangerous. Still, conserve your rockets and use shotguns. Work
In the round arena, you have to face your first proper boss in a while, the Roid Rage Psycho. This guy's
biggest weakness is his physical size. He's an easy target for your new Rocket Launcher. Alternately, a
grenade modded with Explosive Contact can be equally effective. Once the little guys start swarming, try to
focus on them because they can be a more immediate threat. All of these guys are dumb as dirt, of course, so
just backpedaling around the room is enough of a technique. When you're done, examine the hanging switch in
the middle of the room and get the key.
This one is more of a detour, but it's still in Arid Hills, so you might as well go for it. Stock up before you
engage, though since this is a challenge. Grenades with Explosive Contact and the Rocket Launcher will help
to soften him up, but with the quantity of Skags in this fight, you're going to need the shotgun. Moe is very
aggressive, and has fewer HP than Marley, so he's easy to fight with basic backwards running techniques
while you also thin out the herd. Marley is a bit more of a challenge, since he's stronger and spits lightning. Fire
damage is useful, and it's also possible to shoot his projectiles if you're good. This mission is definitely easier
co-op since shooting him from the front deals a lot less damage that attacking from behind.
TOC 01 02 03 04 05 06 07 08 »
Nice and easy mission. Drive to the designated windmill and switch to the gunner's seat. The Rakks will swarm
and attack but with the turret you can gun them down easily. Apart from this, it's as simple as shooting a bunch
of glowing green turds off the rotors.
Another Fyrestone Bounty Board mission. This is just like the Sniper Rifle scavenger mission. You can
approach this a few ways and it doesn't really matter, since you want to explore the whole camp and clear out
the riffraff before you start looking around. This will mostly be close quarters so combat rifle or shotgun work
fine. Don't forget to check the one shack with a red chest, as it can pack some very high level stuff.
The Body is on the top level, near where you first reach the camp if you're approaching from the south. The
Stock is on the bridge down below, sitting on a crate.
Just across from the camp on the north side, there's a somewhat concealed entrance. A man named Rade
Zayben is there behind a counter. Talk to him.
This is optional mission from the Fyrestone Bounty Board is a fair challenge, but pretty interesting. It takes
place in the Lost Caverns. You'll find clusters of Shock Crystals, which you must shoot to harvest. Each one
will shatter into 5 shards, and you must collect all of them, so check your tally each time. Their locations are
fairly obvious, so we won't bother to point them out. You'll be fighting Crab Worm Larvae, which are new but
behave a lot like Spitter Skags, and succumb to similar tactics. They aren't able to jump like Skags, however,
so if you can get a good high ground perch you can blast them with impunity. You'll also find the usual groups
of mixed Skags.
In the middle of the stage, there are two red chests at the marked locations below. Not long after you'll come to
a Bandit camp inside the cave. Don't rush in and make good use of cover. As long as you don't get
surrounded, this isn't too hard a fight. There's a red chest with weapons in the camp, and if you follow the dead
end trail south you can find another chest with a variety of shields. You should read ahead about the next
mission (a Claptrap Rescue) now, because it's best done in parallel with this one. The final two shock crystal
clusters are just beyond to the north.
While you're in the Lost Caverns, you should be able to find a broken Claptrap near where you first enter the
Bandit camp. Talk to him. This mission involves going a bit deeper into the cave than you have to in order to
complete the Shock Crystal Harvest, but not much. You'll come to a man-made bridge where there are a few
ammo chests, and the Repair Kit is nestled in a pipe. You can turn around (recommended) or head all the way
to the end where you can fight off a couple dozen Alpha Skags to access some disappointing red chests.
TABLE OF CONTENTS ARID BADLANDS DAHL HEADLAND NEW HAVEN SALT FLATS
TOC 01 02 03 04 05 06 07 08 »
If you've been following this guide and doing all the quests, you should be pushing level 20 and in good shape
to take on this climactic battle. Make your way to the entrance to Headstone Mine.
This is basic urban combat for the most part. It's easy to retreat and take cover. Near the exit of the first camp
there's a sniper up above. Nearby on the north side, there's a building with a weapons chest that you should
definitely check out.
The next area is a bit harder. There's a gun turret in the west that you can't effectively take out at long range,
so scope it out and stay aware of it while sniping. Make your way into the building in the west (there's a
weapons chest and lots of loot here) and then make your way up the steps where you can hit the turret with
grenades and seek cover. A bit east of here on the upper level you can fine a red chest in a building, or follow
the tracks the other way to continue.
The fight under the tracks is a bit harder to do close range, because there isn't great cover, so consider sniping
and luring enemies out into a better area. Before the narrow approach to your destination, there's a room with a
red chest full of shields. There's a lift in this building that will take you to the top floor where there's a
checkpoint and some vending machines. Get ready for a boss fight.
You can open either door to get to the hall where you fight Sledge. Sledge has a mean shield that you'll need
to breakthrough. Luckily you were good boys and girls and you did the Shock Crystal Harvest mission, right?
This should have netted you a lightning artifact and a lighting weapon. Attacks with this element will drop his
shields real quick. Once his shield is down, you'll find he's still very resilient. Since he has a powerful close
range shockwave attack, use a powerful long distance weapon. We had good luck firing a sniper rifle from the
hip, but you may prefer rockets or combat rifles. Cover is important to recover your shields, and luckily there
are plenty of places to run, but the number of other enemies milling about can make it harder, so try to take
these guys out quickly by doing a sweep of the area.
TABLE OF CONTENTS ARID BADLANDS DAHL HEADLAND NEW HAVEN SALT FLATS
« 09 10 11 12 13 14 15 16 »
In the south you can find a shack on the side of the road guarded by some Psychos and Bruisers. Clean up
who you can in the vehicle and then go inside and head downstairs. There are a couple more Psychos waiting.
Bruce is on the bed and a journal is next to him. Pick it up to complete the mission
M i s s i o n | Product Recall
You get this mission when you complete the last one. You have to go way east. There's a barricade that you
can't drive through but you can walk through. On the near side of this, there's a rocky path leading up above.
Take this route to find the first box of cigars and a red chest. From here you can also snipe at the mayhem
M i s s i o n | Insult to Injury
This is a simple scavenger mission that takes place right near the last mission in the bandit camp. First go
clear out the bandits (there aren't many). This isn't a real scavenger hunt, since the locations of the skulls are
indicated on your map, sequentially. No real strategy to it, but remember to check out the red chest before you
go.
Go back to Headstone Mine. Fight your way ahead in the same way you did when going to confront Sledge.
When you get to the area with the turret, clean house and then look up at the pipeline suspended above. The
three supports holding this up are your targets. Plant the charges on each of the three and then go to the upper
level where the gunner is and make your way east. By a ledge, you can find a detonator to complete the deed.
Congrats, you've picked Fyrestone clean.
« 09 10 11 12 13 14 15 16 »
M i s s i o n | Leaving Fyrestone
Head way east as far as you can, and a little green Claptrap. He'll let you into the Dahl Headland. Not far
ahead, you'll see big arrows pointing to your destination.
M i s s i o n | Getting Lucky
Even though it's not far, grab a vehicle. As you approach the camp, you'll see some bandit vehicles to get into
it with. Beat 'em up with your rockets until they run off. You'll have plenty of cover as you invade the camp from
the north. If you look off to the left, there are a couple guys on the second floor of a building to snipe. With them
gone, the rest of this should feel pretty familiar, and you'll rack up your 15 bandit quota quickly.
As you enter the back part of the camp, you'll face a few more Psychos and loose bandits, but you'll also find a
couple chests to loot. In one of the buildings (marked on your map once the 15 are dead) you'll find a cell
where Lucky is waiting to be freed.
Even though your target is nearby, a bit south of the camp, take a vehicle because bandits are driving all over
this area. The breaker boxes are on electrical towers, and you'll have to do a little platform jumping to reach
them.
Once you've flipped the switches on the two towers, you have to make your way to a camp a bit to the south.
There's a lot of enemies in here and many of them will have high ground, so consider doing some sniping
before moving in. Stay near the exit so you can retreat and recharge if needed. The switch is up on the top
level.
This mission is pretty challenging and intense. It'll test your ability to drive and shoot at the same time. You can
head to the destination on the map to find some bandits, but you can roam anywhere and fight cars if you like.
The idea here is really just to keep moving, but driving and aiming at the same time is an acquired skill, so the
only real advice we can offer is to practice.
« 09 10 11 12 13 14 15 16 »
After completing Powering the Fast Travel Network, you will have access to Lucky's Bounty Board, located
on the opposite side of the New-U station outside Lucky's. It has five quests, so queue them up and let's roll.
M i s s i o n | Scavenger: Revolver
This hunt takes place at a small, abandoned outpost in the west. The Body is just to the right of the Catch-a-
Ride station, laying out in the open. The others are better hidden. If you walk up to the windmill and take the
path up above, you can walk onto the rooftops. From here you can eye the Barrel on a nearby platform. Do a
running jump to reach it.
Go back up this path, but this time, walk around the back, hugging the cliff wall until you get to the water tank
over the Catch-a-Ride. From about this spot you can hop on a rock and climb up to the spot pictured below on
the left. Hop over to the Barrel. Teetering on the cliff on the east edge of the outpost, there's a burned out
vehicle. In the cockpit, you can find the Barrel.
This is an easy one. Go to where you got the barrel in the last mission and then drop down to turn the first (and
trickiest) valve. The second one is in the far northeast of the map, quite unguarded in an open plain. The last
one is just a tad south of the first in a small encampment that is guarded by bandits. These guys are quite
exposed, so you can easily kill them without ever getting out of your vehicle.
M i s s i o n | Fuel Fued
The object of this Bounty Board mission is to find three Fuel Tanks and shoot them full of holes until the
explode. The first one is in the south, by a Catch-a-Ride station. Go through the building and fight off the bugs
(shotgun works) and go to the backyard. The second one is west of Lucky's in an outpost that's mostly
exposed, so fight the guards from the safety of your vehicle.
The last and most difficult one is way in the northwest, near where the second valve was. There's an
encampment here that is well defended. It only has one entrance, though, so try to draw your enemies out.
Soldiers should deploy a turret to fight enemies as they come through the gate. Don't rush into the camp itself
until you've sufficiently crippled your foes. The last Fuel Tank is in the back corner, and there are also two red
chests here.
The last of the Bounty Board missions. When you find the area indicated on the map, northwest of Lucky's,
you'll fight a few Psychos and find a lift to take you down into the caverns. There are some vending machines
to stock up. It's a short fight into an arena, where you'll fight some unique creatures, the Guardians. These
guys are fast, aggressive humanoid melee fighters, best handled with a shotgun if you have a powerful one
(our 64 damage SPR14 man-handled them with ease). They also have powerful shields, so consider electrical
attacks/artifacts. Alternately, a sniper rifle or combat rifle can work well once the shields have been dropped,
but it's more to keep track of than a really good shotty.
You get this mission from Ernest, the guy who sent you to find Lucky when you first entered the Headlands.
The bait is easy to find, near where you hit the southern valve a few missions back. Once you get that, you can
head to the next spot, due east from Lucky's. You'll go over a small bridge on foot and drop down into an
arena. Place the bait to start the fight.
TABLE OF CONTENTS ARID BADLANDS DAHL HEADLAND NEW HAVEN SALT FLATS
« 09 10 11 12 13 14 15 16 »
Road Warriors
This Mad Mel sounds like a reasonable man. Lucky gives you this mission which will take you out of the
headland and move you on with your quest. It's a pretty brutal one, and the fact that it's based in your vehicle
nullifies the usual edge power leveling and looting might have. You'll drive into a small arena full of bandits on
foot and in vehicles. You need to be a sharp shooter and a fast mover. It helps a lot to thin the wave down to
one enemy, and then drive around and charge up your shields. The Rocket Launcher is better for clumsy
shooters, but the Machine Gun can give an edge to those that can effectively fight at a distance, since it has
better accuracy at long range.
The final wave arrives with Mad Mel supported by Outriders. This is brutally hard, we'll be honest. You need to
take out the support guys first, which luckily don't respawn if you die. Mad Mel himself is considerably better
armored than the rest. The best way to fight him is to get behind him, but obviously that isn't sustainable for
long, so make the most of it. Once it's just you and him, it is possible to build up enough speed to do laps and
recharge your shields, so this will help make things much easier.
Afterwards, you can go meet up with the Claptrap on the other side of the gate, and he'll send you to New
Haven to rendezvous with Helena Pierce, waiting behind a desk inside.
« 09 10 11 12 13 14 15 16 »
City Life
Once you've talked to Helena, you get this introductory mission. This is a pretty basic one, a scavenger hunt
where the mission indicator shows the exact locations. The only slightly tricky one is the rooftop one, which you
have to access by going up the stairs on the west of the building. Completing this will unlock Seek Out Tannis
and you can skip ahead to that if you don't want to do optional missions. It will also unlock missions at the New
Haven Bounty Board.
Due north of Helena's office, you can find the New Haven Bounty Board, which should now have a bunch of
missions on it. To the left is a blue Claptrap on his back in need of assistance. Talk to him. You can see the
building where you need to head on the map. Go to the east side of the building and hop on the tires and on
the red dumpster and then onto the roof. From here, hop east to the nearby roof, and then turn around. You
should be able to see the kit on a ledge in easy jumping distance (pictured, right). He'll be so grateful, he'll
open the way to a weapons chest.
West of Helena's office, there's a garage/Catch-a-Ride and a man sitting at a desk next to a vehicle. This is
Scooter. He'll ask you to go check on T.K. That's a long way, but you have access to quick travel now, so go
use that New-U station right nearby to transport to Fyrestone, and then it's just a short stroll to T.K.'s shack.
He's inside.
While you're in the Badlands, you can do this mission, obtained from the New Haven Bounty Board. It's a tough
one, but if you play it smart you can pull it off. There's a hill marked by your mission indicator with three torches
surrounding a tree. Once all three are lit, the formidable flying monster Mothrakk will appear. Her main attack is
to circle overhead and rain fireballs. This is very difficult to dodge (you pretty much have to sprint), so you need
cover. The Catch-a-Ride nearby has a canopy that will do quite well, so hide here when her attacks begin. If
you hide all the way in the back, you'll be protected, but if you're further in front you can still take damage, and
the attacks get heavier and heavier as her health goes down. A good scoped weapon is needed to deal
damage. A sniper rifle is probably your best bet, but if you have another good weapon with a scope, it can
work. We even took her down with a shotgun.
« 09 10 11 12 13 14 15 16 »
In the east you can find the entrance to Tetanus Warrens. This is just like the Shock Crystal Harvest. Each
cluster of crystals can be shot and will break apart into 5 crystals you can collect. By the time you get to where
the road forks, you should be halfway to your goal, and all you will have had to do is kill a few bugs. We can roll
the rest of this mission into another quest and kill two birds with one stone.
Near where the path first branches in the Warrens, turn east and look for a blue Claptrap just outside of the
fence into the small bandit camp. Head straight north and remember to continue collecting crystals for the
previous mission as you go. When you get to the north end, there's a bandit camp that is well defended.
Grenades are very useful for flushing this area out. Once the coast is clear, stay on the left side as the path
bends east and take the ramp up above. You can walk out on the cloth canopy and then run and jump to the
cloth canopy on the opposite (south) side. Turn west and you can see the kit glowing, just a few hops away
(pictured right). If you head into the northwest passage you should be able to find enough crystals to finish the
previous mission as well.
M i s s i o n | King Tossing
King Wee Wee is all the way at the end of the stage in his own private arena. The outside of this area is pretty
well defended, so don't get caught off guard and make sure you have plenty of supplies. The battle with the li'l
king isn't so tough. It's mano-a-mano and there's a large tank in the middle of the room that provides your only
cover. This pretty much establishes the pattern for the stage: Firing a couple rounds into the wee king's face
and then ducking behind the tank to charge up the shields. It's not a complicated fight, but he deal some
TABLE OF CONTENTS ARID BADLANDS DAHL HEADLAND NEW HAVEN SALT FLATS
« 09 10 11 12 13 14 15 16 »
In Search of Tannis
Go to Scooter and the Bounty Board and queue up all the remaining missions.
In the east, there's a Claptrap that will give you access to the Rust Commons. Grab a vehicle at the nearest
Catch-a-Ride, and cruise north. You'll have to get off the vehicle when you reach the northern area and take a
small path surrounded by rocks. There are a lot of Spiderants here, including some powerful Badass variants.
A shotgun blast from behind is the best way to take them down quickly. A faster firing weapon is better when
you reach the flock of Rakks. In a small shack, Tannis is waiting and you can complete your quest.
M i s s i o n | Up to Our Ears
You get this mission from If you take the high road and approach your target from the east you can snipe out a
lot of the resistance before dropping down. Just gut the camp on the ground level, and from the east side you
can spot the two pipelines on the second story of the building. Shooting them out will allow the sludge to drain.
Easy mission.
These journals are spread out all over, so grab a vehicle before thinking about this one. The first is in a box in
an abandoned camp in the middle of a plain in the north. There may be a large Rakkinshu around that is best
fought in your vehicle with a Machine Gun.
The second one is in a base in the riverbed, and is defended by a moderate amount of bandits. Luckily they
come almost single file, which makes it easy to deal with them, despite a lack of cover. The journal is on a
crate. The next one is just a bit south in the same riverbed in a tin shack with a washing machine.
Approach the fourth point from the north. As the path turns south, there's a spot where you can climb up a few
flights of stairs and find a weapons chest. This is out of range (barely) of the Gatlin gun and a perfect sniping
position. Take out the Bruisers while you're at it, and this becomes and this becomes an easy approach. The
journal is at the top of the stairs. If you climb up from this point and walk across the pipeline you can get to a
weapons chest.
This is a scavenger mission, gotten from Scooter. The camp is right near the Catch-a-Ride/New-U station at
the south of the Rust Commons. Go into the camp on foot. There are a lot of assorted bandits, but you should
be most aware of two Gatling Turrets on the large roof. I like to take these out by getting underneath them, off
to the side in their dead zone and taking them out with a couple shotgun blasts. Once the coast is clear, we
can start hunting.
If you stand in the center of the map and face southeast toward the entrance, you should see three large
shipping containers and a banner with a picture of a bomb. Below the banner on the ground is a Front Fender.
The second Front Fender is just a click northwest of the "S" on your map.
The two Fuel Cells are in roughly analogous positions underneath where the two Gatling Turrets were. If you
stand at the entrance of the base in the southeast, you'll see a bunch of large metal containers. On the left one
you can find the Engine.
This is a very easy mission that you can complete while doing the Scooter's Used Parts mission. This mission
is given by Marcus Kinkaid, in the building just south of the New Haven Bounty Board. The Invoice is on a table
by the building in the middle of the camp.
Head into the marked camp in the south. It's not a big fight, but make sure to clear everyone out first. The Body
is on a ledge over the building on the north side of the camp. You can just jump on the opened ammo chest
and you can jump up and grab the Body without even climbing up if you want, but you'll need to get up there to
reach the next piece anyway. Go to the west side of the camp where the vending machines are and hang a
right, walk up the hill and come back along the north side on the upper level. You can drop down by the
weapons chest to reach the body and then platform a bit over to the east to reach the Sight.
The Magazine is in a tire on the ground in the middle of the camp, near the mission marker. The Barrel is
similarly easy, on top of a large metal container in the east of the camp.
« 09 10 11 12 13 14 15 16 »
Teleport to the Rust Commons. The entrance to Earl's Scrapyard is in the camp where you went for Scooter's
Used Car Parts. When you get there, it's just a short ways to the entrance to Earl's. There are some junkyard
Skags around, and you can blast open the entrance by shooting the gas tanks. Talk to Earl behind his locked
door. Queue up both of Earl's quests.
Rather than follow the mission marker, we can work on Get Off My Lawn! anywhere in this stage, so we'll roll
it into another Claptrap mission, so you'll have room for more loot. Head to the northeast part of the map, and
at the spot shown in the map below, you can find a Claptrap in need of help.
You'll have to fight your way around the loop to reach the repair kit, and there's going to be some heavy
resistance. The upside to this is that you'll absolutely complete the next mission incidentally assuming you
bothered to talk to Earl. The repair kit is sitting on a table by a red chest, and once you get it, you can drop right
down and be back at the Claptrap in a few paces.
As we mentioned in the previous mission description, this one is just a kill 'em all mission, and it doesn't matter
where you complete the kills, so you can just roll this objective into the other missions.
Now head to the southeast leg of the Scrapyard. This is a big base, and you're going to be fighting a lot of
bandits and not much else, so pack your favorite anti-human instruments. The charge itself is out in the open
on a table, so you shouldn't have any trouble finding it.
The next part of the objective is a little more obscure from looking at the map. Head west in the southern
corridor and then take the ramp up to the upper level and cross over to the south side, where you can then
reach a bridge back northeast. This area on the upper level is where you have to plant the charge. Step back
and watch the fireworks. The explosion opens up a small area with two red chests.
After completing Get Off My Lawn! you can pick up this mission from Early. He sends you south of the Rust
Commons to Treacher's Landing. This is a massive camp, and the mission itself basically becomes a kill 'em
all mission, as each enemy drops a bottle when killed. You'll have to make your way pretty far into the base to
TABLE OF CONTENTS ARID BADLANDS DAHL HEADLAND NEW HAVEN SALT FLATS
« 17 18 19 20 21 22 23 24 25
Marcus' Missions
Marcus is in the building just south of the Bounty Board. We're assuming you already did All Sales Final,
covered earlier, so you should have access to more missions now.
This one takes place in a camp in the middle of the Rust Commons. The mission indicator will pinpoint the
exact locations of the crates to destroy. Most of them are obvious anyway. Be careful when you shoot them,
since their explosion is delayed a couple seconds. Two of them are up a ramp on the left when you first enter
town, and one is on a roof, but you don't even have to climb up there to shoot it.
Avaialble upon turning in the last mission to Marcus. Transport to Rust Commons, this mission is just a hair
south of the teleport point. There are a couple crates on the outside, and then you can go into the building fight
your way over the bridge, down the next building and out into the yard, taking out the boxes in sequence.
Afterwards you need to examine a double-sized crate for evidence.
Helena Pierce gives you this hit. It takes place in the same camp as the Market Correction mission. Take a
vehicle armed with rockets for this one. Do a little recon and get a bead on Jack. The cheap, easy way to win
here is just to run Jack over in your Cruiser or hit him with some rockets. If you get stuck having to fight him the
old fashioned way, Sniping is the way to go, since he's an accurate shot if you're in range.
TABLE OF CONTENTS ARID BADLANDS DAHL HEADLAND NEW HAVEN SALT FLATS
« 17 18 19 20 21 22 23 24 25
Middle of Nowhere
M i s s i o n | Missing Persons
This is a short fetch mission with no danger. You just have to go up the ramp to the upper level and cross the
bridge to get to the room with the books.
Talk to Helena Pierce to get this mission. You have to go through Rust Commons West to get to Rust
Commons East. You can head a little south, and find the Bounty Board on the second level, above a Catch-a-
Ride, and between some vending machines. From this upper level you can walk across a narrow bridge to
reach Hudson Johns and get your next mission.
This is a pretty simple one, gotten from Hudson Johns. You need to go to the site designated (it's a large junk
pile) and search the Skag piles on the ground. In random piles, you'll find the Bounty Board fuses. We can't tell
you which specifically have them, but they all emit green gas so they're easy to spot. Not all will have a fuse, so
keep looking.
Johns gives you this mission. Hop in a vehicle for this one, and drive to the designates spot, right by where you
are already. Just drive around for a minute and run over five bugs and claim your price. Couldn't be easier.
After completing this mission, the Middle of Nowhere Bounty Board will work, and you can queue up some
missions, as well as get the last mission from Johns. Crazy Earl has some more work for you, too, but we'll get
to that later.
Just teleport back to New Haven and talk to Helena. This is basically a freebee.
Get this one from the Bounty Board. It's simple filler. All you have to head to the target destinations and
examine the books on the altars. Obviously you want to have a vehicle for this one, but the positions aren't
even defended, so there's no real risk.
This is a Bounty Board mission. You know the drill. The journals are a bit better hidden this time. Head south
and find the first one by the cliff, behind a small building, underneath a box that you have to overturn. The
second one is under a large mushroom by a lot of rocks.
The third one is hidden under an overturned cot behind a red chest. The fourth one is behind a panel in a
sniper tower that has a ramp leading up to it. Examine the panel to reveal the journal. The last one is the
easiest, conveniently in Johns' office, not far from the Bounty Board where you can claim your reward.
On the southeast side of the dam, there's a building with vending machines on one side. On the opposite side
of this building, there's a crate with the Stock on it. From here you can climb up onto the roof of this building
and get the Barrel.
From this roof, you can do a running jump northeast to the big gray tank, and then over to the support, where
you can grab the Body. The Magazine is on the diagonally opposite support, which can be easily reached by
hopping up some boxes.
TABLE OF CONTENTS ARID BADLANDS DAHL HEADLAND NEW HAVEN SALT FLATS
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Krom's Canyon
Before heading out to finish The Next Piece, let's queue up some other missions in the area. Go to the New
Havenb Bounty Board and select Two Wrongs Make a Right and then stop by Earl's Scrapyard and take on
Earl Needs Food. This will make our trip more productive.
The approach to Krom's Canyon is difficult and worth mentioning as well. You have to abandon your vehicle
when you reach the dam from the last mission. As soon as you reach the other side of the mine, snipe out the
Gatling Turret and the Rocket Turret. Now you can approach, we recommend taking the left side. Mind the
Mulciber Mk 2 turret in the far end. Approach on the high ground on the right and toss a grenade or two from
behind cover to take it out. You can then use the turret to take out any remaining bandits.
Once you get to Krom's Canyon, you can make your way north to a bandit base and start this hunt. The
positions are marked by your mission indicator, and all of them are out in the open, so we won't cover the
individual positions. Between can #4 and #5, you can find a Claptrap in need of repair. We're going to switch
over to this mission and continue both in parallel.
In the northwest of the eastern leg in Krom's Kanyon (the base from the previous mission) you can find a
Claptrap. Talk to him. Keep on collecting the cans from the last mission, going across the bridge and grabbing
the sixth can and then the seventh by a ledge. From where you grab this can you can see the Repair Kit
hanging from a wire on a tower. You can do a running jump over to the tower and then grab the kit. Return to
the Claptrap. He'll show you the way to a shiny new Sniper Rifle. We're now going to switch over to another
parallel mission.
This overlaps neatly with the last three can's from the Earl Needs Food quest. You'll enter an area on the
ground floor (you have to hop a small wall to get there) where the last three cans are. Don't progress too far
into this area, and try to kill every bandit you can while taking cover by the handful of structures. Draw enemies
too you. When the coast is clear, approach the far southern end and the Reaver will appear. He fights with a
This is a good spot to take a break and go cash in your completed quests and restock your supplies. You get
this quest from Crazy Earl, and it sends you down the west side of Krom's Canyon. Stay in the valley as you
approach. You'll find this part to be very easy. When you get to the bridge, the fun begins.
Krom has a powerful turret that can change between rockets and bullets. You have to keep moving and
stopping behind cover as you work your way up the ramp. Sniping is mostly futile, so the best thing is just to
progressively work closer until you're close enough to lob a grenade over or even a shotgun to the face. This is
going to be easier for Sirens, of course, so keep that in mind if playing in a team. After he's dead, raid the chest
behind him. You have to hand this mission in to Patricia Tannis, way in the north of Rust Commons West.
« 17 18 19 20 21 22 23 24 25
Jaynistown Quests
Talk to Helena in New Haven to get Relight the Beacons and then beam over to Middle of Nowhere to get A
Bug Problem and the next Altar Ego quest from the Bounty Board.
You start out flipping a switch in a relatively small base north of the Middle of Nowhere Bounty Board, lightly
defended by weaker Bandit types. In the south of Rust Commons East, there's a big drawbridge leading east.
Talk to the Claptrap and have him lower the bridge.
On the other side of the bridge, you can head north to the second camp. This one is even more sparsely
defended, and you can complete your quest in much the same way.
M i s s i o n | A Bug Problem
This is a two part mini-boss fight, but it's very easy. The first position is in the east. Examine the crater and then
hop in your vehicle. You can just run over the Widowmaker for a one-hit kill.
You picked up this mission when rendezvousing with Tannis after the Krom mission. Follow the mission
indicator over the drawbridge and to the New-U station nearby. You'll have to do the last leg on foot, but luckily
all you have to worry about are a few Spiderantlings. Talk to Taylor Kobb to collect and get your next mission. .
This mission is very easy to miss. In Rust Commons East, a bit north of the bridge to Jaynistown, there's a
spot, indicated on the map below. Stance Von Kofsky is standing by a shack with giant sunflowers growing
through it. Talk to him. In the east you can find the Valve, lightly defended by a couple bandits that you can run
over.
The second part is best rolled into the next mission, where you'll have to clear out Jaynistown and their boss
Jaynis Kobb. As usual with humanoids, shotgun headshots can make short work of the big man, but you'll have
to be methodical to keep from getting overwhelmed regardless. When the coast is clear, you can find a
staircase leading to the spot with the valve.
You get this mission after completing Secret Rendezvous, and we've covered the fight in the last mission.
This is basically a kill mission, masked as a collect 'em up mission. Make your way to the camp and head into
the lone building. You can control the flow of action better in here. Each bandit will drop one of the scraps you
need, so just stay and fight them off and then round up the scraps when you're done. There will be more than
the six required to complete the mission.
After the last mission, you get this one at the Bounty Board. It's a boss fight, but it's a bit underwhelming, to
comedic effect. You have to go to the site in the north and fight a Scyther variant. It's legitimately powerful, and
to fight it, you need a good shotgun. Backpedal away from it and shoot it in the face. A well place blast will put
a good dent in it. Finding the rhythm in this fight might take a bit, but once you do, it's easy.
Just a quick rendezvous. Beam over to New Haven and follow the marker to Erik Franks. This opens up two
quests, which you should queue up.
While you're in New Haven, you can get this simple fetch quest out of the way. Follow the mission indicators to
the various green dumpsters. Each one contains a Dirty Mag for you to collect. Easy money.
Super easy mission. In the north of New Haven there's a metal container. Examine the side of it with the panel
to complete this mission and rack up the next. After you complete the mission, the container opens and some
bandits swarm, so be ready.
Now we get down to some real action. The second siege on Jaynistown is a bit more interesting than the first.
There are turrets on the roof along the west side. We preferred to approach along the south side, where we
could hide from the turrets and use the ample cover to better control the flow of battle. Don't rush in. Let
enemies come to you.
Eventually you need to move in on Kobb's building, but even this you should try to lure out the Badass Bruisers
and even Kobb himself out of range of the turrets. Use a shotty on these guys, as it's very effective at close
range, and Kobb's rocket launcher is much better at mid-range. Once Kobb is dead, you're free to leave and
rendezvous with the Claptrap in the east, but we recommend cleaning up since there are some good spots to
loot, including the red chest at Kobb's perch.
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In New Haven, check the Bounty Board and talk to Scooter to get new quests. Let's head out.
You get this one from the New Haven Bounty Board. Zip over to Treacher's Landing. This mission can overlap
with the next one, so make sure that's queued up as well. You'll have to fight your way through Treacher's
Landing, same as last time, but this time, you'll have to toss grenades into the pools indicated by your mission
You get this mission from Scooter, and it overlaps nicely with the last mission. There are three additional
powerful targets, boats parked just off shore with a turret mounted on them. You'll need to pack a good rocket
launcher for this (the one you got from Taylor Kobb will do nicely). Just shoot the glowing green part in the rear
of the ship. One well placed rocket will take it out.
Beam over to Rust Commons West. You might remember the camp from an earlier mission. It's a pretty simple
fight to the counter in the back where you can find Chuck Durden.
Instead of fighting Skags, you'll be tackling mixed groups of Bandits this time. There's cover, but you won't find
most of it sufficient to really charge up your shields. A scrubby tactic is to abuse Second Wind by letting
enemies kill you at close range after you've softened them up. A more manly approach would be keeping an
eye on the entrances (four metal containers and a door on the opposite side) and rushing in with a shotgun. In
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M i s s i o n | House Hunting
This mission is found at the Middle of Nowhere Bounty Board. Head to Trash Coast and make your way to the
thrash pile designated. You have to patrol around this are and kill all the Scythids before the Bleeder shows up.
It's not a real boss fight, it's easily killed, but it won't show up unless you're thorough.
Just east of the last mission's marker (indicated on the map below) you can find another Clappy in need of help
in the middle of a small bandit camp.
Go to the east side of the big trash pile and hop up the rock. From here you can jump on the big pipe and walk
along it toward the water. You'll find the repair kit up there. The Claptrap doesn't offer up any secrets this time,
but more space in the backpack always helps.
This is another Bounty Board mission. Head south from the trash pile and follow the path as it loops around on
itself. There are a ton of Spiderants here, which is a nice warm-up for the big battle with the Queen. Queen
Tarantella is too big to effectively strafe. Try to hit her abdomen when she raise it up to fling web, or use a
coarse weapon like a Rocket Launcher or even a shotgun. Once you've done some damage, she'll be more
vulnerable, and you can probably get a better angle.
Collect the abdomen, and then head north. You can swing by the vending machines if you like, since you might
be short supplied. The final leg is just a lot of medium-sized Spiderants, but don't let your guard down. There
are some Badass elementals and King Akobbs that will make you glad you came prepared. The point you need
to examine is pretty obvious, and once you do, you can simply make your retreat.
Head to the bandit camp. It's not a huge fight, but there are a few Badass Bruisers, so pack some grenades or
a good shotgun. Do a sweep of the camp and make sure you've killed everyone. When the coast is clear go
into the cage and hit the switch on the side to let the little pup out. When he gets out of the camp (make sure
he's safe) the mission will be complete and you can report back to Earl.
After all the side missions, you can tackle a real story mission with an epic boss. In the north, you'll find the
Rakk Hive, a giant, ferocious quadruped who can summon Rakks. Your instinct upon seeing its mammoth size
might be to whip out the Rocket Launcher, but you'll be much better off with a decent Combat Rifle. The high
rate of fire makes it easy to defend against incoming Rakks, and the size of your target nullifies the inaccuracy
of the weapon. Shotguns won't work because it's too far away. When it opens its mouth, you'll have a critical hit
opportunity, so be at the ready.
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Old Haven
This mission comes from Helena in New Haven. You can reach Old Haven from Rust Commons East. When
you get inside, examine the situation to cash in this quest and get your next right here. When you enter New
Haven, you should also stay along the north wall and get the Bandit Treasure mission from a corpse to
conserve time.
Head into Old Haven and prepare for a brawl. This is the time to bust out the corrosive weapons (and artifact).
Even if their base stats aren't as powerful, the corrosive element is really effective against the heavily armored
enemies here. If you have to rough it without the elemental attacks, you're going to have a hard time, but it can
be done. Strafing left can help you get around their big shields. There are turrets stationed at a few positions,
and they can be quite a nuisance as well. In the south, you won't be able to get close to them, so rockets or
corrosive bullets may be your only hope. The others you can get in shotgun range of.
You can roll a couple more objectives into your patrol here, and you should, so by all means, read ahead.
M i s s i o n | Claptrap Rescue
In the southeast, near the Junkyard, you can find a building with a Claptrap in it, marked below.
To get the kit, go up the stairs of the building south of where you see the mission marker. From there you can
This mission, obtained from Patricia Tannis, is very easy to roll into the Smoke Signals mission. Near the
southern signal, there's a small switchbox that will free a Claptrap. That's all there is to it.
Bandit Treasure: Three Corpses, Three Keys When you first enter the Old Haven area, you can stay along
the north side, and at the center part of the north border, there's a corpse against the wall. Examine it to get
this mission, which is nicely parallel to the others. The first key is right by the corpse, so you only really have to
seek out two.
The others are in the east and south, and they're fairly out in the open, so this is an easy enough mission if
you're already working on the others. When you have all three keys bring them back to the north and open the
door and examine the map.
Beam over to Lucky's in the Dahl Headleand, and head to the northeast. If you look down at the edge of the
cliff, you can see a small tin shack. Open it to claim your prize.
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This epic story mission is obtained from Patricia Tannis. The Salt Flats can be reached from Rust Commons
East. Approach the big open area in the middle of the map, and patrol around. Some Outriders will show up,
one at a time, so this is pretty basic car combat, and you should have a chance to heal up a bit between fights.
When four are gone, the next objective appears on your map.
You can infiltrate the base from the north or the east. The enemies here are extremely powerful bandits, so
In the northeast of the outer part of the base, you can find another Claptrap looking for help in exchange for a
Backpack SDU.
The repair kit is just a bit south this time, in a pile of junk. Couldn't be easier to find. When you return, he'll open
an area with a red chest in addition to the mission reward. Alright, let's get back to the fun.
This mission, obtained from the Middle of Nowhere Bounty Board, is best handled before fighting Flynt, since
armored soldiers swarm the place after. A hair north of the mission marker, you can find a container you can
get on top of via some barrels and then jump onto large gray tanks. The Body is on top. In the northeast there's
a hut you can get on top of by jumping on a divider, and this is where you'll find the magazine.
Enter the base on the west side and head to the lift. Flip the switch to ride it all the way up. Upon your arrival,
the good Baron will be waiting with waves of underlings to make life difficult for you. There's plenty of cover, but
the quantity of enemies means you'll have to keep moving.
After the initial wave, Hanz and Franz appear, two intimidating boss characters, best tackled separately if at all
possible. Hanz is the easier of the two since he's slow primarily a close-range attacker, but because of this you
might want to save him for last. Rockets work well against him, but you'll find he's a tank regardless. He's not
the nimble, though, and you can actually get places he can't reach too, since he's so tall.
Franz uses firearms, so he's more difficult, and he's incredibly well armored. You need to go for headshots. An
accurate combat rifle, a powerful revolver, or sniper rifle fired from the hip are all good options. Watch for his
grenades and try to keep your distance. He's not very fast, so hiding from him is fairly easy, at least.
To cash in this mission after Baron Flynt is dead, go to the north side and make your way up to the top level.
There's a silver chest and this is your target.
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Crimson Tide
Head to the southeast. You'll have to leave your Runner and enter a cave area call The Backdoor.
The cave itself is long and linear, populated by armored Spiderants that are vulnerable to corrosive weaponry.
Eventually you'll come to a couple vending machines. Stock up on supplies. Examine the recorder to open the
arena for another boss fight. Master McCloud is supported by two henchmen. They're heavily armored, so
once again, corrosive weapons are the way to go (and headshots help a great deal). Kill the henchmen first,
because they're not only easier to kill, but the more immediate offensive threat. McCloud himself fires a very
powerful but very slow electrical burst that can be easily avoided by just circle-strafing around him, rendering
him something of a sitting duck on his own. There's also some solid cover in this area, considering the small
enemy count, so you should be able to charge up the shields.
Exit to Crimson Fastness. You're going to make your way south through a heavily defended corridor. There's a
Gatling Turret on the far end and a lot of armored soldiers. This area has a ton of cover, and that will be key to
making your way to the far side. Play this like Gears of War and move from cover to cover without exposing
yourself. Toward the end of the hall you'll see a lot of broken Claptraps. Take out the Gatling Turret with
corrosive weapons or grenades. Now let's take a diversion for the final Claptrap mission.
Amongst all the broken Claptraps, there is one still flailing. Talk to him to take on the very last Claptrap Rescue
of the game and complete your backpack.
There are a few doors you have to open manually with switchboxes, and you'll eventually come into a big two
level room where Tannis is, either from the north or the east (preferred). The recessed east entrance provides
good cover to fall back to and an easy escape. Most of the enemies here are basic Lance Infantry, but there's
also a Badass Engineer. We preferred to use grenades with a corrosive mod to thin the heard, but patience will
win out in the end regardless of your weaponry, since it's very possible to get healed up.
When the coast is clear, you can find Tannis in a cell on the bottom floor. She'll give you the next mission.
From the room with Tannis, you can exit southeast to a narrow corridor. There's a Gatling Turret up the stairs,
but if you stay on the left and get closer, you can pick at it while staying out of range. From here it's a quiet
stroll to the computer console.
Keep trekking north. When you get to the big door that opens up, prepare for a slew of Badass Engineers on
the other side. The smart tactic is to fall back a bit so you can seek cover behind the crates, and pick at the
enemies with plenty of opportunity to heal.
When you get outside, all hell is breaking loose. There are Guardians and Lance soldiers duking it out. Finish
off the soldiers. The smaller Guardians go down easy, but the larger one is a challenge. That weapon you
picked up from McCloud (the 10101 Cannon) does perfectly against the Arch Guardian, as do any shock
weapons. Once his shield is depleted, he goes down hard.
When you near your first target in the north, Badass Infantry show up, and they are quite formidable, so hang
back, snipe if you need to, and maintain control of the action. When you clear them out, head back to the base
in the rock, and go through the small door in the side and up to the second floor where you can find a control
panel to finish the first part of your objective. There's also a red chest on the roof.
The third one is way in the west, with a long, narrow approach. The Lance are being attacked by Guardians,
which makes life easier for you. Finish off the Lance, and don't bother fighting the Guardians (just run from
them, they're easily distracted). There's a turret you'll need to spot and avoid, but by now you can take these
out pretty quick. Head in through the ground floor, and up to the second story like usual.
Afterwards, you'll have to fight your way back into Crimson Fastness and make it to the ECHO control panel to
finish the mission and get the next.
M i s s i o n | Find Steele
In Salt Flats, you can find a Catch-a-Ride on the other side of a roadblock. Grab a vehicle and head west to the
next area. In the northwest, there's a spot where you have to ditch the vehicle and proceed on foot. There's
some light resistance, but if you hug the cliff on the left and follow it around, you'll be able to stay well covered
and then you can make your way down the path to The Descent.
In this open area, you're going to see a lot of Lance soldiers (mostly Infantry) and flying Guardians. Try to deal
with the Guardians first, using scoped, long range weapons (doesn't have to be a sniper rifle, combat rifle or
SMG works too). Do this before you drop down, and you won't have to worry about the Lance. Once you get
down, you'll really have to rely on corrosive weaponry, because regular weapons are pretty hopeless against
guys these high level.
There are lots of ammo chests littered about, which When you make your way to the other side, there are a
handful more Infantry, and a lonely path, leading to Eridian Promontory.
The Sera in the air should be sniped down as usual. If you don't have good shock weapons, a powerful
shotgun is your best bet against the ground-based Guardians. There are quite a lot of good chests in this area,
so be sure to check them, and consider exiting and reloading to check them again, even.
When you finally reach the Vault, you will find a New-U waiting on the other side, along with a welcoming party:
The Destroyer. Take this opportunity to teleport back to a vending machine somewhere and stock up. Even
though the Destroyer throws out ammo randomly throughout the fight, he takes a massive amount of damage,
and you're going to be strapped for the good stuff.
There are a few basic patterns you need to be aware of. When he has all of his tentacles out and flailing, he
will rain spikes down on you. These are relatively easy to dodge, but they explode in ground and can deal
some serious damage, so you'll have to make sure to avoid them even after you've dodged the initial hit. The
tentacles have large purple pustules on them that need to be shot out. You want to make sure to do this with a
weapon you can fire accurately without a scope, because you need your peripheral vision to be able to dodge
the spikes. A combat rifle is ideal, but relying on any one weapon can be problematic in a fight this long.
After all the tentacles are gone, he'll revert to a more vulnerable state and you'll be free to use scoped
It's a very long fight, and if you die, you'll probably need to stock up on supplies again. A fast-charging shield is
crucial as you'll have limited - but decent - opportunities to power back up. When you're done, the credits roll,
but the game isn't done yet.
After the credits roll, you'll be given one last mission to complete. If you prefer, you can take this time and
complete any quests you've skipped along the way. Collect the Vault Key from the site of the Destroyer's
demise, and then beam over to The Underpass in Rust Commons West and march over to Tannis' shack to
cash in. She offers a very large cash reward. After completing this and saving, you'll have the option to load
your present game and work on any unfinished business, or begin a second playthrough in which you keep
your current level and face much more powerful enemies.