Borderlands

Welcome to the Borderlands walkthroughs.

This guide is intended to help you attain 100% completion in Borderlands, guiding you through each mission, along with side missions. Any text that is blue in colour and in bold can be clicked to open a relevant image.

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The side missions are placed alongside the main storyline missions for cohesive reasons. If you need to find a specific mission, pressing Ctrl + F (Command + F for Mac users) and searching for the mission name will bring up the mission details, along with the guide to completing it.

Where applicable, achievements pertaining to the story, or that can be achieved at certain points in the Borderlands world have been listed on the "Story walkthrough" page. All other achievements (such as killing X amount of enemies with Y element effect) have been placed on a separate page marked "Miscellaneous" as it's impossible to state when you will attain these due to the random loot process.

All 5 downloadable content addons have also been included under the "DLC" page.

Unless you want to grind for XP in your first playthrough, it is recommended, but not required, that you play through the campaign twice to collect all of the achievements. Your first playthrough will consist of gaining as many achievements as you can, whether they be story related, accumulative, or rank associated. Your second playthrough will be levelling up for the rank 50 achievement. Any that you may have missed through your first playthough can also be attained during your second playthrough.

There are a few achievements which take a lot of time and patience, especially with the DLC’s, so be prepared for some long grinds. Of course, this walkthrough is intended to shorten the grinding process by listing hints and methods.

Characters

The very first thing you’ll have to do is decide which character, or class, you wish to play as. You have a choice of either Brick (Berserker), Lilith (Siren), Mordecai (Hunter) or Roland (Soldier) . With each class comes different styles of gameplay and characteristics. Each class also has it’s own special ability.

Name: Brick
Role: Berserker
Action Skill: Berserk - This will set Brick into a fit of rage and your screen will tint with red. With this you’ll be impervious to any damage whilst your health also regenerates at a rapid rate. Along with this, Brick will holster any weapon he has equipped and will fight using only his fists. Very useful when overwhelmed with enemies.
Weapon Speciality: Rocket Launcher
Skill Trees: Brawler, Tank, Blaster
Best used as a “tank”, meaning the one you use to distract the enemy and inflict the most damage. He is mainly a brawler, with his fists being his preferred weapon of choice. He is also useful as a “demo” man as he is extremely effective with Shotguns, Rocket Launchers and Grenades.

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Name: Lilith
Role: Siren
Action Skill: Phasewalk - Lilith will turn invisible and increase her speed. When entering and exiting Phase Walk, she will perform a Phase Blast, sending out a small wave of damage to any adversaries nearby. Although whilst in this state Lilith cannot attack, jump or collect loot and performing a melee attack will end this state.
Weapon Speciality: Submachine Guns (SMGs)
Skill Trees: Controller, Elemental, Assassin
Think of her as a rogue-type character. She uses her brains more than her brawn and makes particular use of the elemental damage system (see below).

Name: Modercai
Role: Hunter
Action Skill: Bloodwing - The Bloodwing is a small bird (it may well be a Hawk or something of that stature) that Mordecai will unleash upon any given enemy, dealing a large amount of damage. The Bloodwing also has the ability to heal, collect extra loot, and daze.
Weapon Speciality: Sniper Rifles
Skill Trees: Sniper, Rogue, Gunslinger
Consider him the long-range specialist or Sharpshooter. He utilises the Sniper Rifles extremely effectively.

Name: Roland
Role: Soldier
Action Skill: Scorpio Turret - The Scorpio turret is exactly how it sounds. Roland will drop this on the ground, where upon the turret will attack any enemies within it’s range with a variety of weapons.. The turret also has the ability to regenerate health and ammo to any team mates within it’s range.
Weapon Speciality: Combat Rifles
Skill Trees: Infantry, Support, Medic
Roland is geared mainly towards the support of the team, supplying them with health and ammo, but is particularly useful with most gun types.

Within Borderlands there are 4 elemental damage types: Corrosive, Explosive, Incendiary and Shock. Some weapons contain a multiplier to one of these elements which can be extremely advantageous, especially against tougher enemies with large shields. However, some enemies may be immune to such elements, so just be wary of which elemental weapon you are using against these enemies. When looting for weapons, I’d suggest keeping an eye out for weapons with “x4” elemental damage as these will nearly always fire the corresponding amount of elemental damage, whereas weapons with a “x2” multiplier won’t fire every shot as an elemental shot.

If you see a “Catch-A-Ride” station, make sure you grab a vehicle as Pandora is very large and having a vehicle makes getting around a lot easier and quicker. You’ll also have the benefit of being able to lock on to enemies with the Rocket Launcher that is attached to certain vehicles, making for quicker kills.

A lot of the boss battles in the game are assisted by smaller enemies, or as I like to call them, “Henchmen”. Try and keep these henchmen alive before you kill the boss. The reason being that, if you find yourself “downed” by the boss you can kill one of these henchmen to receive a “Second Wind” and you’ll be able to battle on.

It is recommended that you read through the Miscellaneous page as well as it contains information about how to earn some achievements which aren't related to the storyline.

Arid Badlands

Fresh Off the Bus

Level: 2
Rewards: 0XP
Unlocks: The Doctor Is In
Objectives: 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."

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Once you’ve chosen your class, you’ll be dumped off of the bus. You’ll then be greeted by a Claptrap who will guide you through a short tutorial, consisting of controls and combat; he'll even upgrade your HUD to show a health bar, XP bar, etc. As soon as he's finished with you, there are a few items that can be looted around this area; look for anything with a green light attached. When you've looted an object, the green light will turn red. Pressing E on a loot-able object will pick it up, pressing and holding the E button will grab anything within the target items vicinity.

When you've finished looting the area, head on over to Claptrap who is standing by the New-U station. New-U stations give you the chance to customise your character by way of a name change, outfit colours, respeccing your characters skill tree; it also allows you to fast travel to different areas around Pandora.

Claptrap will now head towards a large metal gate which leads into Fyrestone. As it does so, you'll be ambushed by a mob of Bandits. Use the LT button to aim your weapon and use the RT button to fire. The bandits shouldn't cause many issues as they're level is scaled down to meet your own. Notice the red barrel by the house on the left? Shooting this will unleash an elemental fire explosion which should kill off one or two bandits. Dispatch these guys and loot them if you see fit. Claptrap will then notify you of a chest that can be opened and looted. It should contain some weapons which you can add to your inventory.

The gate leading into Fyrestone will be locked, so you'll need to take the alternate route via the rubble (just follow Claptrap) where you'll meet some more Bandits. Again, killing these shouldn't be too taxing. One or two of these Bandits may be carrying Shotguns, so keep your distance and try to pick them while aiming for their heads.

By the time you reach Fyrestone, you should have gained a level. Get yourself familiar with this town as you'll be spending the next few hours here, interacting with its citizens and accepting missions. When you're ready, speak to Claptrap who will then introduce you, of kinds, to Doctor Zed.

The Doctor Is In

Level: 2
Rewards:
48XP
Unlocks:
Skags at the Gate, Claptrap Rescue
Objectives:
Open Building 03 in Fyrestone, and meet Dr. Zed
"Damn, 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 will be upgraded again to include a waypoint market (a green diamond). This indicates where you're next objective is; in this case it's right in front of you. Press E on the door to open it and speak with Dr. Zed to complete this mission... That was easy!

Skags at the Gate

Level: 2
Rewards: 144XP, $313
Unlocks: Fix'er Upper
Objectives: 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."

Head out of Dr. Zed "surgery" where you'll be escorted to the outskirts of Fyrestone by Claptrap himself. Before you reach the gate though, you'll be ambushed (again!) by some Bandits. Claptrap will become incapacitated during this battle, so go ahead and tend to his needs. Your current mission will be put on hold for now and you'll need to undertake a new mission to help out our robotic friend in need... (see "Claptrap Rescue" below)

Once you've helped poor Claptrap, head towards the gate where your newly-replenished friend will open it for you. Head directly in front of you to find some Skags (here): they usually spawn from their dens when you get near them. These particular Skags are very weak and should die within a few shots. You can even melee them if you're feeling particularly confident. You'll need to kill 5 Skags to complete the quest; if you've run out of Skags in this area, head north-east for another Skag den.

This is a great place to earn the "My Brother is an Italian Plumber" achievement for killing an enemy by jumping on its head. As the Skags have very little health, it can be done very quickly. Shoot them until they are low on health, then attempt to jump on them. If you successfully kill them from your resulting jump, the achievement should unlock:

When you've killed 5, you can now turn in the mission back at Dr. Zed's establishment.

Claptrap Rescue

Level: 2
Rewards: 72XP
Unlocks: None
Objectives: 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 it."

You'll gain this mission during the above mission, "Skags at the Gate". Our poor friend has taken a hit from the Bandits, so you'll need to go in search of a repair kit for him. Follow your waypoint marker to find the repair kit located in the building on the left when going back North towards Dr. Zed's place. Go back to Claptrap to use said kit on him which will spark him back to life. Mission complete!

Fix'er Upper

Level: 2
Rewards: 192XP, $188
Unlocks: Blinding Nine-Toes
Objectives: 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."

Go back through the main gate to the south (where you killed the Skags in the "Skags at the Gate" mission). Turn left and head along the road until you come to a shack. Beside this shack is a broken med vendor which holds the Power Coupling required to complete this mission. There will be a few Skag dens around this area, so deal with them first. Once you have the Power Coupling, head back into Fyrestone, enter Building 03 and insert the Power Coupling onto the side of the med vendor. Once the newly repaired vendor has booted up, you can start buying items from it; it will sell Shields and health-related items. Buying a shield is required at this point to progress the mission, although all 4 shields available at this vendor will have similar stats.

Once you've bought and equipped your shield, head back to Dr. Zed to turn in the mission.

Blinding Nine-Toes

Level: 2
Rewards: 480XP, $313
Unlocks: Nine-Toes: Meet T.K. Baha
Objectives: 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."

To complete this mission, you'll need to kill 8 Bandits, so head south towards the waypoint marker. When you approach your destination, you'll be set upon by 2 Bandits at the front gate. When you've overcome this small attack, venture through the gates and you'll have more Bandits to play with. There should be more than enough Bandits here to complete the mission.

When you've accumulated 8 kills, you are free to return to Fyrestone and turn in the mission to Dr. Zed. Before you do this though, there's a red chest that can be looted which can be found to the South of the Arena entrance.

When you complete this mission, you should be rewarded with your first story-related achievement:

Nine-Toes: Meet T.K. Baha

Level: 3
Rewards: 90XP
Unlocks: Nine-Toes: T.K.'s Food
Objectives: 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."

Time to meet the infamous T.K. Baha, so follow your waypoint marker by going south. You should find T.K on his farm where he'll be awaiting your arrival on his front porch. Simply interact with him to complete the mission.

Nine-Toes: T.K.'s Food

Level: 2
Rewards: 480xp, $313
Unlocks: Got Grenades?
Objectives: 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."

Poor T.K. has had his food stolen by Skags. For this mission, you'll need to collect 4 foodstuffs for T.K., so head west and follow your first waypoint marker, where the food is lying in front of a Skag den. The second item is lying in front of some Cacti (located here), the third is next to a Skag pile[/url], located just beyond the second one, and the last is just in front of another Skag den, again, just past the previous one. Be wary though as the food is surrounded by an abundance of Skags. Try to stay within the area of a single Skag den as drifting into another area will cause more Skags to attack you.

As soon as you've collected all four, head back to T.K. and turn in the mission.

Got Grenades?

Level: 2
Rewards: 48XP
Unlocks: Nine-Toes: Take Him Down
Objectives: 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."

After turning in your last mission to T.K., a chap named Marcus Kincaid will announce the opening of his shop. This shop is located back in Fyrestone, opposite Dr. Zed's, so head back there and enter the shop. There will be a few things to loot along with a Weapons and Ammo vendor, so buy anything that you think will benefit your onward journey. Obviously, make sure you check out the "Deal of the Day" which every vendor offers as they are deemed the pick of the bunch.

When browsing the Ammo vendor, make sure to purchase a grenade pack as you'll need one to progress through the story. Once you've done so, head back towards T.K.'s farm, but be aware of the Bandits that have formed outside the gate. This would be a good chance to test your new grenades.

When back at T.K.'s, interact with him to end the mission.

Nine-Toes: Take Him Down

Level: 4
Rewards: 2,880XP
Unlocks: Nine-Toes: Time to Collect
Objectives: Destroy the barricade, enter Skag Gully, and kill Nine-Toes. Gun stash found.
"Nine-Toes is in Skag Gully, but I barricaded the nearest entrance when the skags started actin' up. I rigged it with explosives, just in case I ever wanted to get 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 will be the first real test of your skills and abilities. Make sure you have plenty of ammo and health packs as you'll probably need them. If you're not at Fyrestone, don’ worry as there’s a chance to stock up as you enter Skag Gully.

From Fyrestone, head out of the gate to the south and head south again. You'll notice that the path snakes around to the left and leads back north-east. Follow this path taking out any Skags in your way, until you come to a barricade. Interact with the detonator to demolish said barricade and gain entry into Skag Gully. Upon entering, you’ll earn an achievement for discovering this area:

At the entrance, you'll notice two vendors on the left. Just past these, again to the left, you'll see a Bandit Data Recorder sitting atop a bloodied bed. Picking this up will start the mission "Why Are They Here". You can complete this mission while doing the "T.K.'s Life and Limb" mission (further details of how to complete this mission can be found further down in this walkthrough).

From here, head south making sure to follow your waypoint marker. Be wary of foes in this area as they'll be tougher to defeat due to their higher level. If need be, just avoid any enemies.

You'll pass a few Skag dens, underneath a bridge and arrive at a grave that T.K. mentioned earlier (located here). Interacting with this grave will unearth some weapons, so make sure you do this to complete one of the objectives. You'll obtain the Lady Finger and a class-specific weapon. The Lady Finger has a special weapon effect named "Omnia vincit amor", or "All conquers love" to the rest of us. This will deal a critical shot 100% of the time, so this may be useful when taking on Nine-Toes.

Proceed up the hill and you'll reach a gate where some Bandits will spawn, specifically, Psycho Midgets. Don't let their cute appearance deter you from the fact that they're "psycho"; they won't show you the same affection. Once you've dealt with these, go through the gate and into Nine-Toes' lair.

Here you'll first face a Mutant Shotgunner. As the name suggest, he uses a Shotgun, so keep your distance as often as possible. Using the Lady Finger to his head should deplete both his shield and health relatively quickly. Once he's down, you'll face some more Bandits. Proceed through the buildings, over the bridge and down through the hole which will bring you to the arena where the boss, Nine-Toes resides.

Nine-toes (level 5) will have his two pet Skags with him, Pinky and Digit (both level 4). None of them have any resistance to elemental damage, so feel free to unleash your elemental-powered weapons to help the cause. It's recommended to focus on taking out Nine-Toes first as he uses ranged weapons which can be annoying when you're trying to tackle two Skags simultaneously. Obviously, aim for his head; the Lady Finger is extremely useful here, and don't forget to use your Action Skill. A few rounds from a decent Sniper Rifle to his skull should suffice.

The two Skags aren't that difficult to kill as their mechanics are identical to the normal Skags you've been killing up to this point. Using the Shotgun should shorten the amount of time to kill both of them off.

Once they're all defeated, and you've finished your celebratory dance, continue to loot Nine-Toes as he drops The Clipper, a nice little pistol with Incendiary elemental damage and 100% melee damage. Also in this area are a couple of chests, so be sure to loot these as well. When you're ready, exit this area the same way you came in via the elevator.

Before you go back to Fyrestone, it might be worth investing some time to unlock the "Rootinest, Tootinest, Shootinest" achievement for killing 5 Rakk in under 10 seconds. Rakk's are annoying bat-like creatures that will fly into you and cause minimal damage. They can be deemed as "annoying" as they'll often come from behind, strike you, then fly off all within a couple of seconds. Twin this with the fact that they hunt in packs and you should get some idea of how they can make one feel quite vexed.

From Nine-Toes' lair, head back the way you came, only this time stay on the higher levels heading north-west. You'll go past some Skags and the path will move around to the right. You should now see the Rakk in the air in front of you (located here). If you get close enough to them, they'll begin diving towards you. Try to get 5 of them lined up, or relatively close together, by moving backwards; bring out your recently received Clipper, and aim to shoot 5 of them. The extra incendiary effect should alight the majority of them. Failing that, bring out an SMG or a Rifle and just burn them down that way.

From here, if you cross over the bridge you went under earlier you'll happen upon an area filled with Skags, but there is also a red chest to loot.

When you're ready, head back to the Arid Badlands and turn the mission into T.K Baha.

Nine-Toes: Time to Collect

Level: 7
Rewards:
108XP, $2,210, Grenade Mod
Unlocks: Job Hunting
Objectives: 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."

What? No financial reward for killing your first boss? This is an outrage! Go vent your frustrations to Dr. Zed in Fyrestone. He'll shut you up with a nice cash reward along with a Grenade Mod.

Job Hunting

Level: 7
Rewards: 108XP
Unlocks: Catch-A-Ride
Objectives: 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."

Your next task is a simple one: walk over to the Bounty Board and press E. Tough wasn't it? The Bounty Board is the place to go if you want to undertake extra side missions. It's not essential that you complete all of these side missions, but for the purposes of earning all of the achievement in Borderlands, you'll need to complete them all at some point to earn the "Made in Fyrestone" achievement, but we'll get to doing them all eventually. Side missions also serve as a great way to help level up, yield decent weapon and earn extra cash to spend in the vending machines.

Once you've interacted with the Bounty Board, you'll have the option to turn the mission in. Do so and accept the mission "Catch-A-Ride". You can accept the side mission "T.K. Has More Work" if you wish.

Catch-A-Ride

Level: 7
Rewards: 108xp
Unlocks: Bone Head's Theft
Objectives: 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-Tones and Sledge and all the other bandits on the rise."

Leave Fyrestone again, heading south and following your waypoint marker. You should be led to a "Catch-A-Ride" garage. These garages offer you the chance to spawn a vehicle. Simply interact with the garage's pole to complete the mission.

Note that you may need to complete the side mission "T.K. Has More Work" before being able to interact with the Catch-A-Ride.

T.K. Has More Work (Side Mission)

Level: 10
Rewards: 360xp, $776
Prerequisites: Job Hunting
Objectives: 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."

*SPOILER WARNING* If this mission isn't completed before T.K.'s death, it will be impossible to complete in the single-player campaign. It can be completed by joining somebody else's game though.

Very simply, walk to where T.K. resides to complete this mission. That'll probably be the easiest money and XP you'll earn in this game.

When you've turned in this mission, you'll have two side missions available: "T.K.'s Life and Limb" and "By the Seeds of Your Pants". Accept them both; we'll be doing them both concurrently as they're in the same area.

T.K.'s Life and Limb (Side Mission)

Level: 7
Rewards: 4,320XP, $2,210, T.K.'s Wave
Prerequisites: T.K. Has More Work
Objectives: 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!"

Why Are They Here? (Side Mission)

Level: 7
Rewards: 1,944XP, $1,658, Shield
Prerequisites: T.K. Has More Work
Objectives: 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."

You should have picked up this mission when you first entered Skag Gully (if you've followed this walkthrough.) You can pick these data recorders up en-route to killing Scar.

Those Skags have been up to their old tricks again, this time stealing poor T.K.'s prosthetic leg. He's asked for your help in retrieving it from a Skag named "Scar".

Head back to Skag Gully and travel southeast towards this location to pick up the first of the data recorders required for "Why Are They Here". When you've got this one, head north using the paths that wind around until you come to this waypoint to pick up the second data recorder. You can now proceed to this area where you'll meet Scar and a few smaller Skags. The easiest method to defeating him is keeping your distance, picking off the smaller Skags first and then concentrating your fire on Scar himself. As soon as you take your first shot at any of the Skags, Scar will come storming towards you. Keep your distance as running from him will prove fruitless as he's a lot quicker than you. If you find yourself face-to-face with him, pull out a Shotgun.

When he's downed, he'll drop a boat-load of loot, so collect anything of value and pick up T.K.'s prosthetic leg.

To the west of this location, there will be a red chest to loot, along with a set of stairs leading down to the lower level. Take these stairs to begin the "By the Seeds of Your Pants" side mission.

By the Seeds of Your Pants (Side Mission)

Level: 9
Rewards: 1,980XP, $1,386, Sniper Rifle
Prerequisites: T.K. Has More Work
Objectives: 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."

After you've reached the bottom of the stairs, you'll be greeted by some Skags; nothing too demanding here, so kill them and head north. You'll be searching for Badflowers along this path, so be on the lookout. You'll have to battle with some tough Skags along this path, so keep looting Skag piles and defeated foes for ammo and grenades.

The location of all 8 Seeds can be found in the locations listed below:

- First, located here.
- Second, located here.
- Third, located here.
- Fourth, located here.
- Fifth, located here.
- Sixth, located here.
- Seventh, located here. (Where the yellow marker is)
- Eighth, located here.

If you continue forward, or southwest from the eighth flower, you'll find a red chest to loot. After you've collected all of the Seeds, head back to T.K. to turn in the missions (T.K.'s Life and Limb and By the Seeds of Your Pants).

You can also turn in the mission for "Why Are They Here" at the Fyrestone Bounty Board.

Bone Head's Theft

Level: 10
Rewards: 4,320XP, $1,552
Unlocks: The Piss Wash Hurdle
Objectives: 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."

"A level 10 mission? But I'm only level 7/8/9!" If you feel a little under-levelled, you can go and do some side mission to gain some XP and level yourself up. In fact, I'd recommend doing so. If you’re feeling over-confident, or are already at a level you feel comfortable with, read on.

Head north so that you’re just north-west of Fyrestone; you'll come across Bone Head's camp. Bonehead himself is pretty tough, so it's recommended that you keep your distance, make use of the abundance of cover points and use a Sniper Rifle to take shots at his head. If you entered his camp via the south, taking the left route will lead to a balcony with a small wall to hide behind; this spot is ideal as you have a slight height advantage which makes sniping him a little easier.

Bone Head will have a few level 10 lackeys to aid him, so be wary of these as they can be annoying, especially if you're trying to snipe him. Just be patient and keep aiming for his head. His shield and health will eventually deplete. If you're having trouble with his helper buddies, lead them down the southern passage (where you entered) to bottleneck them which makes it all the more easier to kill them all off.

When you finally kill Bone Head, make sure to loot his SMG: the Bone Shredder. It's a fairly useful weapon as it has a 2.4x zoom and a +4 magazine size. There are also a few chests to loot in this area as well, just make sure you loot the silver chest to the north-east as this contains the Digistruct Module that you need to progress the mission. As soon as you're ready, go back to the Catch-A-Ride garage and turn in the mission.

The Piss Wash Hurdle

Level: 10
Rewards: 720xp
Unlocks: Return to Zed
Objectives: 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!"

After turning in the previous mission, interact with the computer screen at the garage and spawn a Rocket Launcher Runner (you can also choose a Machine Gun Runner, but the Rocket Launcher Runner has a more powerful arsenal.) This will complete the "Get a Runner" objective.

You'll now need to jump the Piss Wash Gulley, so head west towards the waypoint marker where you'll come to a large ramp; this is what you'll need to drive up to complete the mission. Go as far away from it as possible, line yourself up and drive towards it making sure you hit the LB button for an extra boost. This will complete the "Jump Piss Wash" objective.

When you've completed the jump, you'll need to open the gate (located here) which is guarded by Bandits. Take these guys out and flip the gate switch which will complete the "Find the gate switch" objective. Interacting with the gate will complete the mission and open the gate itself.

Return to Zed

Level: 10
Rewards: 720XP, $1,552, Weapon Equip Slot SDU
Unlocks: Sledge: Meet Shep
Objectives: 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."

Simply hop back into your runner and return back to Dr. Zed in Fyrestone to complete this mission. He'll reward you with a Weapon Equip Slot SDU which allows you to now equip 3 guns simultaneously.

Sledge: Meet Shep

Level: 10
Rewards: 144xp
Unlocks: Sledge: The Mine Key
Objectives: 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."

Grab a vehicle and head west, as always, following your waypoint marker. Now that you have a vehicle you can run-over your enemies which will count towards the "Get A Little Blood on the Tires" achievement which is earned by running over 25 enemies. You can do this now, or just wait to get this through natural progression. If you want it out of the way, just roam around the Arid Badlands in your Runner looking for enemies to squish. As soon as you run over your 25th enemy, the achievement will unlock:

Going back to the storyline, after following the road west you'll find Shep leaning up against the wall in the small hangar; speak with him to complete the mission and receive your next mission.

Get The Flock Outta Here (Side Mission)

Level: 10
Rewards: 2,880XP, $2,329
Prerequisites: Sledge: Meet Shep
Objectives: 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."

After meeting Shep, you'll have the option to undertake two side missions ("Get The Flock Outta Here" and "Braking Wind"), so go ahead and accept them.

We'll do "Get The Flock Outta Here" first, as it's a quick and easy mission to complete. Head south to this location where you'll happen upon a Rakk nest with a few Rakk's flying above. You'll need to kill 10 in total; there are a lot more than 10 so meeting this total shouldn't be a problem.

Your vehicle won't be able to hit them as you cannot aim high enough, so jump out and kill them with your weapons. Once you've killed the desired amount, head back to Shep and turn in the mission.

Braking Wind (Side Mission)

Level: 10
Rewards: 3,023XP, $2,329, Shield
Prerequisites: Sledge: Meet Shep
Objectives: 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 to release in total, named A, B and C. Head south (just west of where you were for "Get The Flock Outta Here”). There is a large Bandit camp where these switches are located, so take your Rocket Launcher Runner in among them and wipe out everything in sight; using the vehicle is a lot easier and quicker than using any of your guns. If your vehicle is taking a lot of damage, retreat and let it recharge its health bar; you don't want to have it blow up during combat.

Once you've cleared the area of Bandits, you can concentrate on flipping these switches. Switch A is located here, switch B, here and switch C can be found here.

When all three switches have been flipped, head back to Shep and turn in the mission.

Sledge: The Mine Key

Level: 10
Rewards: 1,440xp
Unlocks: Sledge: To the Safe House
Objectives: 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."

Continuing on with the story, follow your waypoint marker south until you reach the Zephyr Substation, which of course is heavily populated by Bandits, unless you killed them all during the last side mission ("Braking Wind"). After ridding these foes, head to the west of the office building and jump up to the roof via this route. Jump down through the hole and into the office to find the Mine Key absent with a note signed by Sledge in its place. Interacting with the note will complete this mission and begin the next.

Sledge: To the Safe House

Level: 14
Rewards: 5,760xp
Unlocks: Sledge: The Mine Key
Objectives: 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."

You'll more than likely need to complete some side mission before starting this mission as its level 14.

Once you've feel confident enough, head towards Arid Hills which is to the north of Shep Sanders. After you've made the transition to the Arid Hills, you'll need to ambulate north to get to Sledge's Safe House. Your first obstacle is a group of tough Skags. Use the barrels nearby to help out with killing these; you can also take shelter in the two small concrete tunnels as the Skags sometimes have trouble getting through them.

Further up the hill will be a small Bandit camp, along with two balconies that overlook this camp. There will be two Bandits on these balconies, so take these out first. Once you've overcome this camp, there will be another to the north-west, but this can easily be avoided by staying to the right.

Heading north still and steering up the north-east path you'll venture into another Bandit camp with some easier-to-kill enemies. Once you've disposed of these, head into the transition to enter Sledge's Safe House.

Inside, you'll be granted the "Discovered Sledge's Safe House" achievement. You'll then be greeted with a Med and Ammo vendor, so heal and stock up. The enemies’ difficulty gets ramped up somewhat in here, so make use of cover and your special ability. There are also barrels dotted about, so make sure you're shooting them for bonus damage.

Venture north in this area and then head east until you reach a room with some corpses hanging from the ceiling. Your route will be blocked off, so you'll need to head up the ramp to the left which will take you to the second floor. Notice the New-U pole up here, behind some metal fencing. Take out the enemies in this area and then proceed down into the basement.

When in the basement, clear the area of enemies and then turn right when you get to the "T junction". You'll see a red chest that you can loot, along with a broken Claptrap. Speaking with said Claptrap will present you with a side mission, so let's tackle this mission before proceeding with the main storyline

Claptrap Rescue: Safe House (Side Mission)

Level: 14
Rewards: 960XP, Backpack SDU
Prerequisites: Sledge: The Mine Key
Objectives: 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?"

From the broken Claptrap, turn around and backtrack upstairs and to where the New-U pole is. If facing the New-U pole, turn around 180 degrees and look up; you should see the Repair Kit hiding on top of an air vent. You may need to jump to be able to retrieve it.

When you've collected the Repair Kit, head back down to Claptrap to complete this mission. You'll be rewarded with a Backpack SDU upgrade, which increases the number of items you can carry at any one time.

*Editor’s note* I could have attached a map of where to find the Repair Kit, but as this area has many levels, it would just confuse people, hence why it's been left out.

Going back to the main storyline and continuing the "Sledge: To the Safe House" mission, facing the newly-repaired Claptrap, turn around 180 degrees and head east. You'll enter a hangar-like room where you'll be greeted with a few enemies. You won't be able to proceed further until all of these enemies are downed. Once they are, the hangar door will open, allowing you to proceed.

Keep heading east, taking out any enemies you encounter along the way until you reach a large circular arena. Make sure you've stocked up on ammo and health before dropping down into it, as there's no way of getting back out until you've either killed the boss that's it in, or died.

When you feel ready, drop down and enter the arena. Here you'll meet a Roid Rage Psycho. He's a huge lump, but don't let that fool you; he is very agile and can move around very quickly. His main attacks consist of punches and a slam attack which will send you flying backwards. His ranged attack is the one you really need to watch out for though. He boasts the use of MIRV grenades, which when exploded, spawn multiple smaller grenades. If you get hit with one of these, you'll certainly know about it. He'll also be joined be a host of smaller Psycho Midgets which are not unlike any other Psycho Midgets you've encountered previously.

The key to defeating him is to avoid his grenade attacks at all costs. You can kite him around the arena, keeping him close enough so as to not allow him to throw any grenades at you. Although he's wearing what looks like a fairly impenetrable helmet, aiming for his head will allow for critical hits, so make sure you're doing this.

If you're feeling a little overwhelmed at any point, like when your shield is depleted, you can run back to the entrance and hide behind the wire fence for a breather; he won't be able to hit you down here.

Once you've killed him and his small army (note that there probably won't be any loot of interest from him), hit the switch in the middle of the room that's hanging from the ceiling to reveal the Mine Gate Key (finally!)

It's now a question of backtracking through the Safe House until you get back to the entrance. The enemies will have respawned at this point, so don't go rushing through as you'll more than likely be killed. Once you reach the entrance, transition back to the Arid Hills and again, backtrack to the entrance until you reach the Arid Badlands.

Once back in the Arid Badlands, you'll need to travel to the entrance to Headstone Mine, which is located to the west of the Zephyr Substation (where we were earlier when completing the "Braking Wind" mission.) When you're at the entrance to Headstone Mine, the mission will be complete.

Before proceeding through to Headstone Mine, there should be more side missions to complete. It's recommended that you complete these first as the enemies in Headstone Mine are level around level 17. So, head back to Shep to do the first of these side missions: "What Hit The Fan".

What Hit The Fan (Side Mission)

Level: 13
Rewards: 2,699XP, $4,363
Prerequisites: Sledge: To the Safe House
Objectives: 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 situated to the west of the Arid Badlands, next to Titan's End. If you're currently at Shep, follow your waypoint marker west and you'll see a large, broken wind turbine to the right of the road you're on. In front of the turbine houses a Rakk nest, so make sure you kill off all of the Rakks beforehand, otherwise they'll just annoy you. The goal to completing the mission is simple: shoot the Rakk droppings from off the turbine; there are a total of 6 to shoot off. Once all the poop is cleared, head back to Shep to complete the mission.

Having completed all of Shep's side mission, you still won't be of a high enough level to efficiently tackle the next story-related mission, so go back to the Bounty Board in Fyrestone to collect some more side missions. There should be 7 side missions to accept here; we'll tackle the mission in the Arid Badlands first.

Get A Little Blood On The Tires (Side Mission)

Level: 10
Rewards: 1,152XP, $2,329
Prerequisites: Bone Head's Theft
Objectives: 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 ridiculously easy to complete and can be used in conjunction with any of the other side missions that you've just accepted. To complete it, you'll just need to run over 10 enemies in a vehicle.

When you've flattened 10 enemies, turn in the mission at the Fyrestone Bounty Board.

Hidden Journals: The Arid Badlands (Side Mission)

Level: 13
Rewards: 2,699XP, $5,454
Prerequisites: Bone Head's Theft
Objectives: 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."

This is a simple mission: collect 5 data recorders that Patricia Tannis has hidden around the Arid Badlands. There really isn't much too it, just follow your waypoint market until you see them and pick them up.

The first one is located back in Bone Head's yard. Bone Head and his lackeys will probably be waiting for you again, but because you'll be a much higher level than the last time you met him, he should go down fairly easily. The data recorder will be attached to some scaffolding.

After collecting the first data recorder, take a short drive south-west to this location to find the second data recorder next to a red chest (the weapons in the red chest will probably be low-level ones).

To find the third data recorder, travel south-west until you're back at the Zephyr Substation. As you did earlier, take out all of the Bandits and Skags in this area to make life easier for yourself. Once it's clear, go back to the small building where we collected Sledge's note from (located here). The data recorder can be found inside the door of the red dumpster on the roof of this building.

Drive back north to where Shep is hanging out and follow the road round to the east (here). The fourth data recorder is located in the lookout tower to the right of the gate that we opened earlier.

Onto the last one now; drive southwest towards the entrance to Headstone Mine. To the north of this entrance will be a small Bandit camp. The fifth and final data recorder can be found hidden in between some barrels.

When you've collected all 5 data recordings, go back to the Fyrestone Bounty board to turn in the mission.

Scavenger: Combat Rifle (Side Mission)

Level: 15
Rewards: 2,346XP, Combat Rifle
Prerequisites: Sledge: To The Safe House
Objectives: 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 you find all of these components, I can reassemble the weapon for you. Bring me the Body, Stock, Sight, and Barrel."

All of the Combat Rifle pieces can be found in one area: in among a small Bandit camp situated on some cliffs, to the north of the entrance to Headstone Mine. The waypoint marker will only guide you to the area of the mission, not for the actual mission items themselves, so you’ll need to do a little searching. If you enter the camp to the north so that you’re crossing the bridge you’ll find the first part, the Combat Rifle Stock, on the bridge directly in front of you. Take a right at the end of bridge, head down the ramp and pick up the Combat Rifle Barrel which is resting upon a barrel. After this, run back up the ramp and run up the other ramp, through the building, up another ramp and into another building. You’ll find a red chest to loot here. Now exit the building and run around to find the Combat Rifle Sight hiding behind the building. Now head to the southeast of the camp until you reach the top-most part to find the Combat Rifle Body next to an ammo crate.

Once all pieces are collected, you can turn in the mission at the Fyrestone Bounty Board.

We’re now going to head into the Arid Hills to tackle two missions, starting with “The Legend Of Moe and Marley”.

The Legend Of Moe and Marley (Side Mission)

Level: 15
Rewards: 6,120XP, $4,105, Incendiary Artifact
Prerequisites: Sledge: The Mind Key
Objectives: 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."

Once in the Arid Hills, head north to this location which will be littered with Rakks and Skags of varying types and levels. Moe and Marley won’t be at the exact location that the waypoint marker is showing, so you may need to scout around a bit first. Once you’ve found them, you’ll now have to take them down which is a pretty tough challenge.

Both are level 15, Moe has resistance to fire damage, while Marley has resistance to shock damage. Moe’s attacks consist of a flaming, charged attack; Marley’s attacks consist of spitting electrified balls of spit at you. They both have a shockwave attack that they’ll use when in close proximity. Unfortunately, they are always together, so you’ll need to tackle them both at the same time, along with any extra Skags that are close by. It’s recommended to concentrate your fire on the bosses first as if you get taken down you’ll at least have some lesser beings to kill to earn your second wind.

Try to kill Marley first as he’s the easier of the two due to his ranged attacks being easier to dodge and it’s also easier to earn critical hits on when he opens his mouth. Moe is a lot tougher as he loves to get in your face. Try side-stepping his charges or failing that, find some terrain that’s higher up where he’s unable to reach you.

After overcoming both of these bosses, head north so that you’re going back towards Sledge’s Safe House. Once you reach the Bandit camp to the very north, you’ll need to search for Sniper Rifle components for the “Scavenger: Sniper Rifle” mission.

Scavenger: Sniper Rifle (Side Mission)

Level: 12
Rewards: 1,932XP, Sniper Rifle
Prerequisites: Sledge: The Mine Key
Objectives: 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."

As with the previous Scavenger mission, the waypoint marker will only direct you to the area, so ignore it for now. As always, take out any enemies in the area before searching for the parts.

The first Sniper Rifle part can be found halfway up the ramp on the western side of the camp, here (the yellow triangle), next to a mattress. Continue up the ramp and turn right so that you’re on the catwalks. By the entrance will be a small house with a gas canister outside, located here. The Sniper Rifle Stock is located on top of this building, so use the nearby objects to get up there. From here, facing north, take a right, then halfway down the catwalk take a left (so that you’re (facing north) to find the Barrel lying on a table. Now, head back to the catwalk and head east, then head south once you reach the end of the catwalk. This will lead you towards a building next to some cliffs (located here). Next to this building you’ll find the last of the Sniper Rifle components, the Sniper Rifle Body.

Once you’ve gathered all of the Sniper Rifle Components, and you’ve killed both Moe and Marley, head back to the Fyrestone Bounty Board and turn in both the “The Legend Of Moe and Marley” and “Scavenger: Sniper Rifle” missions where you’ll receive an Incendiary Artifact and a Sniper Rifle respectively. Artifacts can be equipped to help improve your characters Action Skills; in this instance, as a Soldier, it adds incendiary damage to Roland’s Scorpio Turret skill.

Let’s move on to the next side mission: Shock Crystal Harvest.

Shock Crystal Harvest (Side Mission)

Level: 15
Rewards: 3,672xp, Shock Artifact
Prerequisites: The Piss Wash Hurdle
Objectives: 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."

Head towards this fairly discretely hidden transition station to enter the Lost Cave. Once in, you’ll need to be on the lookout for Shock Crystal formations as you’ll need to break them and collect its remnants. There are two vendors to your right as you enter the cave, so stock up on ammo and health.

Ignore the waypoint marker for this mission in here as it’s largely redundant. Instead, walk forwards and defeat the first set of Larva Crab Worms; these shouldn’t be too taxing to defeat. Aim for the eye to earn critical hits, but be mindful as they will burrow underground and crop up somewhere else.

To the right of these, going northwards, you should spot your first Shock Crystal formation. Smash it open and pick up any loose crystals.

Continue up the path to the northwest and you’ll need to tackle a large pack of Alpha Skags. You may find yourself overwhelmed and take a good ol’ fashioned battering due to the ferocity, and number of these Skags. It’s a good thing that the respawn point is only a few metres away. Once they’re all down, you should see the next Shock Crystal formation.

Head south and drop down the ridge so that you’re back on the main path and head deeper into the cave, taking the next available southern path which leads into a dead-end full of Larva Crab Worms. Defeat these before picking up some more Shock Crystals. Venturing west, going deeper into the cave you’ll see another crystal formation in front of you.

After the last crystal formation, there will be a large area to the south which will be heavily populated with more Skags. Again, don’t underestimate their power in numbers. Once the area is clear, look towards the southern wall for another Shock Crystal formation.

Continue west until the path bottlenecks and you should see yet another crystal formation, so go ahead and blast it open. Just past the bottleneck is a Bandit camp with an abundance of elemental barrels knocking around, so make sure you shoot them for bonus damage. You should also come across another broken Claptrap. Interacting with it will start the mission “Claptrap Rescue: The Lost Cave” which we’ll run through now as it coincides with the Shock Crystal Harvest.

Claptrap Rescue: The Lost Cave (Side Mission)

Level: 15
Rewards: 1,020xp, Backpack SDU
Prerequisites: The Piss Was Hurdle
Objectives: Find the Repair Kit and repair this Claptrap
"You've discovered yet another defunct Claptrap. Doubtless, he wandered in here and was destroyed by the inhabitants of the cave. Perhaps there is a Repair Kit nearby?"

The Bandit camp splits off into two paths: a southern path and a northern path. If you head south slightly, you should see another Shock Crystal formation, so go ahead and collect them. Going south still will lead you to a red chest.

Go back north, through the Bandit camp again and you’ll discover another crystal formation (located here), but be wary as there will be more Bandits lurking around this one.

The next crystal formation is hard to miss as it’s on your path northwards, where it bottlenecks. Going north still, the next crystal formation is located in the northeastern-most part of this area.

Head westwards and you’ll approach another small Bandit camp. Before you reach it though, you’ll see yet another crystal formation to the left of the mine cart tracks. You should have collected 50 Shock Crystals by now. If you haven’t, continue along the path you’re on as there should be more formations along this route.

It’s now time to switch your mission focus and look for that poor Claptrap’s Repair Kit. From where you found the last crystal formation, continue forward, past the Bandit camp and around to the left until you reach a bridge. To the left of the bridge you’ll find the Repair kit, hidden among some large pipes. You can now head back south to where Claptrap is and turn in the mission. Don’t forget to use the Backpack SDU which you’ll receive as your reward for completing this mission; it will increase the number of items you can carry in your virtual backpack.

Now that you’ve helped Claptrap, and collected 50 Shock Crystals, you can exit the Lost Cave and head back to the Bounty Board to turn in the mission. You should now have only one side mission left to complete: The Circle Of Death.

Circle Of Death: Meat And Greet (Side Mission)

Level: 12
Rewards: 504xp
Prerequisites: Sledge: The Mine Key
Objectives: 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."

This quest is the first of four quests which chain together. Rade Zyben is located outside the Circle of Death Arena, which is located directly west (as the crow flies) from Shep. To access this area, take the road to the south from Shep and follow it round to the west. You’ll see a sign on the side of the road, along with a skeleton. Jump out of your vehicle and continue through the two sheets of metal which is making a make-shift entryway. Go over the bridge and Rade can be found in the small shack to the left. Speaking with him will complete the mission.

Directly after finishing the mission, you’ll be asked to do another: Circle Of Death: Round 1

Circle Of Death: Round 1 (Side Mission)

Level: 12
Rewards: 1,680xp, $1,947, Shield
Prerequisites: Circle Of Death: Meat and Greet
Objectives: 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."

You’ll now have to complete a series of rounds in the Circle of Death, where each round will be tougher than the last. To the right of Zabe are some vendors, so stock up on health, ammo and guns. A solid shotgun is recommended to tackle all of the close quarters combat that you’re about to encounter.

When you feel adequately equipped, enter the arena and watch the entrance/exit door shut tight, leaving you to fight it out with a bunch of Skags. The enemies you’ll face in this round are: Adult Skags, Spitter Skags and an Alpha Skag. It shouldn’t be too difficult to overcome these as they’re only around level 12.

When you’ve killed them all, the exit door will open and you can turn in the mission.

Circle Of Death: Round 2 (Side Mission)

Level: 15
Rewards: 2,652XP, $4,105, Grenade Mod
Prerequisites: Circle Of Death: Round 1
Objectives: 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."

You'll notice that since the level requirement has gone from 12 to 15, the difficulty will also have been ramped up. Before heading back into the arena, make sure you're stocked up on health and ammo, using the vending machines to the right of Rade. Once you feel adequately equipped, enter the arena once again.

As soon as the door at the entrance of the arena is shut, you'll be greeted with level 15 Adult, Spitter and Alpha Skags. As previously stated, as their level is higher than the last arena they'll be a lot tougher to take down; aim for their exposed flesh rather than their armor for maximum damage, and make use of your health kits.

Once you've completed this round, head back to Rade to collect your reward.

Circle Of Death: Final Round (Side Mission)

Level: 18
Rewards: 4,800XP, $9,612, Weapon
Prerequisites: Circle Of Death: Round 2
Objectives: 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 smell of skag food."

This mission may be too high a level to complete right now. If so, head off and continue with other side missions (if you have any) or with the main storyline. You may be able to complete it, but it isn't recommended until you are at least level 17 at the very lowest. Any lower than that and you'll be wasting both your time and money.

If you're at the relevant level, again, stock up on health and ammo. This mission doesn't deviate much from the other Circle Of Death missions; the only real differences are the extra Elder Skags and the level 18 Alpha Skag who can be a pain to take down. Again, use med kits when applicable and using your Shotgun is your best offense. Keep moving at all costs; becoming stationary will only work against you as the Skags love to charge at you.

Once completed, return to Rade to turn in and complete the Circle Of Death missions.

Sledge: Battle For The Badlands

Level: 17
Rewards: 9,408XP, $6,866, Class Mod
Unlocks: Leaving Fyrestone
Objectives: 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-fuelled crusade for the Vault. If you manage to come out of this fight alive, head back to Zed and let him know what happened."

Back to the story: we'll need to find Sledge and steal his special Eridian Artifact. In the Arid Badlands, head to the southwest where you'll find the entrance to Headstone Mine. Once inside, you'll gain the "Discovered Headstone Mine" achievement and there will be a few enemies to tackle, along with a couple of vendors inside the building to the left; dash in here for some extra cover. Your foes will range in level from 16 to 18, but be extra wary of the Bruisers as they can be tough to take down. However, their slow movement makes for easier headshots.

You'll start off in the northeast of this area and you'll need to work your way downwards in a south-westerly direction, spiralling around until you get to Sledge's Hideout.

Continuing on from the vendors, continue southwest until you reach a locked gate. Head up the ramp to the right and stay on this upper level. Inside the building to the left is a window which overlooks an enemy-infested courtyard. From this window you'll be able to snipe all of the enemies without taking too much damage.

Once you've cleared this courtyard, you should see a level 17 Mulciber Mk2 which is a manned turret. Whip out your sniper rifle and aim for the Bandit's head which is just about visible. If you stay out in the open for too long, the turret has the ability to kill you quickly, so make sure you're behind cover. When it's down, head up the ramp towards it, jump on the turret yourself and take out any stragglers with it.

From the turret, head south up the ramp and you'll be outside Sledge's hideout, but unfortunately there's no way of gaining entry from here, so take a right and into the mine (following the arrows). You'll now have a few large areas filled with your run-of-the-mill enemies, so gradually make your way through until you reach the entrance to Sledge's hideout. Ride the elevator up and stock up on ammo and health via the vendors at the top. When you're ready, pick an entrance to begin your battle with Sledge himself (don't worry, both entrances lead to the same place).

Sledge, the grunt that is currently ruling over the Arid Badlands, isn't too tough but can be annoyingly resilient if not approached correctly. Ignore any messages from NPC's about Sledge having a "tough shield" as it can be diminished with a decently-placed shot to his rather large helmet. There will be some Bandit's dotted about this area which you'll need to take care of first as they're fairly weak and can be disposed of quickly.

Try to keep your distance from Sledge as he carries a Shotgun that can deal significant amounts of damage when in close proximity. The further away from him you are, the less damage his weapon will do.

When you've taken care of his additionals (the weaker Bandits), concentrate on Sledge. You can "kite" him around the area, meaning you can direct him around like a kite, making sure to keep in cover after you've fired a shot or during a reload. Again, aim for his head making sure you’re earning critical hits.

Due to his slow speed, kiting him around the room, and around corners, shouldn't prove too difficult. If you find yourself low on health, make sure to top up on health kits. When he's down, be sure to loot his signature Shotgun: the aptly named "Sledge's Shotgun" as it should be more powerful than any other Shotgun you currently have in your inventory. At the back of the area you'll find a silver chest that you need to open in order to find the Eridian Artifact that you need to complete the mission. You'll also be rewarded for your efforts with an achievement:

Once you've finished everything there is to do in this area, exit via the newly-opened side door and head back to Dr. Zed in Fyrestone. You can just run past all the enemies which will have no doubt respawned by this point. Once back at Dr. Zed, turn in the mission and receive your first Class Mod. Only one of these can be equipped at once and they modify your characters abilities - the one on the screenshot allows for any team members to regenerate ammo, "+2 Team Ammo Regeneration" and "+1 Stockpile Skill", which allows members to regenerate extra ammunition when near Roland's Scorpio turret.

Speaking with Dr. Zed further will grant you the next mission: "Leaving Fyrestone".

Insult to Injury (Side Mission)

Level: 15
Rewards: 4,080XP, $2,736
Prerequisites: Sledge: Battle For the Badlands
Objectives: 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 archaeological dig site. I will pay someone to go to Titan's End and remove their skulls from the pikes."

To complete this mission, we’ll need to head on over to Titan’s End, which is situated to the West of the Arid Badlands. Heading to the north of this area you’ll find the entrance with the first skull attached to it.

From the first skull, head west, sticking to the wall on the right hand side and you’ll come to a small tower which will contain the second skull (located here on the map – look for the player icon which is a yellow triangle, rather than the actual waypoint marker).

Descend the tower and head southeast, so that you’re going towards a small red hut which will be guarded by some Bandits. To the right, just before the hut, will be the third skull. Going further southeast, head to this point where the fourth skull will be waiting behind another hut.

The fifth skull can be found atop another small tower, just southeast of the fourth skull. Head north and onto the bridge where you’ll find skulls six and seven located more-or-less next to each other, midway across the bridge.

From the bridge, go southeast to locate the eighth skull outside of another hut. Follow your waypoint marker to get the ninth skull (apologies, my information for the ninth skull seems to have been lost among the vast amount of screenshots). The tenth and final skull can be located underneath the bridge, outside a small house. Inside this house is a red chest, so make sure you loot this.

Editor's Note: it's probably easier to just keep following your waypoint marker in this area to gather each Skull than to follow my directions above. I was unaware of this fact until I collected my ninth skull.

Once you’ve collected all 10 Archaeologist Skulls, you can turn in the mission back at the Fyrestone Bounty Board. Before you head back there though, I’d recommend completing the “Find Bruce McClane” side mission as its just south of this area.

Find Bruce McClane (Side Mission)

Level: 15
Rewards: 3,060XP
Prerequisites: Sledge: Battle For the Badlands
Objectives: 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."

You’ll need to head towards a metal shack that is located to the south of the Arid Badlands, just east of the entrance to Headstone Mine.

Entering the shack, you’ll find that there’s another entrance which leads downwards into a cave. At the end of the cave you’ll be greeted by two Psycho Midgets and a corpse lying on a cot; poor Bruce. Inspecting the journal lying next to him will end the mission. Before leaving the cave, make sure you loot the red chest and visit the Weapon Vendor. When you’ve turned in this mission, you’ll be presented with another:

Product Recall (Side Mission)

Level: 15
Rewards: 3,468XP
Prerequisites: Find Bruce McClane
Objectives: 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 off world tobacco. With the money, he'd hoped to marry his fiance 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."

Back to Titan’s End we go, or at least just south of it. If you head to this location (the yellow marker) you’ll come to a rock formation which can be leaped upon and give you access to a path along the cliffs which winds around. Having followed the pathway, you’ll come to a small, unoccupied encampment. On one of the tables is the first box of cigars. If you look down from your viewpoint you should see a small battle between some Bandits and Skags which makes for great viewing. Once either side has been defeated, you can pick off the remaining enemies with a sniper rifle.

Jump down into the alcove once it’s clear and pick up the two remaining cigar boxes which are in close proximity of each other (box two and box three). Once all three cigar boxes have been claimed, head back to the Fyrestone Bounty Board to turn in the mission.

You should now have only one side mission left to complete from the Fyrestone Bounty Board which will be “Schemin’ That Sabotage”.

Schemin’ That Sabotage (Side Mission)

Level: 18
Rewards: 4,800XP
Prerequsites: Sledge: Battle For the Badlands
Objectives: 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 can do this mission directly after the previous side mission, Product Recall, as the entrance to Headstone Mine is just south of where you collected the Cigar Boxes. Once inside, you’ll need to place 3 fuses, the first of which is located here. Make sure you’ve gotten rid of any enemies in the area first, especially that darned turret gun.

Once the area is clear, place the first fuse which will have a green silhouette in the fuse’s absence. Just north of this is the second one and the third one is just north again.

When all 3 fuses have been placed, head up the ramp behind where the turret gun is/was and take a left. Continue east until you reach this spot. Interact with the detonator to blow up the pipeline and watch the resulting explosion. You can now turn the mission in back at the Fyrestone Bounty Board.

Leaving Fyrestone

Level: 18
Rewards: 1,200XP
Unlocks: Getting Lucky
Objectives: 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."

Once you feel you've finished all that there is to do in Fyrestone, it's time to move onto pastures new. Head to the west-most point to find a Claptrap who will grant you access into the Dahl Headlands. Once inside, head up the road and speak with Ernest Whitting at the top of the hill to [url=https://i.imgur.com/57YsgrK.jpg]complete this short mission.

Speaking with Ernest, he'll grant you with two new missions: "Getting Lucky" and "Big Game Hunter". We'll start with the former as it's the easier of the two.

This should conclude all of the possible missions in Fyrestone and the following achievement will unlock:

Below is a checklist of all available missions in the Fyrestone area. Missions in bold are story-related and missions in italic are side missions. The information in the brackets are the quest giver and the recommended level).

Fresh Off The Bus (Guardian Angel – 2)
The Doctor Is In (Dr. Zed – 2)
Claptrap Rescue (Claptrap – 2)
Skags At The Gate (Dr. Zed – 2)
Fix'er Upper (Dr. Zed – 2)
Blinding Nine-Toes (Dr. Zed – 2)
Nine-Toes: Meet T.K. Baha (Dr. Zed – 3)
Nine-Toes: T.K.'s Food (T.K. Baha – 2)
Got Grenades? (T.K. Baha – 2)
Nine-Toes: Take Him Down (T.K. Baha – 4)
Nine-Toes: Time To Collect( T.K. Baha – 7)
Job Hunting (Dr. Zed – 7)
T.K. Has More Work (T.K. Baha – 10)
Why Are They Here? (Recorder – 7)
T.K.'s Life And Limb (T.K. Baha – 7)
By The Seeds Of Your Pants (T.K. Baha – 9)
Catch-A-Ride (Scooter – 7)
Bone Head's Theft (Scooter – 10)
Get A Little Blood On The Tires (Mission) (Fyrestone Bounty Board – 10)
Hidden Journal: The Arid Badlands (Fyrestone Bounty Board – 13)
The Piss Wash Hurdle (Scooter – 10)
Claptrap Rescue: The Lost Cave
Claptrap Rescue: Safe House
Shock Crystal Harvest
(Fyrestone Bounty Board – 14)
Return To Zed (Scooter – 10)
Sledge: Meet Shep (Dr. Zed – 10)
Braking Wind (Shep Sanders 10)
Get The Flock Outta Here (Shep Sanders – 10)
Sledge: The Mine Key (Shep Sanders – 10)
Scavenger: Sniper Rifle (Fyrestone Bounty Board – 12)
The Legend Of Moe and Marley (Fyrestone Bounty Board – 15)
Circle Of Death: Meat And Greet (Fyrestone Bounty Board – 12)
Circle Of Death: Round 1 (Rade Zayben – 12)
Circle Of Death: Round 2 (Rade Zayben – 15)
Circle Of Death: Final Round (Rade Zayben – 18)
Sledge: To The Safe House (Shep Sanders – 14)
Scavenger: Combat Rifle (Fyrestone Bounty Board – 12)
What Hit The Fan (Shep Sanders – 13)
Sledge: Battle For The Badlands(Shep Sanders – 17)
Find Bruce McClane (Fyrestone Bounty Board – 15)
Product Recall (Fyrestone Bounty Board – 15)
Insult To Injury (Fyrestone Bounty Board – 15)
Schemin' That Sabotage (Fyrestone Bounty Board – 18)
Leaving Fyrestone (Dr. Zed – 18)

Dahl Headlands

Getting Lucky

Level: 18
Rewards: 2,400XP, $1,922, Grenade Mod
Unlocks: Powering the Fast Travel Network
Objectives: Rescue Lucky Zaford at the Last Chance Waterin' Hole
"You showed up at just 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 the Dahl Headlands consists mostly of barren wasteland, make sure you're using vehicles to get around; otherwise you'll be wasting time wandering around on foot. Having said that, to the left of Earnest is a garage in which you can spawn a vehicle, so do so and head into the wastelands by using the ramp directly in front of the garage. You'll want to head south until you reach Lucky's Last Chance Watering Hole, located here.

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Upon arrival, you'll need to ditch your vehicle as you won't be able to get past the blockade. Here you need to make your way towards the waypoint marker while killing 15 Bandits which range from Thugs to Bruisers; there should be more than enough of them to fulfil the requirements. Once the area is clear of enemies, head into Lucky's store where you'll be confronted with a level 19 Badass Bruiser as you approach the entrance.

Once the Badass Bruiser is downed, enter the store, open the jail cell and speak with Lucky himself which will end the mission.

Speaking with Lucky will also grant you the next mission in the storyline:

Powering The Fast Travel Network

Level: 20
Rewards: 2,376XP, $2,411
Unlocks: Road Warriors: Hot Shots
Objectives: Throw the Fast Travel breakers and flip the master switch
"I wanna 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?"

Exiting Lucky's store via the back entrance (the door opposite the one you came in) and turning right will lead you to another Garage, so use it to spawn a vehicle. Once done, head south towards the waypoint marker, following the power line overhead to reach the first breaker switch. Jump up onto the boulder, and then jump onto each platform until you reach the first switch which will need flipping once you get there. Once the switch has been flipped, Scythids will spawn from underneath the ground and will proceed to attack you. Simply jump in your vehicle and run them over to dispose of them quickly.

Follow your waypoint marker south again until you reach the second switch. Again, use the platforms to work your way upwards until you reach the switch. Once both switches have been flipped, head south and into the Dahl Headland Electrical Station. There will be plenty of Bandits guarding this area; one method of attack is to run in to the area, trigger the attack from the Bandits, run back out and jump into your vehicle. The Bandits will come running out of the entrance where your vehicle's weaponry will be awaiting. This method is probably a little more time-consuming than going in gung-ho, but it's a lot safer and more effective.

Once the Station is cleared of enemies, climb the stairs and flip the master switch. After you've flipped this switch, you'll receive a message regarding the Fast Travel network and it's availability. This allows you to fast-travel between areas which is extremely useful as it cuts out having to drive everywhere. You can now head back to Lucky to turn the mission in.

Big Game Hunter (Side Mission)

Level: 20
Rewards: 5,280XP, $4,823, Whitting's Elephant Gun
Prerequisites: Leaving Fyrestone
Objectives: 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!"

Skagzilla, much like Godzilla in stature, is a monster of a Skag (hence the "zilla" after its name) and can be difficult to bring down. Before we attempt this feat though, we need to lure it from its den by grabbing the roasted Skagzilla Bait which is located just north of Skagzilla's den. The bait will be guarded be several Bandits, but these shouldn't be too hard to handle if you’re in a vehicle. Pick up the bait that's roasting on the spit and take it to Skagzilla's den. To gain entry to said den, use the footbridge to the south of where the bait was, dropping down the hole at the end.

Once inside, it's advisable to break open all of the Skag piles scattered around this area as these contain ammo and health. When you feel ready to take on the beast, place the bait on the spike (located here). With that, you'll hear some intimidating roars and Skagzilla with emerge from his cave.

Despite his towering appearance, Skagzilla isn't too difficult if you know the mechanics of his attacks. The first thing to know is that he is resistant to all elemental damage, so there goes your super-powered Corrosive Shotgun out the window. He has five main attacks:

- Standard melee attack - if standing close to him, he'll simply swipe at you.
- Charge attack - if you're a moderate distance away from him, he’ll start up by dragging one of his front legs backwards which is the sign for you to start sprinting horizontally from him. If you started sprinting soon enough, he will run past you, but if you sprinted too late, he'll connect and send you flying, doing a moderate amount of damage.
- Jump attack - again, if you're a moderate distance away, he'll jump towards you sending out a painful shockwave when he lands. Simply jump before he lands to avoid any damage.
- Shock Spit - a simple spit mechanic, shooting shock-fuelled saliva in your direction. Nine times out of 10 he'll hit you with it, depleting your shield.
- Laser Beam attack - Skagzilla will stand and shoot a white laser from his head which will sweep from side to side. This doesn't actually inflict much damage, but merely standing to the side of him is enough to avoid this attack.

It's essential that you keep moving at all times as he can be extremely unforgiving if you're stationary. As his armour is practically impenetrable, you can gradually chip away at his health, but your best bet is to wait until he does his laser beam attack. When he does, make sure you aim for his head when it's open as this is your chance to score critical hits.

Once you've bested him, pick up any decent loot that he drops and exit the arena via the newly-opened door. Drive yourself back to Ernest where you'll be rewarded with his Elephant Gun; a sniper rifle that does a great deal of damage, but has a limited zoom.

Since we completed “Powering The fast Travel Network” mission earlier, a few side missions will have become available at Lucky’s Bounty Board which is located outside of Lucky’s Last Chance Watering Hole, so head there and accept all of the available missions.

Fuel Feud (Side Mission)

Level: 18
Rewards: 4,800XP, $3844, Grenade Mod
Prerequisites: Powering the Fast Travel Network
Objectives: 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!"

We need to hit those Bandits where it hurts, which means destroying three of their fuel tanks. Head west from Lucky’s Watering Hole until you reach this location on your map. When there you’ll see a small house, so enter through the front door, dispose of any Scythids that have taken refuge inside and continue through to the backyard. Here you’ll find the first fuel tank, so shoot at it to blow it up.

You may have noticed that this area plays host to a race track of sorts. You may also have noticed that, when killing Scythids, that a counter for the mission “Death Race Pandora” has been clocking up kills. So, you may want to complete that mission before you leave for the next fuel tank. If so, more information can be found below.

Exit the house via the door you came through and travel north until you reach this location. The second fuel tank is located inside a Bandit camp which is heavily guarded. Before entering, stay inside your vehicle and pick off any enemies that are in view. This is a lot easier than bowling into the encampment and finding yourself overwhelmed. To the left of the fuel tank are two red chests which can be looted.

When you’ve destroyed the second fuel tank, head southeast to locate the third and final fuel tank, which again is placed inside a small Bandit camp. Use the same method you used when approaching the second fuel tank and pick off any Bandits in your vehicle.

When all three fuel tanks are destroyed, you can return to Lucky’s Bounty Board to complete the mission, but as you’re close-by, I’d recommend completing the “Ghost Of The Vault” side mission.

Ghost Of The Vault (Side Mission)

Level: 20
Rewards: 5280XP, $2893, Explosive Artifact
Prerequisites: Powering the Fast Travel Network
Objectives: 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."

From where you destroyed the third fuel tank, head north and work your way around the rocks and up the hill until you reach some metal walkways. You should now be directly west from where you started. Here you’ll be greeted by a few Bandits, none of which should give you any real problems.

Once the area is clear, locate the elevator controls and head downwards into the excavation site. When you reach the bottom, there will be a host of Bandits to deal with including a Bruiser and a Badass Psycho. However, there are enough obstacles around this area to take cover behind. When these are dealt with, proceed up the passage.

Entering the Haunted Excavation will spawn some Guardian Spectres and Guardian Wraiths. These can be particularly annoying due to their teleportation abilities, along with their speed of attacks. Make sure, as always, to aim for the head. They have a very low amount of health points, so as soon as their tough shields have been depleted; it shouldn’t take long to kill them off.

Once you’ve dealt with these apparitions, interact with the Elemental Artifact which is located on the alter at the back of this area, to complete the mission. Don’t forget to loot the red chest next to it either.

Exit the Excavation site and travel to the north of the map to start the next side mission: Well There’s Your Problem Right There.

Well There’s Your Problem Right There (Side Mission)

Level:18
Rewards: 6,000XP, $7,689
Prerequisites: Powering the Fast Travel Network
Objectives: 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!"

You won’t be able to travel all the way to your waypoint marker in your vehicle as you won’t be able to squeeze in between the rocks, so you’ll need to complete to rest of the [small] journey on foot. The area here is swarming with Scythids, so beware. To the northwest of this area is the first valve; interact with it to close it.

From here, continue southwards until you reach the Bandit encampment that we stole the bait for Skagzilla from earlier in the game (located here for those with short memories). Locate the second valve and close it off.

We’ll now need to head north slightly towards the Vehicle Station, located here on your map. You’ll find that the valve is unreachable at ground level as it’s located inside a large metal cage. To gain access to it, head to the left side of the cage and jump on top of the roof of the Vehicle Station. Turn right and jump onto the ledge in among the rocks, turn right again and jump up some more rocks which will take you above the valve. Jump over onto the metal sheet, jump down through the hole in the cage and turn off the valve. Mission complete.

While we’re in this area, let’s complete another Scavenger mission:

Scavenger: Revolver (Side Mission)

Level: 20
Rewards: 3,036XP, Revolver
Prerequisites: Powering the Fast Travel Network
Objectives: 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."

If you’re not there already, head to this location on your map (if you did the previous mission “Well There’s Your Problem Right There”, you’ll already be in the right area).

The first part (the Sight) is located above where the third valve was, on the metal sheet we jumped on earlier. The second part (the Cylinder) is located just to the right of the Sight, but to get there you’ll need to jump back onto the roof of the Vehicle Garage, face north and jump over to the platform.

Jump down to ground level and enter the Vehicle Garage to locate the third part (the Body). Facing the garage, turn around 180 degrees where you’ll find an old, beat up Runner in among the rocks in front of you. Inside the cockpit of this Runner you’ll find the fourth and final part (the Barrel).

Once you have all 4 parts, head back to Lucky’s Bounty Board to turn in the mission.

Death Race Pandora (Side Mission)

Level: 20
Rewards: 5,280XP, $4,099, Weapon
Prerequisites: Powering the Fast Travel Network
Objectives: 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 corporations 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."

Just to the south of where we destroyed the first fuel tank for the “Fuel Feud” mission earlier on (located here), you’ll notice a race track, humorously named after one of the lines quoted in Mel Brooks’ Spaceballs film – the Ludicrous Speedway – “Yes, we’re gonna have to go right to ludicrous speed”.

If you grab a vehicle and race around the track in a counter-clockwise direction, not only will an abundance of Scythids spawn which can then be run over, but you can earn an achievement for racing around the track in less than 31 seconds. Make use of your Turbo and try to utilise the available shortcuts; the one on the left wall as you enter the tunnel is the best one to use. As soon as you cross the start/finish line (the banner attached to the building), the timer will begin. Note that there is no visible timer, so you’ll need to do this blind, so to speak. You can attempt this as many times as you like; just keep circling around the track.

Getting back to the mission, there should be more than enough Scythids to run over in this area. Once you’ve killed 50 Scythids, return back to Lucky’s Bounty Board to complete the mission.

Road Warriors: Hot Shots

Level: 18
Rewards: 2,400XP, $1,922
Unlocks: Road Warriors: Bandit Apocalypse
Objectives: 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?"

Due to "Mad Mel's" road blocking antics, we can't gain access to New Haven. To grab his attention, we’ll need to send him a strong message by blowing up a few of his vehicular patrols; eight to be exact. Grab yourself a vehicle and head to the waypoint marker, just west of Lucky's Last Chance Watering Hole. Here you'll find patrol cars that will spawn at random times; there doesn't seem to be an exact science behind the spawn timings. It's better to hang around this area than to go off wandering around as you’ll get the chance to go one-on-one rather than being accosted by a gang of patrols.

Be prepared to die... a lot. The patrols are relentlessly accurate and can destroy your vehicle within a few seconds, which is a shame as the cost of respawning soon mounts up. However, keep persevering and you'll have amounted all eight within a few minutes. Once you have, head back to Lucky to turn in this mission and begin the last story-related mission in the Dahl Headlands.

Road Warriors: Bandit Apolcolypse

Level: 20
Rewards: 10,560XP, $9,646, Weapon Equip Slot SDU
Unlocks: Power to the People
Objectives: 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."

From Lucky's, jump in a vehicle and head south and to the right of the Dahl Headlands Electrical Station that we were at earlier, so that you're heading down a narrow road, following your waypoint marker until you come to a small arena. Entering it will trigger the boss fight with Mad Mel himself. Before Mad Mel appears, you'll need to destroy a few Out Riders first which shouldn't be too taxing. A few Bandits will also spawn, but these shouldn't pose a problem as you’re in a vehicle so you can just run them over.

Eventually Mad Mel will appear in a pimped out Runner, equipped with a very powerful Rocket Launcher and a machine gun. Let it be known that you will die in this fight; if you don’t, you’re lying! There's no doubt that he'll destroy your Runner in a matter of seconds. If he does, try and grab a Second Wind from one of the accompanying Bandits and finish him off with your own weapons.

If you do actually die, you'll respawn right outside the arena where you can either jump back in a vehicle and continue where you left off, or for the more cunning among you, you can simply camp on the ramp that leads into the arena and pick him off with a sniper rifle. Personally, I found it easier to kill him using a Machine Gun Runner, locking onto him and continually firing and moving; his rockets were missing as I slowly chipped away at his health.

When Mad Mel is no more, visit the Claptrap at the entrance to New Haven by driving southeast. Inform him of Mad Mel's unfortunate death where he'll grant you access to New Haven.

Bid farewell to the Dahl Headlands as we’ve completed all of the missions in this area. However, we will be back at a later point in the game.

A checklist of missions in the Dahl Headlands is below:

Big Game Hunter (Ernest Whitting – 20)
Getting Lucky (Ernest Whitting – 18)
Powering The Fast Travel Network(Lucky Zaford – 20)
Scavenger: Revolver (Lucky’s Bounty Board – 20)
Fuel Feud (Lucky’s Bounty Board – 18)
Death Race Pandora (Lucky’s Bounty Board – 20)
Ghosts of the Vault (Lucky’s Bounty Board – 18)
Well There's Your Problem Right There (Lucky’s Bounty Board – 18)
Road Warriors: Hot Shots(Lucky Zaford – 18)
Road Warriors: Bandit Apocalypse(Lucky Zaford – 20)

When inside New Haven, head north towards the administrator of New Haven's office: Helena Pierce. Speak with her to complete the mission.

New Haven

Power To The People

Level: 20
Rewards: 2,376XP, $2,411
Unlocks: Seek Out Tannis
Objectives: Turn on generators around New Haven
"You've got some nerve, Vault Hunter, strutting into New Haven like the world owes you 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. That's where you come in."

This is a very simple mission whereby you need to search the town of New Haven for generators. There are plenty of chests to open in this area, so feel free to do a bit of exploring to try and upgrade your arsenal.

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Exit Helena Pierce’s office and head west until you reach Scooter’s garage. The first generator is located behind the Catch-A-Ride station.

From here, head west again following your waypoint marker. The second generator can be found on the side of the road among some tyres.

Return into town and keep travelling eastwards until you’re behind Helena Pierce’s office. Slightly north of here is the third generator, behind an old washing machine.

Turn left and head up the alley so that you’re travelling west into the centre of town. The building directly in front of you houses a set of stairs on the opposite side, so run around and traverse these stairs. The fourth generator is on this rooftop. To the very north of town (not the map), you’ll find the fifth and final generator, located next to the gate. Just to the south of where you turned on the fifth generator, you should see a fallen Claptrap. Speaking with him will initiate another “Claptrap Rescue” mission, so we’ll do this one now as it’s very quick and easy.

Claptrap Rescue: New Haven (Side Mission)

Level: 21
Rewards: 1,380XP, Backpack SDU
Prerequisites: Road Warriors: Bandit Apocalypse
Objectives: Find the Repair Kit and repair this Claptrap
"You've discovered another malfunctioning Claptrap robot. You noticed that there were some discarded Claptraps rusting on the scrap heaps around town. Perhaps some spare parts could be salvaged from those?"

Remember the third generator that we just turned on? The one behind the washing machine? Head back to this area and jump on these boxes to reach the roof. Once you’re up, face west and you should see the Repair Kit sitting on the balcony railings. Pick it up, run back to Claptrap and turn in the mission. From here, head back south to Helena Pierce’s office and turn in her mission for Power To The People. Helena will then grant you the next story-related mission. Before we do that tough, let’s knock out a few side missions. Head to the New Haven Bounty Board which can be found next to the now-fixed Claptrap that we just helped to add these missions to your mission log.

Corrosive Crystal Harvest (Side Mission)

Level: 21
Rewards: 5,520XP, $2,700, Corrosive Artifact
Prerequisites: Road Warriors: Bandit Apocalypse
Objectives: 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."

The missions “Corrosive Crystal Harvest” and “King Tossing” both need to be completed in the same area: the Tetanus Warren. To access this area, the entrance to it can be found in the northwest of New Haven (just follow your waypoint marker).

Once inside the Tetanus Warren, keep an eye out for Corrosive Crystal formations. Whenever you see one, smash them open and collect the loose crystals. Each formation should contain 5 crystals, so considering you need to collect 50 crystals to complete the mission, you’ll need to find 10 formations. They aren’t difficult to find as they glow green and are very frequent in this area.

Once you’ve collected 50 crystals, you can turn in the mission back at the New Haven Bounty Board. Before you do though, we have another side mission, along with another Claptrap Rescue mission to complete.

Claptrap Rescue: Tetanus Warren (Side Mission)

Level: 21
Rewards: 1,380XP, Backpack SDU
Prerequisites: Road Warriors: Bandit Apocalypse
Objectives: 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?"

To pick up the mission, head to the centre of the cave – where the path begins to branch off – to find a Claptrap injured on the floor. Speaking with him will begin the mission. Head north from Claptrap until you’re virtually at the top of the map. Frustratingly, the Repair Kit is perched above you on some metal sheeting, so you’ll need to do some platforming to grab it.

Facing east, walk up this ramp and turn right onto the red tarpaulin; you should now be facing south. In front of you is another red tarp, so jump onto it and turn towards the Repair kit. This is the really tricky part: from here, jump onto the metal sheet in front of you. Once on the metal sheet, jump over to where the Repair Kit is and pick it up. This will undoubtedly take you a while and can get very frustrating due to clipping issues, so it’s more trial and error than anything.

Once the Repair Kit has been collected, head back to Claptrap to complete the mission and receive an upgrade to your backpack.

Don’t head out of this area just yet though as we still need to complete the King Tossing mission.

King Tossing (Side Mission)

Level: 21
Rewards: 5,244XP, $5,401, The Spy
Prerequisites: Road Warriors: Bandit Apocalypse
Objectives: 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."

In the Tetanus Warren, travel back to where you found the Repair Kit for Claptrap and keep going east through the Bandit camps until you reach King Wee Wee’s lair (it’s the north eastern-most point in this area). As soon as you enter his domain, King Wee Wee will present himself, wielding his buzz saw and shield. To be honest, he’s not very difficult and is one of the easier “bosses” in the game. If you see him raising his shield, make sure to keep away as the shockwaves he creates can have some devastating effects. Keep a moderate distance away from him and aim for the head.

When he’s down, loot his shield (Wee Wee’s Super Booster) as it may be an upgrade and then head back to the Bounty Board in New Haven to complete the mission and earn a fairly-decent sub-machine gun.

If following this walkthrough, at this point you’ll earn an achievement for completing 5 missions in New Haven.

Like A Moth To Flame (Side Mission)

Level: 21
Rewards: 8,280XP, $8,102, The Blister
Prerequisites: Road Warriors: Bandit Apocalypse
Objectives: 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 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, take her down!"

Unfortunately, we have to venture back to the Arid Badlands (just when you thought you were finished with that place) to complete this mission. When you’re there, head to the waypoint marker which is located northeast of the entrance to Headstone Mine.

When you arrive, you’ll need to light the three torches that frequent this area which will summon Mothrakk. The key to defeating this flying behemoth is by taking shelter down in the Vehicle Station located northeast of where the torches are. The reason for this is that Mothrakk’s attack consists of raining large fireballs at you from above, so having some form of roof over your head makes this boss fight a lot easier and stress-free.

When you’ve taken shelter in the Vehicle Station, wait until she’s used her fireball attack, then run out into the open and unleash your arsenal on it. She is surprisingly durable and can absorb a lot of ammo before she dies, so be patient.

When she does eventually succumb, she’ll scatter her loot in a fireworks-like display which can get lodged in unreachable places, but there’s not a lot we can do about that. Instead, head back to New Haven and turn in the mission. However, as the next side mission – Is T.K. OK? - is in the same area, we may as well knock that one out really quickly.

Is T.K. O.K? (Side Mission)

Level: 21
Rewards: 6,072, $8,102, Grenade Mod
Prerequisites: Road Warriors: Bandit ApocalypseObjectives: 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 loony. 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'."

Scooter seems concerned about T.K.’s well-being, so do him a favour and check in on him. It shouldn’t take you more than a couple of minutes to complete this mission, so head on over to T.K.’s homestead back in Fyrestone and travel south to the waypoint marker.

It seems Scooter’s suspicions were correct; you’ll find poor T.K. hanging from his own ceiling fan. If you exit through the back door, you’ll find a red chest to loot on the porch. As you leave the area, you’ll be ambushed by a mob of Bandits. This is a great chance to exact some posthumous revenge on behalf of T.K.

When you’re done, return to Scooter to tell him of the bad news and complete the mission.

Seek Out Tannis

Level: 21
Rewards: 2,760XP, $2,700
Unlocks: Meet "Crazy" Earl
Objectives: 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."

We’ll now be venturing into pastures new once again, this time to seek out Patricia Tannis at her dig site. So, when in New Haven, head out of town via the southern exit and then make your way eastwards towards the entrance to Rust Commons West. You’ll be greeted by a Claptrap when you arrive who will grant you entry.

The Rust Commons is a vast, hilly wasteland that takes time to travel through due to enemy spawns and vehicle access restrictions. For now, head to the very northeast of the map (using a vehicle greatly reduces travel times, but you already know that). You’ll have to disembark from your Runner when you get close to the waypoint marker due to width restrictions, leaving you to travel the rest of the way on foot.

Run through the width restriction, following the path which veers round to the right. You’ll reach a fork in the road: going left leads you to a wall with some Badass Rakks, while going right leads you through a patch of Spiderants. Take the route to the right which will wind around into Tannis’ dig site.

As you get closer to Tannis’ place, you’ll be attacked by swarming Rakks. It might be a good idea to kill these off before proceeding as they can still attack you while you’re taking refuge in Tannis’ shack. When you finally reach Tannis, speak with her to complete the mission. After collecting your reward, you’ll be granted the next mission which will take you into Crazy Earl’s Scrapyard. However, return to New Haven to complete some more side missions: “Firepower: All Sales Are Final” from Marcus Kincaid, who can be found in his shop in New Haven, and “Scooter’s Used Car Parts” from Scooter who is located in the garage; these can both be completed simultaneously.

Scooter’s Used Car Parts (Side Mission)

Level: 21
Rewards: 4,140XP, $10,803
Prerequisites: Power To The People
Objectives: 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 any time 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."

Along with:

Firepower: All Sales Are Final

Level: 21
Rewards: 5,520XP, $10,803, Pistol
Prerequisites: Power To The People
Objectives: 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."

As both are located in the same area in the Rust Commons West, we can knock these both out at the same time, so head to this area on your map. It will be heavily guarded with two Gatlin Turrets which are on the rooftops, along with an abundance of Bandits and Bruisers. It is advisable to clear the area before beginning your search for the items.

We’ll be concentrating on picking up Scooter’s used car parts first: the first one is located here where you’ll see a front fender beside a box. Slightly northeast is the first of the two rear fenders, [sitting next to a small shack.

Directly south of the rear fender is the first fuel cell, located beside one of the large pillars in this area. Facing east, just behind where you picked up the fuel cell, use the V-shaped pillar as a platform to jump up onto the small building where you’ll find the second rear fender.

From here, go south to find the second front fender between two large containers. Slightly southwest of this you’ll find the second fuel cell sitting beside a small pond.

The last piece – the Rusty Engine – is just south of the second fuel cell, located on top of a large container. Head to the south side of the container where you’ll be able to use a subsided container as a platform to jump up and collect it.

When you’ve collected all of the used car parts, head back north to the building where you collected the second fuel cell from. To north side of the building you’ll find the Weapon Shipment Invoice for the “Firepower: All Sales Are Final” mission on a table next to the Weapons Vendor machine.

You can also complete Scooter’s mission “Up To Our Ears” which is located to the north of this area if you have it in your mission log.

Head back to Scooter in New Haven to turn in his mission, and return to Marcus to turn in his mission. Marcus will then grant you another mission: “Firepower Market Connection”.

Up To Our Ears (Side Mission)

Level: 21
Rewards: 5,520XP, $8,102, Machine Gun
Prerequisites: Power To The People
Objectives: 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 trickling 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."

Since the Bandits have taken over the Rust Commons Sump Station, they’ve managed to clog up the pipes – no comment on how they managed it – but Scooter has asked you to fix them. The Sump Station is located in the middle of the Rust Commons West, just north of where we picked up the used car parts for Scooter earlier

Locate yourself to the east of the station and clear the area of Bandits; otherwise they just distract you from making the shots you’re required to make to complete the mission. Using a Sniper Rifle (this is optional) focus on the two pipes that are emanating from the side of the station and shoot out the blockages on both of them (the gunge will be glowing green). This will end the mission, so return to Scooter and hand it in.

Firepower: Market Correction (Side Mission)

Level: 21
Rewards: 5,520XP, $10,803, Submachine Gun
Prerequisites: Firepower: All Sales are Final Objectives: 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 one of my stores for a reasonable price!"

To complete this mission you need to destroy the six ammo dumps that One-Eyed Jack has stashed in his warehouse. So, travel to The Outeryard from the Fast Travel (New-U) to send you hurtling into the middle of the Rust Commons West. When you arrive, grab a vehicle and travel north to this location on your map. Enter this small site via the western entrance so that you can your vehicle as a weapon against the Bandits who will spawn upon your arrival. Clear the area of all of these Bandits before exiting your vehicles and beginning your search for the ammo dumps.

You’re looking for large boxes which will be glowing green; they aren’t difficult to miss. The first can be located on top of the small building to your left, if you’ve entered via the western entrance of course. There are stairs around to the left of this building that will lead you to the roof and the box. Shoot at it until the red bar has depleted, stand back and watch the explosion.

To the east of the first box, you’ll find another box to blow up, located next to the warehouse behind a grey loot box. To the right of this box, you’ll see the entrance inside the warehouse itself. Go inside and you’ll see two more boxes in front of a ramp.

Exit the warehouse via the door you came through and head east slightly. To the left you should see a walkway leading up into the mountains above. Go up it to find the last two boxes sitting beside another small building.

When all six ammo dumps have been destroyed, return back to Marcus to claim your rewards. This will grant you the third and final mission in this mission chain: Firepower: Plight Of The Middle Man.

Firepower: Plight Of The Middle Man (Side Mission)

Level: 23
Rewards: 6,000XP, $6,776, Combat Rifle
Prerequisites: Firepower: Market Correction
Objectives:
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!"

This mission isn’t too dissimilar to the previous mission in that you have to find six objects and blow them up – who doesn’t love a bit of repetition?

Head back to The Outeryard in the Rust Commons West, but this time go south slightly until you reach your waypoint marker. You can stay in your vehicle, in fact, do so and eliminate any Bandits in this area. A Bruiser will appear from the building in front of you who will be surrounded by explosive barrels, so shoot at them to kill him quickly and take out your first cache. To the right of this will be another cache which is really hard to miss.

Go into the building to the left, up the stairs and cross the bridge. When you get to the other side you’ll be greeted by a plethora of Bandits and Midget Psychos; make sure you keep well away from all of the barrels situated in this area as standing next to one when a Bandits is shooting at you is just asking for trouble.

The next cache will be to the right after crossing the bridge. Looking down to the left you’ll see caches 3 and 4, along with a large box (the left-most box in the screenshot). Hop on down to this box and interact with it to complete the “Evidence found” part of the mission. The last cache is in the entrance to the building to the right.

When you’ve destroyed all six caches, and found the evidence, return to Marcus to turn in the mission.

Jack’s Other Eye (Side Mission)

Level: 23
Rewards: 6,000XP, $10,164, The Sentinel (Combat Rifle)
Prerequisites: Firepower: Market Correction
Objectives: 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."

If you don’t already have this mission in your log, visit Helena Pierce in New Haven to collect it. One-Eyed Jack can be found and killed relatively easily in the same location as where we destroyed the ammo dumps in the ‘Firepower: Market Correction’ mission earlier, so head back there (just north of the Outeryard) in a vehicle. The vehicle is important as you can just wait until Jack appears from the building on the right (if you’ve entered the town from the west) and then simply run him over.

If you would prefer a more honest fight with him, well, good on you, but he’s just as easy to kill without a vehicle. He doesn’t have any real ‘special moves’ apart from his powerful Pistol which benefits from bullets that have the ability to ricochet off surfaces. A few shots to the head and he’ll go down quicker than a sack of spuds!

Whichever way you decided to kill him, pick up his other eye and his Madjack weapon and return to Helena Pierce back in New Haven to complete the mission. If you return to the Bounty Board in New Haven there should be some more side missions to complete (‘Scavenger: Submachine Gun’ and ‘Hidden Journal: Rust Commons West’)

Hidden Journal: Rust Commons West (Side Mission)

Level: 23
Rewards: 6,000XP, $20,328
Prerequisites: Power To The People
Objectives: 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.”

Following your waypoint marker will lead you to the north of the Rust Commons West for the first hidden journal. As you approach it, a mini-boss that goes by the name of Rakkinishu will spawn. Rakkinishu isn’t too dissimilar from Mothrakk, only he will breathe fire at you rather than dropping fireballs. Again, take cover in the huts nearby to avoid his attacks and pop out when he’s not breathing his fire to take pot-shots at him.

When he and any other enemies nearby are dead, pick up the journal located in the box (Journal Day 224).

After this, head south to the location of the sewage plant (this location) to find the second journal (Journal Day 321) which is located on the southern side of the plant. Make sure you bring a vehicle with you as there are a few Bandits knocking around this area, a Badass Raider being one of them.

From here, travel a short distance southwest along the river and you’ll arrive at a Rakk nest. Eliminate any foes nearby and detach the journal from the shack wall (Journal Day 457) that is found on the east coast.

You’ll now need to travel all the way over to the other side of the map to collect the next journal. So, grab a vehicle and make your way towards the waypoint marker located southeast from where you are now (make sure to take the eastern route when you can, as going via the western route won’t allow for vehicles).

Once you get into the vicinity of the journal, you’ll first be greeted by a seemingly endless horde of Spiderants, and working southwards you’ll have to deal with a few Bandits along with a Gatling Turret. When the area is clear, climb the stairs to the top of the tower to find the journal clinging onto the wall (Journal 481).

The last journal is located just north of the fourth journal, so work back northwards until you’re just east of the Rust Commons Sump station, where it can be found underneath a red tarpaulin (Journal 493).

Once all 5 journal entries have been found, we’ll look at completing the next side mission, Scavenger: Submachine Gun, as it’s in the same area. If not, go back to the New Haven Bounty Board to complete the mission.

Scavenger: Submachine Gun (Side Mission)

Level: 23
Rewards: 3,450XP, SMG
Prerequisites: Power to the People
Objectives: Find all of the submachine gun parts
"There are components to submachine gun scattered around. If you find all the components, I can reassemble the weapon for you. Bring me the Body, Magazine, Sight, and Barrel."

The area where all of the parts are contained is located in the southwest of the Rust Commons West, just north of a Circle of Death arena.

The first SMG part should be fairly obvious to spot as it’s on top of the left-most blue container, so hop on up to collect the SMG Barrel. Further west from this part, you’ll find the SMG Magazine located inside a tyre which is lying on the floor (this shouldn’t be hard to spot).

To find the final two, continue west and then turn right and up the slope. Turn right again (so that you’re facing east) and run up the ramp to the left so that you’re on top of the buildings. Jump across to the metal sheet in front of you to pick up the SMG Sight.

If you turn around so that you’re facing the building that you just jumped from, you’ll see the last piece located on a lower walkway on said building, so run back around and drop down onto it (SMG Body).

Head back to the New Haven Bounty Board to complete this mission.

Meet ‘Crazy’ Earl

Level: 22
Rewards: 2880XP, $3025
Unlocks: Get Off My Lawn!
Objectives: 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."

We’ll now get back on track with the story: the entrance to the Scrapyard is located in the middle of the Rust Commons West, so set off until you reach this point on the map (if you’re approaching from the north). You’ll need to proceed on foot due to more width restrictions. After the width restrictions, you’ll be greeted by some Bandits which will need killing. Once the area is cleared, head to the waypoint marker to the southwest to enter Earl’s Scrapyard.

Once inside, you’ll earn the “Discovered the Scrapyard” achievement:

There will also be some Skags patrolling, one of which is usually of the Badass persuasion which can be a pain to kill, but shouldn’t take too much effort. Once you’ve cleared the area of Skags, you’ll reach a dead end. The gate that’s flashing green can’t be interacted with directly; instead, you’ll need to shoot either of the two gas canisters next to it. Just make sure you’re a good distance away before you fire though.

When you’ve blown your way through the gate, speak with ‘Crazy’ Earl who will only interact with you through the hatch in his front door. This will then end the mission and you’ll be tasked with two more missions: “Get Off My Lawn” and the side mission “Today’s Lesson: High Explosives”. These two missions can be done simultaneously. Before we do these though, let’s bash out another Claptrap Rescue mission:

Claptrap Rescue: Scrapyard (Side Mission)
Level: 22
Rewards: 1,440XP, Backpack SDU
Prerequisites: Meet "Crazy" Earl
Objectives: 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?"

Definitely try to complete this mission now while you’re in the area, as the broken Claptrap is off the beaten path somewhat which means it can be easily missed.

From Crazy Earl’s house, travel southeast into the scrapyard. When you come to the fork in the road, take the left path so that you’re heading north. Continue following the path north until you reach a small Bandit-laden village with a couple of patrolling Bruisers. You’ll find the Claptrap in the back of the village (located here on your map).

When you’ve picked up the mission, continue travelling east and loop around to the south. Along your way you’ll need to tackle some Spiderants, but none of which will really challenge your, by now, superior combat skills. After these Spiderants, continue through the gates to the west and up the hill. At the top, to the very north of this hilled area you’ll find the Repair Kit sitting in a half-caged shack.

When you have the kit, simply drop down the small cliff to the north to return back to the small Bandit village and speak with the broken Claptrap to complete the mission.

Today’s Lesson: High Explosives (Side Mission)

Level: 22
Rewards: 7,200XP, $9,075, Grenade Mod
Prerequisites: Meet "Crazy" Earl
Objectives: 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 gunna 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."

From ‘Crazy’ Earl, work your way southwards (you should meet three Spiderants for the “Get Off My Lawn” mission on your way), making sure you stick to the right hand side when you get to the fork in the road. When you get to the open area, drop down from the walkway and follow the left hand wall around so that you’re travelling in a clockwise direction. There will be a mix of Bandits and Skags in this area: nothing too challenging.

Keep killing your way southwards (keep in mind that you require 25 Bandit kills for the “Get Off My Lawn” mission), following your waypoint marker until you reach a small encampment with a silver chest. Next to this chest is the C-Charge that we’re after, on top of a box.

From here, we need to head north slightly. Ignore your waypoint marker as it has no concept of height; instead head northwest and up the ramp. Follow the walkway around so that you’re travelling counter-clockwise. There are plenty of Bandits on this walkway and they’re in abundance around the area where you need to place the C-Charge, so make use of the cover available.

When the area is cleared of Bandits, head to the top of the walkways and place the C-Charge in the designated position. As the C-Charge explodes, keep an eye out for the building to the right; the explosions will destroy the metal cage next to it, revealing two shiny red weapon chests.

Now that we’re done here, you can return to ‘Crazy’ Earl to complete the mission. Make sure that you’ve killed 3 Spiderants and 25 Bandits for the “Get Off My Lawn!” mission. If you haven’t met these requirements yet, hunt around for some; there should be an ample amount of both enemies in this area.

Get Off My Lawn!

Level: 22
Rewards: 4,320XP, $3,025Unlocks: Hair Of The Dog
Unlocks: Hair Of The Dog
Objectives: 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."

As described in the above mission for “Today’s Lesson: High Explosives”. Once you’ve killed 3 Spiderants and 25 Bandits, return to ‘Crazy’ Earl to complete the mission and gain access to “Hair Of The Dog”.

Hair Of The Dog

Level: 23
Rewards: 4,950XP, $5,082
Unlocks: The Next Piece
Objectives: Collect Bottles of Booze from the bandits at Treacher's Landing
“One more thing, I'm all out of 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!”

We’re off to pastures new once again – this time to a place called Treacher’s Landing. From ‘Crazy’ Earl, head back to the Rust Commons West by going north in Earl’s Scrapyard (you may need to kill some Skags again!) When back in the Rust Commons, take a right so that you’re travelling southwards. There will be a Catch-A-Ride station to your left once you exit this small encampment to make your journey that much swifter.

Continue south until you get to the southern-most point in the Rust Commons – the last part will need to be travelled on foot as Treacher’s Landing doesn’t allow vehicles.

Welcome to Treacher’s Landing, a small fishing island which is home to a wealth of Bandits. In this area we’ll be looting bottles of booze from dead Bandits: for every Bandit killed, a bottle of booze will be dropped by the deceased. You need to collect 24 bottles in total to complete the mission. While we’re here, we’ll also earn the “You’re on a boat!” achievement.

There should be more than enough Bandits to fulfil the required amount of booze, but as we’re also after an achievement, head towards the east of the map until you reach a pier with a lone boat. Boarding this board will earn you the achievement:

As soon as you’ve collected 24 bottles of booze and have earned the strange “You’re on a boat!” achievement, you can head back to ‘Crazy’ Earl to turn in the mission.

Before continuing on with the story-related missions, it’s advisable to complete all of the available side missions, otherwise you’ll struggle as the next story mission is a level 25 mission. Unless you’ve killed a boat-load of enemies, you’ll probably be closer to level 23.

Missing Persons (Side Mission)

Level: 24
Rewards: 1,560XP, $3,794
Prerequisites: Hair of the Dog
Objectives: 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."

This is an incredibly easy mission and shouldn’t take you longer than a few minutes to complete. From the New Haven Bounty Board, travel southwest towards the entrance back to the Dahl Headlands (following your waypoint marker of course). On the right, before you arrive at the Vehicle Station, is a ramp which leads up to a small house on the opposite side. Go up the ramp, enter the house and pick up Shawn Stokely’s Journal which is lying beside him on the bed (apparently poor Shawn joined Krom’s Army and was renamed to “Reaver”).

Picking up the journal will end the mission and start a new side mission named “Two Wrongs Make A Right”. However, this new mission requires you to travel to Krom’s Canyon which we won’t do just yet, instead we’ll complete the remaining side missions listed on the New Have Bounty Board.

Middle Of Nowhere No More: Investigate (Side Mission)

Level: 24
Rewards: 4,680XP, $3,794, Class Mod
Prerequisites: Hair of the Dog
Objectives: 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."

You’ve been tasked with simply seeking out the Middle of Nowhere Bounty Board which is situated in the Rust Commons East. If you’ve been to the Middle of Nowhere before, you can just use the Fast Travel station to take you straight there. If you haven’t discovered this area yet, enter the Rust Commons West via your normal means and travel to the northeast area of the map. This is the entrance to the Rust Commons East.

When you enter the Rust Commons East, travel southwards until you reach your waypoint marker. When you do, jump out of your car, up the ramp and interact with the Bounty Board. Turn right (facing east) and head on over the footbridge (to this location) where you’ll find Mr. Johns waiting for you to turn in the mission. You’ll then be granted another mission:

Middle of Nowhere No More: Fuses? Really? (Side Mission)

Level: 24
Rewards: 6,240XP, $15,178
Prerequisites: Middle of Nowhere No More: Investigate
Objectives: 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."

You’ve been asked to retrieve 3 Bounty Board Fuses to power the one in the Middle of Nowhere. So, head to the very north of the map where you’ll enter a small scrapyard. This area houses Skag Piles which will contain our beloved fuses. However, not all of the Skag piles will have a fuse, so you’ll probably need to search more than 3 to complete this mission. If may also be an idea to clear the area of Scythids before you begin scavenging the landscape.

When you have all 3 in your possession, return to Mr. Johns to complete the mission and continue onto the next side mission.

Middle of Nowhere No More: Small Favor (Side Mission)

Level: 24
Rewards: 6,240XP, $15,178
Prerequisites: Middle of Nowhere No More: Fuses? Really?
Objectives: 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?"

This really is a small favour. All we have to do here is kill 5 Spiderants at the designated location which is marginally north of where Mr. Johns is. It’s so close in fact that we could actually walk it, but then we’d have to use guns instead of a vehicle to kill off the Spiderants. So, grab a car and squish/murder 5 Spiderants.

When you’re done, return to Mr. Johns to complete the mission.

Middle of Nowhere No More: Scoot On Back (Side Mission)

Level: 24
Rewards: 3,432XP, $11,383, Shield
Prerequisites: Middle of Nowhere No More: Small Favor
Objectives: 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."

Scoot on back to Helena Pierce in new Haven via the Fast Travel station in the Middle of Nowhere (you could drive if you wanted to) to finish this short but profitable mission ($11,383!!)

You should now be of a high enough level to continue on with the story, so head on over to Krom’s Canyon which is located to the very northeast of the Rust Commons East.

Earl Needs Food… Badly (Side Mission)

Level: 25
Rewards: 9,720XP, $21,250
Prerequisites: Hair of the Dog
Objectives: 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.”

As previously stated, head to Krom’s Canyon located to the very northeast of the Rust Commons East as this is where the cans of Skag meat are located. Before you reach the entrance though, you’ll need to travel through a dam. Just outside of the entrance to Krom’s Canyon are a host of bad guys just waiting to rip you a new one, including a Rocket Turret, Gatlin Turret and a Mulciber Mk2; you should be able to snipe these from a distance to lower any possible damage to yourself. When your route to the entrance is clear, transition to Krom’s Canyon where an achievement will unlock:

From the entrance, work your way northeast, overcoming two groups of Spiderants and then some regular Bandits; nothing that should really trouble you. Once you reach a Bandit encampment (located here), you should spot your first can of Skag meat, sitting atop a box, in front of a ramp. When you’ve collect this, head up the ramp.

When you’re at the top of the ramp, turn left and you’ll be ambushed by a group of Bandits. You should also find your second can on top of a barrel (located here on the map). Continue forward and head up the ramp to the right which will overlook the next area. Up here is your third can which is on top of a suitcase, which is located just before the bridge across.

Head over the bridge where there will be more enemies to defeat. If you veer round to the left, you’ll notice the fourth can lying on the ground to the right (located here). You’ll now be approached by a Badass Raider, so be careful.

Just past this can you should see another broken Claptrap. Speak with him to begin the “Claptrap Rescue: Krom’s Canyon” mission. Details of how to complete this mission are detailed below.

Veer around to the left again, up the small incline, and just before you reach the bridge, go to you right where you’ll find the fifth can on top of some boxes.

Now, go over the bridge and to your right you’ll find can #6 among some debris (map location). The last can in this area (can #7) is sitting on top of a tower, so head north to its location until you see it, where you can jump over and pick it up.

Don’t jump off this tower just yet. Instead, look north and you should see a Repair Kit for the broken Claptrap that we met earlier hanging off of the tower opposite, so jump on over there and pick it up.

Claptrap Rescue: Krom’s Canyon (Side Mission)

Level: 25
Rewards: 1,620XP, Backpack SDU
Prerequisites: Hair of the Dog
Objectives: 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 location of the Repair Kit is described above. Return to Claptrap when you’ve collected said part to complete the mission and gain access to his secret stash which contains a red chest.

Continuing on with collecting the cans of Skag Meat, make your way back to where you collected the seventh can and head east towards this location bludgeoning your way through a small bandit camp, until you reach a large gate. To the left of the gate is a lever that needs to be pulled in order to open said gate. Waiting behind it are some Bandits.

Continue southeast (towards the yellow marker in that image), killing any Bandits you encounter until you reach another small Bandit camp. In front of the hut to the right is the eighth can. On the opposite side to this can, another can should be visible (can #9).

The last can (can #10) is located further into the canyon, just outside of Reaver’s cave, to the left next to a dumpster (I accidently picked it up before taking the screenshot, hence a lack of evidence of any can). While we’re here, we may as well kill Reaver to complete this mission as well…

Two Wrongs Make A Right (Side Mission)

Level: 25
Rewards: 5,670XP, $8,500
Prerequisites: Missing Persons
Objectives: 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."

You should have picked this mission up after completing the “Missing Persons” mission (for finding Shawn Stokely’s body). If you don’t have it, you can find it at the New Haven Bounty Board.

Reaver can be found in his cave located in the northeast of Krom’s Canyon (located here). In fact, it’s just beyond the tenth can of Skag Meat in the “Earl Needs Food… Badly” mission.

Reaver is a pretty pathetic boss to be honest, in fact I’d probably go as far to call him a normal mob. He uses a Sniper rifle which can pack a punch if he hits you with it, but it has a slow rate of fire. You can simply keep moving around to avoid his gunfire, or take shelter behind one of metal fencex nearby. You really shouldn’t have trouble besting him.

When he’s dead, return to the Bounty Board in New Haven to turn in this mission, along with the Earl Needs Food… Badly mission. However, it’s best to stay in this area for now and hunt out Krom to progress the storyline.

The Next Piece

Level: 25
Rewards: 6,480XP, $8,500
Unlocks: Jaynistown: Secret Rendezvous
Objectives: 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 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."

Go back to the entrance to Krom’s Canyon and stock up on ammo and health kits via the vendors opposite. This time we’ll be taking the western path north. I’d advise sticking to the upper levels when travelling northwards as you’ll be earning more XP from killing Bandit mobs, along with cash and loot; plus, it’s easier to kill Krom from.

If you’ve been following this walkthrough, you should be around level 27 which is more than high enough to kill Krom without any issues. Killing Krom himself is relatively straight forward. He’ll be sitting at the top of the canyon in a turret gun. He’ll be firing machine gun rounds at you, along with rockets. If the rockets make contact with you, you’ll know about it, so try to stay in cover at all times. After all, if you’re in cover he can’t damage you.

Having said that, find yourself a good sniping spot and just chip away at his health with your sniper rifle. A good point to do this is here on your map which also has a white chest to loot. From here, you can peek over the top of the metal sheeting in front of you and take pot-shots at him. Be aware of any Bandits nearby as they have a tendency of creeping up on you when you’re least expecting it. If you are trying to take out some Bandits, make sure you’re hidden from view of Krom.

When you’ve killed Krom, you’ll unlock the “Wanted: Krom” achievement:

Head up to where he was and pick up his loot which will include Krom’s Sidearm, a pretty useful pistol as it boasts a x3 multiplier to Shock damage. Behind him also holds a red chest and a white chest: the red chest contains weapons, the white chest contains cash and, most importantly, the Vault Key Piece! You can now return back to Patricia Tannis to turn in the mission.

Jaynistown: Secret Rendezvous

Level: 27
Rewards: 3,480XP, $5,331
Unlocks: Jaynistown: A Brother's Love
Objectives: 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."

You’ll be granted this mission as soon as you turn in “The Next Piece” mission. So, head to the Rust Commons East and drive towards the south of the map until you reach the raised drawbridge. When you arrive, you’ll see Claptrap standing in front of the drawbridge. Speaking with him will prompt him into lowering the bridge, giving you access to the rest of the map (coincidently, the raised drawbridge in the north will lower as well).

Cross the bridge and follow your waypoint marker to meet with Taylor Kobb. The area before it plays host to hordes of Spiderants, so be sure to clear them before proceeding. Speaking with Taylor will end this mission and grant the next.

Jaynistown: A Brother’s Love

Level: 27
Rewards: 6,264XP, $10,662
Unlocks: Jaynistown: Spread the Word
Objectives: 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 definitely no brotherly love between these two. Taylor Kobb has ordered you to kill his troublesome brother, so travel to the waypoint marker located just west of where Taylor is, inside a large Bandit camp.

Venturing inside the camp will trigger some regular Bandits to spawn, so clear these up before meeting Jaynis, otherwise you’ll become overwhelmed. Stick to the eastern side of the camp and work your way around, picking off mobs until Jaynis himself appears.

Jaynis doesn’t really hold his own too much; he’s not unlike any normal Bandit that roams Borderlands, but he has a tougher shield and more HP than regular Bandits. A few shots to the head should suffice, however this may prove difficult as he likes to move around a lot. If you’re struggling, a few sturdy shotgun rounds to the face should see him hit the deck.

When he’s dead, he’ll drop “The Meat Grinder”, a machine gun with a large magazine size and an increased damage multiplier. It’s not the greatest of guns, but it should hold its own against enemy hordes.

When you’re all done in this area, return to Taylor Kobb to complete the mission. The next story-related mission will then be tasked to you.

Jaynistown: Spread The Word

Level: 27
Rewards: 1,740XP
Unlocks: Jaynistown: Getting What's Coming To You
Objectives: 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!"

It’s time to spread the word of Jaynis’ downfall by travelling to New Haven and speaking with Taylor's right-hand man, Erik Franks, who can be found to the east of Helena Pierce. Speaking with him will end the mission and begin the next.

Dumpster Diving for Great Justice (Side Mission)

Level: 27
Rewards:
3,828XP, $31,987
Prerequisites: Jaynistown: Getting What's Coming To You
Objectives:
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."

Speaking with Erik will grant you a side mission and as this mission is situated in this area, we may as well complete it now. What could Mr. Franks’ stash that his wife found so… disagreeable be? That’s left up to interpretation, but I’m sure you have a good enough idea.

From Mr. Franks, follow your waypoint marker west where you’ll find the first dumpster. It will be surrounded by Scythids, so be sure to handle these first. When you’re ready, open it to see why Mrs. Franks was so upset (hint: Dirty Mags!).

From here, head south, tackling the Bandits that will be patrolling in front of you. To the left, behind a wall, another dumpster is located with another Dirty Mag. You’ll now need to venture further south (southwest of the town of New Haven) to this point on your map, where you’ll find the third dumpster.

The fourth dumpster is located just south of the entrance to the Rust Commons West and a small Bandit camp. You may want to dispose of any Bandits before approaching this dumpster.

To reach the fifth one, you’ll need to travel all the way to the northwest of the area; it’s located just outside the entrance to the Tetanus Warren (where we killed King Wee Wee earlier on in the game). Be wary when travelling through the scrapyard as it plays hosts to an abundance of Bandits and Sythids who tend to jump out of nowhere. You’ll find the fifth dumpster besides a small shack.

The last dumpster is on the outskirts of New Haven, just south of the Vehicle and Quick Travel stations, so head there, but avoid entering the town itself. Instead, travel around the perimeter, locate the dumpster, open it and pick up the last of the Dirty Mags.

When all six have been found, head back to Erik Franks in New Haven to complete the mission. While you’re in the area, be sure to visit Scooter to pick up the mission “I’ve Got A Sinking Feeling…” which we’ll tackle a bit later.

Jaynistown: Getting What’s Coming To You

Level: 27
Rewards: 4,872XP, $15,993
Unlocks: Jaynistown: Unintended Consequences
Objectives: 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."

After all of your effort helping Taylor dethrone his brother, you’re finally being rewarded. Head to the container to the north of New Haven to claim your spoils. Interacting with the panel on the container will finish the mission and the next will begin.

Janistown: Unintended Consequences
Level: 27
Rewards: 3,480XP
Unlocks: Jaynistown: Cleaning Up Your Mess
Objectives: 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."

Once you’ve accepted this mission, the door of the container will open and you’ll begin to hear giggling coming from inside of it. What is this? Where’s your reward? Who’d have thought that you’d be betrayed by an upstanding pillar of the community like Taylor Kobb?

Inside the container is not your promised reward, instead there’s a Psycho Midget. More Bandits will then flood over the wall to the north to which you’ll need to kill. When the area is clear and you’ve finished crying over the lack of riches, head back to Helena Pierce in New Haven to complete this mission.

Jaynistown: Cleaning Up Your Mess

Level: 29
Rewards: 13,392XP, $20,062
Unlocks: Another Piece of the Puzzle
Objectives: 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."

Continuing the story, you’ll be tasked with assassinating Taylor as, apparently; Taylor Kobb is an even bigger threat than Jaynis was. So, head back to Jaynistown in the Rust Commons East, but stay just outside of the entrance and pick off the two Gatling Turrets that are situated on the roofs of the buildings in the town with your Sniper Rifle; heading straight in without taking these turrets out first is suicide.

Once inside, start heading west towards the waypoint market, taking out any Bandits that approach you, until you reach the entrance to a small arena. Make sure there aren’t any loose Bandits roaming around before you enter this arena otherwise they’ll just give you additional grief when you confront Taylor.

Taylor will exit his house to the very west (up a set of stairs) when you get close enough to it. As soon as you’ve triggered his entrance, move back to the outside of the entrance and use the fencing as cover. Taylor will bring two level 28 Bruisers, along with two level 24 Rocket Turrets on top of the buildings either side of his house.

As the two turrets are the weaker of the enemies, concentrate on taking them out first; they shouldn’t take too long as they’ll be a few levels lower than yourself. Just be sure to take cover whenever they fire a rocket at you as they pack a punch. Next, take out the Bruisers. These guys are no different than the other Bruisers you’ve accosted previously; they’ve slow moving making for easier head shots.

Taylor himself carries a rocket launcher which can pack a punch if he makes contact with it. Fortunately, it’s very easy to dodge; just keep moving. You can station yourself behind any of the obstacles inside the arena and just use pot-shots with your shotgun. To be honest, it’s actually more difficult to get hit by his rockets than to avoid them, so he shouldn’t pose any real threat. If your shotgun is powerful enough, he should be downed after 5 or 6 well-placed shots.

When he’s been defeated he’ll drop his rocket launcher, The Roaster, which boasts a very useful x4 elemental effect chance, so make sure you grab that.

When you’re all done, head to the Claptrap that is located up the mountainous path, just past Taylor Kobb’s previous location. Here you’ll be granted access to the Trash Coast, along with the next story-related mission, “Another Piece Of The Puzzle”. However, we still had some side missions to complete, so travel to the Bounty Board in the Middle of Nowhere to pick up some.

A Bug Problem (Side Mission)

Level: 27
Rewards: 6,960XP, $21,324, Shotgun
Prerequisites: Middle of Nowhere No More: Small Favor
Objectives: 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 sulphur springs which act 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."

If you’re currently at the Bounty Board in the Middle of Nowhere, head west and cross the northern-most drawbridge where the first sulphur spring is awaiting your interaction. As soon as you have, jump back in your vehicle and take down the Widowmaker who will spawn shortly after.

There’s nothing to differentiate from this oversized Spiderant to any normal Spiderant, apart from its attacks are stronger. If you’re in your vehicle, either shoot at its face, where it will become dazed and expose its weak point: the abdomen. Shooting at it will earn you critical hits 100% of the time. If you don’t fancy doing that, just run it over. Your vehicle will explode from the impact, but the Widowmaker will die and there’s a Vehicle Garage about 50 yards away.

When you’ve seen off the Widowmaker, travel to the south of the map and interact with the second sulphur spring. The result will bring Helob to the fray. Much like Widowmaker, this Fire Spiderants is incredibly easy to take down with your vehicle, just don’t try to run it over as it’s a bit of a trek to the nearest Vehicle Garage.

When you’ve killed both Widowmaker and Helob, return to the Middle of Nowhere Bounty Board to turn in the mission.

Altar Ego: Burning Heresy (Side Mission)

Level: 24
Rewards: 6,240XP, $7,589, Shield
Prerequisites: Middle of Nowhere No More: Small Favor
Objectives: 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."

For this mission, we simply have to visit three chapels and burn the Bandit Scripture. The first location is to the north. This small chapel will be guarded be a horde of Spiderants that will spawn once you get into close proximity. When you’re free, approach the chapel and set fire to the Bandit Scripture by interacting with it.

The second location will see you travelling southeast of your current location. When there, again, burn the scripture.

The third and final location is just south of the Middle of Nowhere, so head there, kill any Spiderants loitering around the area and burn the scripture once more.

When all three scriptures have been burnt, return to the Middle of Nowhere Bounty Board to complete the mission. This will grant you access to the next “Altar Ego” mission: The New Religion.

Altar Ego: The New Religion (Side Mission)

Level: 27
Rewards: 6,960XP, $5,331
Prerequisites: Middle of Nowhere No More: Small Favor
Objectives: 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 those pamphlets and find out what they’re up to”

You won’t be able to attempt this mission until you’ve lowered the drawbridge (during the mission Jaynistown: Secret Rendezvous). If you have, head to the Old Lynne Abbey which is situated north of Taylor Kobb’s location in Rust Commons East (map location here).

The area surrounding the abbey will be populated with plenty of Bandits. Killing them will drop the pamphlets that we’re after, so kill 6 of them to reach our desired number. You may become overwhelmed in this area as there tends to be quite a few Bandits here. If you’re struggling, take shelter in the abbey itself which should provide adequate cover.

Once you’ve collected 6 pamphlets, return to the Middle of Nowhere Bounty Board to complete the mission – who needs religion, eh?

Altar Ego: Godless Monsters (Side Mission)

Level: 29
Rewards: 8,370XP, $20,082, The Dove
Prerequisites: Altar Ego: The New Religion
Objectives: Go to the Trashy Knoll, find Slither, and kill it
"After looking at these 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?"

Wow, killing a god – this is going to be tough.

Travel back to the large scrapyard located at the north of the map (the same place we picked up the fuses for the mission “Middle Of Nowhere: Fuses? Really?”)

When you arrive, head towards the middle-most junk pile where Slither will appear in all of his god-like splendour… or then again, he could just look like your average Scythid. How disappointing.

Slither’s main attack is a flying leap towards your face; that’s about all he can muster. He does have a higher amount of health points than normal Scythids though, so it might take you a few more seconds to kill him. When you do, make sure to check out the loot he drops as some of it may be of some to you.

When you’re ready, return back to the Middle of Nowhere Bounty Board to complete the mission and revel in your new god-killing title*. You’ll also receive a nifty little pistol: the Dove.

*you won’t actually receive a title.

I’ve Got A Sinking Feeling… (Side Mission)

Level: 27
Rewards: 17,400XP, $26,656, Rocket Launcher
Prerequisites: Jaynistown: Getting What's Coming
Objectives: Sink the Righteous Man, Great Vengeance, and Furious Anger
"The bandits have a new weapon. They've built 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."

Hopefully you’ll have picked up this mission from Scooter after completing the Jaynistown-related missions. If not, travel back to New Haven to add it to your log. We’ll also be tackling “Wanted: Fresh Fish” which can be picked up from the Middle Of Nowhere Bounty Board, as both these missions are located in Treacher’s Landing.

Those darn Bandits are at it again, wreaking havoc along the coastline with three gunboats that they’ve assembled. You’ve been tasked with destroying all three of them and halting their thirst for cannon-toting carnage.

The three boats are all located in Treacher’s Landing, so head there and begin moving southwards towards the first waypoint marker. As you’ve been here before, you should be familiar with the layout and the enemies should now be of a lower level than yourself, so slay your way through until you reach this point on your map. Facing southwest, you’ll see the first gunboat, the Righteous Man. You’ll probably want to take out the Mulciber Mk2 Turret first, but if not, aiming for the gas tank to the rear of the ship will sink it (you’ll need to move to the west more to able to get a view of the gas tank).

From here, head east until you reach the clearing and then take a right so that you’re heading south again. You should now be travelling along a pier which is filled with Bandits that will appear from the buildings on either side. You’ll see the next gunboat, the Great Vengeance, on the left down in the water, so work your way to this point on your map so that you have a clear shot of the gas tank.

Once the Great Vengeance has been sunk, head back up the pier and then travel east until you reach this point on your map. There will be a few Bandits and Bruisers situated around this area, so be wary of them. This location will give you access to the gas tank, so shoot at it and watch the last gunboat, the Furious Anger, sink to its demise.

Once all three have been sunk, return to Scooter to complete the mission and claim a brand new rocket launcher. Before you do that though, make sure you’ve completed the below mission: “Wanted: Fresh Fish”.

Wanted: Fresh Fish (Side Mission)

Level: 27
Rewards: 6,960XP, $21,324, Leviathan
Prerequisites: Jaynistown: Getting What's Coming To You
Objectives: 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."

From the entrance to Treacher’s Landing, your first port of call will be the first boardwalk over the water when following the path round to the right. Your waypoint marker (the yellow marker on this occasion) will guide you to a square area of water with a fishing float in the middle (it will be highlighted green). If you throw a grenade at it, 4 fish will burst out from the water. Pick these up and the waypoint marker will move to the next fishing float.

From this pool, hop up onto the boardwalk and make your way southeast to find the second fishing line. After you’ve collected these four fish, hop back on the boardwalk again and make your way southwest. Turn right when you reach the forked path and then follow it round until you can see the next fishing line on the left. That’s all for this area; from here, head east to the next set of boardwalks.

When you’re there, kill off any Bandits in this area, be wary of the Bruisers who stalk this area, and continue to this location, which should be directly in front of you, and throw a grenade at the float to earn another 4 fish. In the opposite corner of the pool (the northeast corner) will be the last fishing float.

Once you have 20 fish, return to the New Haven Bounty Board to complete the mission and earn the Leviathan Rocket Launcher which is possibly the best weapon of its kind in the game.

Hidden Journal: Rust Commons East (Side Mission)

Level: 26
Rewards: 6,720XP, $28,560
Prerequisites: Middle of Nowhere No More: Small Favor
Objectives: 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.”

“Not another Hidden Journal mission!” I hear you cry… Oh yes. From the Middle of Nowhere Bounty Board, travel south until you reach the drawbridge that we crossed earlier in the game to go meet Taylor Kobb. Walk behind the small building to the right of the bridge to find a box. Flip it over to reveal the first Journal Entry (Journal Day 578).

From here, head north until you’re just south of Middle of Nowhere where the second Journal Entry can be found underneath a large mushroom (Journal Day 616). Be wary of Scythids inhabiting this area, especially the Bursting ones.

Heading northeast to this location, the third Journal Entry (Journal Day 653) can be located behind a bed that’s been propped up against a rock. The area will be guarded by a posse of Spiderants so be sure to kill these first. There’s also a red chest in front of the Journal Entry which can and should be looted.

Just to the north of the previous Journal Entry, the fourth one can be found. It’s located up the small tower just before you arrive at the bridge. Climb the ramp up and on the right hand side you’ll see a metal sheet propped up against the wall. Pressing E on it will move it aside and reveal the Journal Entry (Journal Day 684).

The fifth and final one can be found back in the Middle of Nowhere, so travel southwest of your current location and run back up to where Mr. John is standing (remember him from earlier?). In his house behind him, you’ll find the Journal Entry (Journal Day 718) wedged between a crate and the wall.

Once you’ve collected all 5 Journal Entries, return to the Bounty Board in the Middle of Nowhere (not far from where you are now) to end the mission.

Scavenger: Shotgun (Side Mission)

Level: 24
Rewards: 3,588XP, Shotgun
Prerequisites: Middle of Nowhere No More: Small Favor
Objectives: 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."

Yes, another scavenger mission. But, this one isn’t too bad if you know where all of the pieces are; luckily, I have you covered.

Head back towards the dam that you passed through to reach Krom’s Canyon (located here) where all of the pieces are located. Enter through the gate and cross the water via the bridge. The Stock is located on top of some crates, next to the building in front of you.

Now, jump up on top of these crates to gain access to the roof on this building, and the next piece (the Barrel). Facing north, jump over to the next building and turn marginally left where you should see the next piece in sight. Jump on over to pick up the Body.

The last piece is by the entrance gate (this could actually be your first piece, but I actually found this piece last). If you’re inside the dam area, to the left of the entrance are some conveniently stacked crates. The ledge above these crates holds the Shotgun Magazine, so climb up there and grab it.

Return to the Bounty Board in the Middle of Nowhere to complete the mission.

Relight The Beacons (Side Mission)

Level: 27
Rewards: 10,440XP, $15,993, Sniper Rifle
Prerequisites: Hair Of The Dog
Objectives: 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."

Note that again, you’ll need to have completed the “Jaynistown: Secret Rendezvous” story mission before starting this mission, otherwise the two drawbridges located in the Rust Commons East won’t be lowered and thus access to this mission will not be permitted.

From the Middle of Nowhere Bounty Board, travel north slightly, circulate anti-clockwise round the rocks on your left and move up the hill. You’ll need to exit your vehicle at this point as due to width restrictions, it won’t allow you to pass. However, you can still shoot at the Bandits currently patrolling inside through the entrance.

Once inside this small town, eliminate any Bandits that frequent this area and proceed to the western-most point in the town. Here is where you’ll find the North Ridge beacon; interact with the panel to relight it.

Head south towards the drawbridge and travel across it. From here, go north, past both the town that we killed Jaynis Kobb in, and the entrance to where Taylor Kobb is and veer off at the first available exit left. Continue up the hill until you reach another small township. Once again, clear the area of enemies and continue north through the town until you reach this location on your map. Again, interact with the panel to relight the Overlook beacon.

When both are alight, turn the mission in by visiting Helena Pierce back in New Haven.

Circle Of Slaughter: Meat And Greet (Side Mission)

Level: 26
Rewards: 1,007XP
Prerequisites: Middle of Nowhere No More: Small Favor
Objectives: 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."

Much like the missions for “Circle of Death”, this mission sees you pitting your wits in another arena full of tough adversaries. This time around though, it’s a lot tougher as there are more enemies of a higher level. Only attempt this if you are at least level 30, otherwise you’re going to have an extremely tough time. You can do the first couple of rounds now if you wish as you do not have to do all three rounds in one go.

Travel to the Rust Commons West and make your way to the southwest area of the map. The large circular area should be a fairly big clue as to where to go. When you reach the waypoint market, you’ll see Chuck Durden sitting in a small booth. Speaking with him will complete the mission and begin the first round.

Circle Of Slaughter: Round 1 (Side Mission)

Level: 26
Rewards: 6,720XP, $14,280, Shield
Prerequisites: Circle of Slaughter: Meat and Greet
Objectives: 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."

Before entering the arena, make sure you’re stocked up on ammo and health kits as you’ll require them at some point. When you enter the arena, the door behind you will lock and the large storage crates hanging above the arena will drop to the floor, releasing the enemies within.

This round shouldn’t be too taxing as it only contains around 10 standard Bandits of varying types. Make use of the cover by using the obstacles that are scattered around the area and take your time; there’s no time limit, so rushing is not necessary.

When all the enemies are dead, return to Chuck to complete this round.

Circle Of Slaughter: Round 2 (Side Mission)

Level: 29
Rewards: 7,440XP, $26,749, Class Mod
Prerequisites: Circle Of Slaughter: Round 1
Objectives:
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."

You’ll notice that the recommended level for this mission has jumped up from level 26 for the first round, to level 29 for the second round. There’s no shame in coming back and completing this mission later on when you’re of a more adequate level, in fact it’s recommended.

If you’re feeling brave, or if you’re of a high enough level, enter the arena for the second time. As soon as the gate behind you closes, you’ll notice the difference in difficulty straight away as a half-dozen Bruisers at level 28, along with a Badass Bruiser, will be set upon you. Find a decent hiding spot which is out of sight from the majority of them and focus on one at a time, preferably aiming to take the Badass variant down first. Make sure you’re using your Action Skill as soon as it’s off of it’s cooldown, along with chucking all of your available grenades at them.

Once these are dead, two more Badass Bruisers will spawn, one with a Rocket Launcher, just to make things that much more difficult (as if it wasn’t hard enough already!). Once you’ve overcome these and all other enemies, you can return to Chuck to complete the mission.

Circle of Slaughter: Final Round

Level: 28
Rewards: 7,200XP, $35,825
Prerequisites: Circle Of Slaughter: Round 2
Objectives: 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."

They really turned up the difficulty dial when they created this mission. Even though this is actually one level lower in difficulty, it certainly doesn’t feel that way; it may as well be a level 50 mission as it really is that hard!

Again, make sure you’re stocked up on ammo and, more importantly, health kits. Trust me when I say that you’ll be using a lot of these, so fill your backpack full of them. When you’re ready, enter the arena.

Immediately, three level 30 Badass Bruisers will be thrust upon you. As you did before, find some cover which will shield you from all three of them and try to pick them off one at a time. Focusing on one will make your life a lot easier. As you’re fighting these, they’ll be joined soon after by some Midget Psycho’s who will try to lure you out from your cover; if they approach you, pull out your Shotgun and blast them in their face as they don’t tend to like that.

Once all of these foes are downed, you’ll then be joined by some regular Bandits, along with two more Badass Bruisers. Try to take the weaker enemies out first and then concentrate on the two Bruisers.

If you’ve managed to overcome all of this, congratulations on completing the hardest mission in the game. Return to Chuck to claim your rewards.

Smoke Signals: Investigate Old Haven (Side Mission)

Level: 28
Rewards: 6,120XP, $11,941
Prerequisites: Hair of the Dog
Objectives: 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."

You can combine this mission with the mission “Not Without My Claptrap” as they’re both in the same area (detailed below), but you can’t pick that mission up until you’ve completed the story mission “Another Piece Of The Puzzle”. It’s up to you whether you do this mission now or later, but I added it in here as the enemies here dish out decent XP which is always useful.

Time to head to Old Haven which used to be a major city before it was overrun by Bandits, causing its residence to flee to form the city of New Haven. The entrance to Old Haven is located to the east in the Rust Commons East.

As you enter Old Haven, you’ll notice a pile of Dead Bandits. Interacting with them will complete this very short mission and begin the next, much tougher mission named “Smoke Signals: Shut Them Down”.

Smoke Signals: Shut Them Down (Side Mission)

Level: 28
Rewards: 6,480XP, $29,854, Class Mod
Prerequisites: Smoke Signals: Investigate Old Haven
Objectives: 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 diffuse 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."

Before starting this mission, be sure to be of an adequate level (level 28+), otherwise you’re going to have a tough time as this area is littered with Crimson Lance and Turret Guns. I’d recommend packing a weapon with an x4 elemental effect as this can burn through the enemies here, a corrosive weapon is extremely effective.

The waypoint marker for this mission will just sit in the middle of the map, so ignore it. If you look up to the sky, you’ll see black smoke bellowing upwards; you’ll need to find the source of this smoke to complete the mission. The first one (if you’re going down the list on your HUD) is located in the northeast of this area. It will be guarded by some Crimson Lance and a couple of Gatlin Guns; concentrate on taking out the Gatlin guns first, and make use of the abundance of cover in this area.

When this area is clear, find the source of the smoke and pull the lever next to it. This will conclude the “Apartment District” part of the mission. From here, travel southwards until you reach a small island. You’ll only be able to access it via the bridge which is heavily guarded by numerous Crimson Lance and two more Gatlin guns. Again, concentrate on taking out the turrets first and be aware of any Crimson Lance bringing up the rear.

Once the area is clear, head over the small bridge and loot the red chest directly in front of you. To the left (if you’re facing south), or the east if you prefer, is the second smoke signal (located here). Again, pull the level beside it to extinguish the fire and the smoke in the Canal District. We’ll now need to head west for the smoke signal located in the Junkyard.

As you approach the junkyard, a swarm of Crimson Lance will spawn upon you which shouldn’t be too difficult to overcome, just be wary of the two Badass Lancers who are patrolling in the Junkyard itself. The entrance itself consists of a narrow pathway so it’s a good idea to try and bottleneck the enemies exiting the junkyard. Once you’re inside the junkyard itself, the smoke is located to the south.

A broken Claptrap is located opposite the junkyard to the east which will start another Claptrap Rescue mission. The details for this are below.

Exit the junkyard and start making your way north as the last smoke signal is emanating just north of the junkyard. If you squeeze yourself through an alleyway between two buildings, you should see a grey chest which you can loot (located here), and a set of stairs leading up to the rooftops. Go up these steps and follow the path northwards. Go up some more steps to the left until you reach this location on your map. The Rooftops smoke signal will be located here.

Once all four smoke signals have been extinguished, return to Helena Pierce to complete the mission. Before you leave though, you should also pick up the “Bandit Treasure: Three Corpses, Three Keys” mission by following these directions:

From the entrance of Old Haven, travel north and past the water tower until you reach a concrete wall with some dead bodies strewn about the place. You should notice a Bandit Journal on the floor to the right of the wall(located here on your map – the yellow marker); interacting with it will begin the mission (detailed below).

Bandit Treasure: Three Corpses, Three Keys (Side Mission)

Level: 28
Rewards: 10,800XP, $5,970
Prerequisites: Smoke Signals: Investigate Old Haven
Objectives: 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.”

Next to the Bandit Journal you picked up to begin the mission will be the first key, so pick that up before you move on. The second key is located all the way over to the very east of the map where you’ll find more dead Bandit bodies, along with the second of the keys.

Proceed southwards, heading once again onto the small island to the south of the map. Cross onto the island and look towards the west side of the building situated here to find the third and final key in among more dead bodies.

Your waypoint marker will now lead you back towards the north of the map, to the east of where we picked up the first Bandit key. You’ll see a small house on your approach, so go ahead and open the door. Inside you’ll discover a treasure map which will end the mission and begin the next in this series of missions:

Bandit Treasure: X Marks The Spot (Side Mission)

Level: 28
Rewards: 7,200XP, $29,854
Prerequisites: Bandit Treasure: Three Corpses, Three Keys
Objectives:
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."

Who’d have thought it? The treasure map you found actually came in useful! It will lead you to a spot in the Dahl Headlands that you most likely wouldn’t have stumbled upon with the aid of said map, so head on over to Lucky’s Last Chance Watering Hole using the Fast Travel station at the entrance of Old Haven.

When you arrive, grab a vehicle and drive north until you reach the waypoint marker on your map. It will actually lead you off of the cliff, but if you look to the right of said cliff you’ll find a ramp that leads downwards. Following the path will lead down to a small shack where you can press a button to the left which will end the mission. It will also open a secret door to the right with a red chest which will contain some decent loot.

We’ve still got one more mission to come in Old Haven; another Claptrap Rescue mission, so head back there to complete it.

Green Thumb (Side Mission)

Level: 29
Rewards: 7,440XP, $20,062, Assault Shotgun
Prerequisites: The Next Piece
Objectives: Find a valve and use it to turn off the water pump."The flowers around here may look pretty, but they're actually a pretty destructive force, and they grow just about anywhere there's water. So, you can probably understand why a broken water pipe is such a problem. Please fix it, before the flowers run me out of my home! Find a valve somewhere, then use it to turn off the water pump."

This mission is very easily missed as it’s not story-related in any way, nor does Claptrap make an announcement of its availability like he would with other side missions.

To attain it, travel to the Middle Of Nowhere in the Rust Commons East and head south to this location on your map. Upon your approach you’ll see a small shed among some towering Sunflowers. Standing up against the northern wall of this shed is Stance Von Kofsky who will grant you this mission.

It seems Stance isn’t very fond of these tall flowers that are plaguing the area in which he lives and wants them gone. To achieve this you’ll need to find a valve to turn off the water pump nearby.

The valve can be located to the east of Stance’s location which involves crossing the drawbridge to the south and driving north up to the waypoint marker. The valve will be protected by a small Bandit camp, but nothing that a good old fashioned running-over can’t deal with. Once the area is safe, collect the valve from on top of the large chest.

When you have the valve, travel south to where we faced Jaynis and Taylor Kobb in Jaynistown, following your waypoint marker as usual. The area will be patrolled by Bandits and Gatlin Turrets will be on the rooftop buildings. Once the area is clear, head to the waypoint marker which will direct you to the water pump on a rooftop. Place the valve onto the side of the water pump and return to a happy Stance to complete the mission.

Another Piece Of The Puzzle

Level: 27
Rewards: 10,440XP, $15,993
Unlocks: Not Without My Claptrap
Objectives: 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."

We’ll be heading off to the Trash Coast now which is located to the South East of the Rust Commons East, just past where Taylor Kobb is (or was) located. This area of coastal wasteland features a host of enemies including Bandits, Spiderants and the Rakk Hive who we’ll be facing against now to obtain the Vault Key.

Upon entering, you’ll earn an achievement for discovering the Trash Coast:

There are a few side missions that you can complete in the south of this area, so you may want to pick these up before proceeding:

- Earl's Best Friend from Crazy Earl.
- House Hunting from the Middle of Nowhere Bounty Board.
- Bait And Switch from the Middle of Nowhere Bounty Board.
- Claptrap Rescue: Trash Coast.

For now, head north towards the Rakk Hive; before you arrive you’ll need to kill a few Spiderants who will try to block your way.

When you approach the Rakk Hive, you’ll see a small cliff which overlooks a small drop onto the beach, and subsequently where the Rakk Hive will be awaiting. You’ll see a short animation which introduces the Rakk Hive; a humungous beast which houses Rakk’s, hence the name Rakk Hive. You’ll then be free to take him head on. For now, stay on top of the cliff using the large rock by the entrance as cover.

The Rakk Hive doesn’t have any obvious attacks to be aware of. Occasionally he’ll rear up onto his hind legs and smash down with the front two, causing a shockwave and damaging anything nearby; but seeing as we’ll be staying up on the cliff, we don’t have to worry about it. His other attack consists of blasting poisonous gas in your direction which will linger and cause minor damage-over-time if stood in its vicinity. They aren’t the easiest to spot so if you notice that you’re seemingly taking damage for no apparent reason, move around.

The Rakk Hive will also periodically free groups of Rakk (ranging from Experienced Defender Rakks to Experienced Kamikaze Rakks) from within his torso who will then make a beeline for you. As with all Rakks, they don’t have a large enough amount of health to pose any real danger, so when you see a flock swarming towards you simply pull out an SMG and mow the mothers down.

The weak points of the Rakk Hive should be fairly obvious, but if not, aim for his four blue eyes; use a Sniper Rifle for added effect and precision. After a certain amount of damage (usually 3 or 4 Sniper Rifle shots, depending on the weapon and your current level), the eyes will explode. When they do, the eye sockets can still be hit for critical damage.

Let it be known that the Rakk Hive does have a large health pool, so even if you’re consistently scoring critical hits on him, he’ll take some beating before he finally goes down. When he has been defeated, you’ll earn an achievement for doing. Make sure to pick up any useful loot that he drops and then travel west until you see an entrance to a cave.

When you approach the entrance, it should burn open and a few Rakk’s will fly out. Entering the cave and following the path, you’ll discover a large grey chest. Opening it will reveal a shed-load of cash along with the elusive Vault Key.

When you’ve grabbed the key, travel all the way back to Tannis to turn in the mission. However, as you’re in the area, you may as well complete the side missions listed above.

House Hunting (Side Mission)

Level: 27
Rewards: 6,960XP, $15,993, Dahl Nailer (Sniper Rifle)
Prerequisites: Jaynistown: Cleaning Up Your Mess
Objectives: 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.”

You’ve been tasked with clearing out the Scythids that have been bothering the only resident of the Trash Coast. One in particular seems to be making a nuisance of himself, named Bleeder.

From the entrance to the Trash Coast, head south until you reach this location on your map. En route, you’ll be attacked by a few Lava Crab Worms, but nothing you should really worry about. Once you reach the waypoint marker, you’ll be confronted with some Scythids and a couple of Badass Scythids. When you’ve killed these, Bleeder will appear.

Bleeder doesn’t really have any significant tricks up his bloodied sleeves. He remains airborne and his movement can be very quick, so trying to keep a track of him will be the hardest task. He’ll periodically hurl blood your way where if it makes contact it will not only damage you but will also impair your vision somewhat, so keep on the move to avoid these attacks. A few shotgun blasts to his face (if you can find it) will bring an end to his miscreant ways and end this mission.

Return to the Bounty Board in the Middle Of Nowhere to complete the mission. However, as we’re close-by, let’s complete the next side mission in this area: Earl’s Best Friend.

Earl’s Best Friend (Side Mission)

Level: 27
Rewards: 6,612XP, $15,993, Sniper Rifle
Prerequisites: Jaynistown: Cleaning Up Your Mess
Objectives:
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!"

Poor Earl has had his pet stolen from him (lord knows how given how guarded his place is!). He’s asked you to retrieve him from the Trash Coast.

Earl’s friend can be located in the southwest area of the Trash Coast. Make sure you stick to the northern-most path of this area which leads around to the west; otherwise you’ll just be facing unclimbable cliffs. Just before you reach the waypoint marker, you’ll need to travel through a Bandit village; for the size of this village, the population is rather small. Make sure to kill all of the enemies in the area and then proceed towards the caged area to the south of the village.

Inside this caged area you should see a small Skag locked up in one of the cells (how cute!) Press the button to the right of the cell to open it and free Earl’s pet and watch lil’ Skrappy scamper away.

From here, you can either head back to Crazy Earl to complete the mission or if you have it, complete the mission “Bait and Switch” as it’s in this area.

If you return to Crazy Earl after freeing Skrappy, you can find him playing outside Crazy Earl’s shack. Oh, and you can turn in the mission to a rather pleased Earl.

Bonus Fact: If you return to Crazy Earl’s Scrapyard at a later point in the game, you’ll be able to see Skrappy all grown up. He’ll be located just beyond Crazy Earl’s shack and when killed will drop some relatively decent loot.

Bait And Switch (Side Mission)

Level: 27
Rewards: 6,960XP, $13,328, Patton (Pistol)
Prerequisites: Jaynistown: Cleaning Up Your Mess
Objectives:
Collect a Queen Spiderant Abdomen and swap it for the bandits'
"Attempts at human habitation along the Trash Coast have always failed, because spiderants overwhelm anyone who tries to live there. The bandits have 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."

From where we freed Skrappy (Crazy Earl’s pet), you can work your way around to the southeast, dropping off the cliff where the waypoint marker is. Before approaching the marker, kill off any/all Spiderants which frequent the area. You’ll probably notice that they’ll keep burrowing up from the ground, so keep killing them until they stop appearing.

As you approach the marker, the ground will begin to shake and Queen Tarantella will appear in all her blue-y splendour. Despite her size, she’s surprisingly ineffective; her attacks consist of throwing some webbing and kicking her spindly legs at you. If you go up the slope to the west, you’ll find she doesn’t even bother attacking you at all. Just remember to aim your shots at her abdomen to gain critical hits and she’ll be down in no time.

When she is killed, a few weak Spiderants will emerge from her dead corpse. Pick up her abdomen and loot anything of value that she dropped upon her death. From here, head back north until you reach this point on your map.

You may well have passed this point on your journey to freeing Crazy Earl’s pet earlier on, but it will be infested with Spiderants, so make sure you clear them all before placing the Queen’s abdomen on the spike in the middle of this area. When you do, another boss will appear, this time in the form of King Aracobb.

The King isn’t unlike its Queen in that it’s a pretty poor showing for a boss. Much like other “King” variations of the Spiderant family he won’t pose much of a threat, selecting to use his melee attacks as his main assault. If you take a shotgun to his head, he’ll become dizzy allowing you to go to work on his weaker abdomen. That’s pretty much it.

When you’re finished, head back to the Bounty Board in the Middle Of Nowhere to complete the mission. Before leaving the Trash Coast, you may want to complete the last mission available here which is another Claptrap Rescue mission.

Claptrap Rescue: Trash Coast (Side Mission)

Level: 27
Rewards: 1,740 XP, Backpack SDU
Prerequisites:
Jaynistown: Cleaning Up Your Mess
Objectives: 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?"

The broken Claptrap can be found north of where we killed Queen Tarantella in the ‘Bait And Switch’ mission, in a small Bandit-run village. There will also be a couple of Bruisers in this area, so make sure you kill these first.

This Repair Kit can be a pain to find if you don’t know what you’re doing. If you head to the waypoint marker on your map, it will lead you to the house on the waterfront where we killed Bleeder earlier. The repair kit will be located above you on a pipe with no way of accessing it. So, instead of heading to the waypoint marker, head south to where Queen Tarantella was and loop around to the west and go north until you reach this point on your map.

Facing northeast, you should see a pipe protruding out of the large trash pile. Climb up to it and jump onto the lowest point. Now, just simply walk on top of the pipe, following it until you reach the waterfront again. You should see the repair kit towards the end of the pipe.

When you’ve grabbed it, return to the broken Claptrap to complete the mission.

Not Without My Claptrap

Level: 28
Rewards: 10,800XP, $5,970
Unlocks: The Final Piece
Objectives: 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."

In order to progress through the story, we need to gain access to the Salt Flats, but the only way to get there is through the gate that only our Claptrap friend can open, so you’ll need to find and rescue him. With that said, let’s head back to Old Haven.

When you arrive, make your way down to the south of the area, battling through the Crimson Raiders and onto the island once again. The waypoint marker will lead you to the same area that we extinguished one of the smoke signals previously. When there you’ll need to access the small console which will release the Claptrap from its cage. Hooray! Speaking with the freed Claptrap will end the mission and begin the next story-related mission: The Final Piece.

Claptrap Rescue: Old Haven (Side Mission)

Level: 28
Rewards: 1,800XP, Backpack SDU
Prerequisites: Not Without My Claptrap
"You've discovered another defunct Claptrap robot. Could there be an unused repair kit somewhere in this town?"

You’ll find the broken Claptrap hiding in a building located towards the southwest of the map.

Once you’ve grabbed the mission, make your way eastwards until you reach this point on the map. You should be facing a small alleyway with a set of stairs leading up to the rooftops. Ascend the stairs and when at the top, turn and face northwest so that you can see the rooftop of the building across from the alleyway. Jump on over and loot the grey chest in front of you. Turning right will expose the Repair kits whereabouts; hidden inside a small building.

Return to the broken Claptrap to end the mission and claim your rewards.

This will conclude all of the missions in the New Haven area. However, you won't actually earn the achievement for completing all of the missions until you complete the "Get Some Answers" on the next page (Salt Flats)

A checklist of all of the available missions for New Haven is listed below:

Claptrap Rescue: New Haven (Claptrap – 21)
Corrosive Crystal Harvest (New Haven Bounty Board – 21)
King Tossing (New Haven Bounty Board – 21)
Claptrap Rescue: Tetanus Warren
Like A Moth To Flame (New Haven Bounty Board – 21)
Is T.K. O.K.? (Scooter – 21)
Power To The People (Helena Pierce – 20)
Seek Out Tannis (Helena Pierce – 21)
Scooter's Used Car Parts (Scooter – 21)
Up To Our Ears (Scooter – 21)
Firepower: All Sales Are Final (Marcus Kincaid – 21)
Firepower: Market Correction (Marcus Kincaid – 21)
Firepower: Plight Of The Middle Man (Marcus Kincaid – 23)
Jack's Other Eye (Helena Pierce – 23)
Scavenger: Submachine Gun (New Haven Bounty Board – 23)
Hidden Journal: Rust Commons West (New Haven Bounty Board – 23)
Claptrap Rescue: Scrapyard (Claptrap – 22)
Claptrap Rescue: Krom's Canyon (Claptrap – 25)
Meet 'Crazy' Earl (Patricia Tannis – 22)
Today's Lesson: High Explosives (Crazy Earl – 22)
Get Off My Lawn! (Crazy Earl – 22)
Hair Of The Dog (Crazy Earl – 23)
Middle Of Nowhere No More: Investigate (Helena Pierce – 24)
Middle Of Nowhere No More: Fuses? Really? (Hudson Johns – 24)
Middle Of Nowhere No More: Small Favor (Hudson Johns – 24)
Middle Of Nowhere No More: Scoot On Back (Hudson Johns – 24)
Circle Of Slaughter: Meat and Greet (Middle of Nowhere Bounty Board – 26)
Circle Of Slaughter: Round 1 (Chuck Durden – 26)
Circle Of Slaughter: Round 2 (Chuck Durden – 29)
Circle Of Slaughter: Final Round (Chuck Durden – 28)
Altar Ego: Burning Heresy (Middle of Nowhere Bounty Board – 24)
Scavenger: Shotgun (Middle of Nowhere Bounty Board – 24)
Hidden Journal: Rust Commons East (Middle of Nowhere Bounty Board – 26)
Earl Needs Food...Badly (Crazy Earl – 25)
Missing Persons (New Haven Bounty Board – 24)
Two Wrongs Make A Right (New Haven Bounty Board – 25)
The Next Piece (Crazy Earl – 25)
Relight The Beacons (Helena Pierce – 27)
A Bug Problem (Middle of Nowhere Bounty Board – 27)
Altar Ego: The New Religion (Middle of Nowhere Bounty Board – 27)
Altar Ego: Godless Monsters (Middle of Nowhere Bounty Board – 29)
Smoke Signals: Investigate Old Haven (Helena Pierce – 28)
Smoke Signals: Shut Them Down (Helena Pierce – 28)
Bandit Treasure: Three Corpses, Three Keys (Dead Bandit in Old Haven – 28)
Bandit Treasure: X Marks the Spot (Dead Bandit in Old Haven – 28)
Green Thumb (Stance von Kofsky – 29)
Jaynistown: Secret Rendezvous (Patricia Tannis – 27)
Jaynistown: A Brother's Love (Taylor Kobb – 27)
Dumpster Diving For Great Justice (Erik Franks – 27)
Jaynistown: Spread The Word (Taylor Kobb – 27)
Jaynistown: Getting What's Coming To You (Erik Franks – 27)
Wanted: Fresh Fish (New Haven Bounty Board – 27)
I've Got A Sinking Feeling... (Scooter – 27)
Jaynistown: Unintended Consequences (Erik Franks – 27)
Jaynistown: Cleaning Up Your Mess (Helena Pierce – 29)
Claptrap Rescue: Trash Coast (Claptrap – 27)
Bait And Switch (Middle of Nowhere Bounty Board – 27)
Earl's Best Friend (Crazy Earl – 27)
House Hunting (Middle of Nowhere Bounty Board – 27)
Another Piece Of The Puzzle (Guardian Angel – 27)
Not Without My Claptrap (Patricia Tannis – 28)
Claptrap Rescue: Old Haven (Claptrap – 28)

Salt Flats

The Final Piece

Level: 30
Rewards: 15,360XP, $29,959
Unlocks: Get Some Answers
Objectives: 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."

Since we’ve helped our little Claptrap friend out of isolation, he’ll now be able to grant you access the Salt Flats. Before you go venturing off, make sure you’ve finished up all of the side missions (all of the missions in New Haven are listed below) just to be sure that you’re of a high enough level. If you haven’t finished them all, you can come back to them at a later point, but it’s recommended that you do them now.

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When you’re all set, head to the northeast area of the Rust Commons east where the entrance to the Salt Flats is located. Once inside, you’ll have a short drive through a ravine until you reach a large open area of barren wasteland. In the middle of this area is Baron Flynt’s mining complex which houses a drilling mechanism named Thor which is patrolled by Out Riders who normally just drive around in small circles. To further the story, you’ll need to destroy four of these Out Riders which shouldn’t cause you any issues (ignore your waypoint marker here). If you’re having trouble finding them, just drive around the mining area in the middle.

When four Out Riders have been destroyed, four entrances to Thor will open to the north, south, east and west. The complex houses many Bandits camp which surround the drill, so you can expect a plethora of Bandits in this area, ranging from levels 29 to 30. You can either circle the drill, taking out all of the Bandits you meet, or enter via the west and head down the slope to where the waypoint marker leads you to ride the elevator up to Baron Flynt’s lair.

When you arrive at the top and set foot off the elevator, you’ll be introduced to Baron Flynt, who will be sitting on this throne o’ trash atop the building in front of you. After the formalities, he’ll unleash waves of Bandits that will appear from various buildings to the left and right of you. None of these enemies should cause you any trouble; there are plenty of places to cower behind if you feel overwhelmed.

When all of these enemies have been bested, you’ll have to face Flynt’s bodyguards: Hanz and Franz. Similar in stature to Bruisers, they pack more of a punch with their weapons and have a lot more health points; consider these the Badass Badass Bruisers of the Bandit world. There’s no respite from these two either as Hanz will constantly chase you down while Franz will be gunning for you with his Combat Rifle, so there’s no time to sit in one place.

Try to concentrate on killing Franz first, as he’s the more lethal of the two, while avoiding Hanz’ melee attacks. When Franz has fallen, you can simply kite Hanz around the area, even using objects as obstacles as he doesn’t possess any form of jumping ability.

When these are both downed, Flynt will jump down from his throne and join in on the action. He’ll be assisted by a handful of Bandits so take refuge behind the elevator that you arrived up on as this has plenty of cover. Flynt possesses a very unique weapon: a Rocket Shotgun! One pull of the trigger will fire off six rockets, so make sure you’re not in the firing line otherwise you’ll certainly know about it. The drawback (for him) is that it has an extremely long reload time which will signal your chance to pounce and unleash some havoc of your own onto him.

This isn’t one of the more difficult boss fights due to the sheer amount of time Flynt spends reloading. Just make sure to keep your distance as dodging his rockets will become a lot easier from further away. Just be sure to make your attacks frequent as his shield can recharge relatively quickly, but most important, be patient; it’s a marathon, not a dash.

When he’s been defeated, you’ll be rewarded with an achievement:

Make sure you loot his Boomstick so that you can now fire 6 rockets in one shot, and then loot the white chest beside his throne to complete the mission and grant the next story-related mission: Get Some Answers.

Scavenger: Machine Gun (Side Mission)

Level: 30
Rewards: 4,416XP, Machine Gun
Prerequisites: Not Without My Claptrap
Objectives: Find all the machine gun parts.
"There are components to machine gun scattered around. If you find all the components, I can reassemble the weapon for you. Bring me the Body, Stock, Magazine, and Barrel."

If you don’t already have this mission, you can pick it up at the Middle Of Nowhere Bounty Board after the completion of Not Without My Claptrap.

If you’ve just defeated Baron Flynt, do not jump over the side as you’ll die (without even seeing your body hit the floor I might add). Instead, ride the elevator that you came up on back down. The waypoint marker in this area is a general marker and should be ignored. Instead, follow the arrow in the screenshots.

All the parts for this mission can be found in the east of the mining complex, the first of which can be found by the entrance. Before you start the search, clear the area of any enemies. Inside and to the left (when looking at the entrance) you’ll see a small ramp leading up to a small tower; the Machine Gun Barrel can be found here.

From here, turn right 90 degrees and you’ll see another quest item in the distance, on top of a tall metal cylinder. Jump down and to the right you’ll see a pile of tires. Jump on these to gain access to the roof of a small green hut. When on top of the green hut, turn 45 degrees to the right and jump onto the green tarpaulin. Turning to the left, you should see the quest item in sight, so it’s simply a matter of jumping over to it and picking up the Machine Gun Barrel.

To the south slightly, you’ll see a campfire with a Skag roasting on it. You’ll be able to see the next part on top of a shipping container if you stand next to the fire. Walk towards it, jump up and grab it while in mid-air to earn the Machine Gun Stock.

The last piece can be found to the north of this area, on top of a small hut. Approaching it from the south side, you’ll notice a small concrete wall next to said small hut. Use this wall to boost yourself up to the roof and claim the Machine Gun Magazine.

Once all four parts have been found, you can head back to the Bounty Board in the Middle of Nowhere to complete the mission. However, as a broken Claptrap is nearby, let’s complete that.

Claptrap Rescue: The Salt Flats (Side Mission)

Level: 29
Rewards: 1,860XP, Backpack SDU
Prerequisites: Not Without My Claptrap
Objectives: 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?"

This particular Claptrap Rescue is arguably the easiest of the lot and the penultimate in the game. The broken Claptrap can be found towards the northeast of the mining encampment situated within the Salt Flats.

After accepting the mission and staying within the encampment, travel southwards until you reach this location on your map. The Repair Kit can be found in among a pile of trash.

When you’ve found it, return to the broken Claptrap to complete the mission. That’s it! Short and sweet.

Get Some Answers

Level: 30
Rewards: 15,360XP, Artifact
Unlocks: Find the ECHO Command Console
Objectives:
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.”

It seems Tannis lied about the last vault key and has done a runner, so you’ll need to track her down to get some answers. Begin by making your way to the southwest of the Salt Flats and enter the narrow tunnel which leads into the Backdoor.

The Backdoor area is exactly what it says: it’s a backdoor into the Crimson Enclave (they’re not going to let you stroll through the front door now, are they?) Follow the narrow cavern northwards, killing any Spiderants and Larva Crab Worms that try to block you path, and then loop around to the left until you cross a bridge over the path you took earlier. At the end of this bridge are a couple of red chests to loot, along with an Ammo vendor, so make sure you stock up on provisions before continuing.

Just after this area, jump down the shaft and you’ll end up inside a storage container with a datapad resting on top of a crate. Interacting with the datapad will lift the roof and sides of the storage container you’re currently in, revealing a large arena… Something bad is about to happen by the looks of it.

The shutters of the windows in the office above the large door will shut and Master McCloud will make his grand entrance, along with two of his Lance Royal Guard buddies. Concentrate your fire on the two Guards first; they’ll more than likely take cover so you’ll need to be accurate with your shots.

When it’s just you and Master McCloud it should be plain sailing. His weapons of choice consist of a Scorpio Turret, which can easily be avoided when behind cover, and an Eridium weapon which fires slow-moving plasma rounds through the air which are incredibly easy to avoid. Don’t bother trying to target the Turret as it will disappear once McCloud is dead. Instead, just target Master McCloud with head shots and he’ll go down soon enough.

When all three are downed, be sure to loot Master McCloud’s Eridium weapon, the 101010 Cannon (the description translates to “OMG”). These Eridium weapons have unlimited ammo, but take some time to recharge, so it’s usefulness is completely situational.

Exit the arena through the large door that Master McCloud entered through to reach the Crimson Fastness; a base of the Crimson Lance which will lead to the Crimson Enclave. When inside, head south where a few Crimson Lancers and a Gatlin Turret will be waiting. When they’re disposed of, you’ll stumble upon a dozen-or-so broken Claptraps. Interacting with the blue one will grant you the final Claptrap Rescue mission (detailed below).

Enter through the door to the south of the broken Claptrap(s) and continue through this area, taking out any foes nearby, but staying on the top floor. You’ll eventually come to a door with an interactable door panel to the left of it (located here – the yellow marker). Pressing it will open the door and lead you to Tannis’ holding cells which will be littered with Crimson Lancers. You’ll find Tannis in her cell (located here), so speak with her to end the mission.

If you’ve completed all of the side quests, along with all of the story quests up to this point, you’ll learn the following achievement:

Clatrap Rescue: Crimson Fastness (Side Mission)

Level: 30
Rewards: 1,920XP, Backpack SDU
Prerequisites: The Final Piece
Objectives: 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?"

You’ll find the broken Claptrap in among some more broken Claptrap of assorted colours which can be found towards the entrance of the Crimson Fastness. You’ll want to find the blue version to begin this mission.

From the group of broken Claptraps, head through the door directly to the east which leads to a hanger. You’ll enter it via the top gangway, but the Repair Kit is located on the bottom floor. The area is patrolled by a few standard Crimson Lancers, nothing to be concerned about. When the area is clear, head to the east and go down the stairs which will lead you down to the bottom floor and ultimately, the Repair Kit which can be located underneath the entrance you came through (here on your map), next to a pile of tires.

You can now head back to the broken Claptrap, turn in the mission and revel in your newly earned achievement for completing all of the Claptrap Repair Kits:

  • Fully Loaded

    Rescued enough Claptraps to earn 42 inventory slots

    Fully Loaded
    Online/Offline - These achievements can be obtained in either an online or offline game mode.Single Player - These achievements can be obtained by a single player.Cooperative - These achievements can be obtained by two or more players in a cooperative game mode who have met the achievement requirements.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

If you’ve followed this walkthrough, you should now have completed all of the side missions and should only have story missions left to complete.

Find The Echo Command Console

Level: 31
Rewards: 3,960XP
Unlocks: Reactivate the ECHO Comm System
Objectives:
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 how 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."

Before leaving the holding cells area, there’s a red chest to the south hiding in one of the cells. From Tannis’ cell, travel south through the exit where a Gatlin Turret, supported by some Crimson Lancers, will be housed on the stairwell. Make use of the cover available to take all of these out; throwing grenades is extremely useful as all of the enemies are in close proximity.

From the stairwell, head east until you reach the waypoint marker which is located in a loading dock. Interacting with the Command Console will end this short mission, earning you little reward.

Reactivate the ECHO Command Console

Level: 31
Rewards: 9,900XP
Unlocks: Find Steele
Objectives:
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."

From the Command Console, proceed north following your waypoint marker. However, you’ll be halted by a group of Badass Engineers. Retreat to cover otherwise they’ll down you instantly. When you’ve retreated far enough and have found adequate cover, continue to pick them off one-by-one, making sure you stay in cover; using a sniper rifle on their faces seems to work well.

Just north of where the Badass Engineers make their entrance, two red chests can be looted down a narrow hallway to the right. When you’re all finished in the Crimson Fastness, proceed through the exit to transition to the Crimson Enclave. Upon your entry, you’ll be granted an achievement:

At the entrance you’ll witness a small battle between some Crimson Lance and some Guardians. If you’ve not encountered the Guardians before, they are the protectors of The Vault who are alien-like in form. They utilize strong shields and are very hard to hit due to their speed. Using Shock damage against them appears to be the best tactics as it will deplete their shields quicker.

The first Transmitter Console is located to the north of the Crimson Enclave, so continue through the ravine and take a right at the fork. En route you’ll encounter more Crimson Lance and a Gatlin Turret be guarding the building that the first Transmitter Console is housed in. Use the rocks in this area to take refuge behind and pick off any Crimson Lance that appear on the roof.

When the area is clear, proceed through the door in the archway and make your way up one flight of stairs; going up the second flight will lead you to the roof outside. Walk along the corridor and at the end you’ll see the Transmitter Console gleaming green. Active it and move up to the roof where a red chest awaits.

The second Transmitter Console is located to the south of the area. Head on down the map, passing the entrance we came through. More Crimson Lance will be guarding the building that the second Transmission Console is in. The rocks to the right makes for useful cover as the Crimson Lance will advance on your position. Again, take out any stragglers on the roof.

To gain entry to the Console, use the stairs to the west of the building which will lead to the roof. You’ll see the door to enter the building in front of you, so proceed down one flight of stairs and along the corridor to activate the second console. Before leaving this building, head down to the ground floor where a red chest can be located.

The last remaining Console is located way over to the west of the Enclave. From the building in the south, travel northeast through the snowy ravine where a few Crimson Lance will be patrolling the area. Again, use the rock formations as cover to take these guys out. Proceed up the hill and to the left you’ll see another battle between the Crimson Lance and the Guardians taking place on a bridge; this time the Guardians are of the flying variety, named Sera Guardians. Concentrate your fire on taking these guys out before the Crimson Lance as they can be a pain otherwise.

As you approach the building that contains the last of the Consoles, you’ll see a Gatling Turret firing at you from the top. Once again, take shelter behind the rocks around this area and pick it off along with any other stragglers. The entrance to this building is similar to the first building: to the left, inside the archway. Again, the Transmitter Console is on the second floor. After this, head to the roof to loot another red chest.

The ECHO Command System should now be online, so head back to the Crimson Fastness. Unfortunately, all of the Crimson Lance, including the four Badass variants that you killed earlier will have respawned, so you’ll need to take these out all over again. Once you have, return to the loading dock to complete the mission.

Find Steele

Level: 32
Rewards: 20,400XP
Unlocks: Destroy the Destroyer
Objectives: 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?"

This is it, the last stretch of the game; this is what we’ve been building up to, what we’ve shed blood and tears for. According to Tannis, who will contact you via the ECHO comms, Commandant Steele has stolen the Vault Key, so you’ll be asked to go and retrieve it from her.

Exit the Crimson Fastness to the north so that you’re back in the Crimson Enclave. There will more than likely be another battle ensuing outside of the entrance, so you can just ignore it if you like. Head to the north and grab a vehicle from the garage, and then drive southwest along the coastline towards the waypoint marker which will lead to a transition point. This will lead you back to the Salt Flats.

After you’ve transitioned, grab a vehicle from the nearby garage and drive to the northwest of the map. However, you’ll need to jump out of your vehicle to gain access to the waypoint. This transition point will teleport you to The Descent: an underground temple filled with Guardians and, as you might imagine, a large descent.

As soon as you enter you’ll be greeted by a Badass Guardian; just be mindful of their sword attacks and aim for his head. Like all Guardians, the biggest challenge with these is depleting its shield. There’s a red chest to the side of this small area and looking north, you’ll see another red chest which you can jump over to.

Start your descent, picking up any loot along the way until you reach a large, open area filled with Guardians and Crimson Lance. As usual, you can let them kill each other if you have the patience, or you can jump in and help the Crimson Lance take out the Guardians or vice versa. Be sure to look around the area as there are a few chests to loot.

Going to the north towards the large door, you’ll see it open and a few Crimson Lance will emerge from behind it; one of them being a Badass Defender. Retreat and take cover behind the abundance of debris in this area to efficiently take these down.

Enter through the large door and continue working your way northwards, descending further until you reach the waypoint marker. This will lead you to the Eridian Promontory which will unlock an achievement:

The Eridian Promontory is a long, winding pathway which leads up to The Vault. It is heavily populated with both Crimson Lance and Guardians. The Guardians consist of three types:

Sera Guardians: these will float in the air, jagging from side to side which makes them difficult to hit. Their attack consists of a stream of energy which when hit will cause damage and impair the victims view. Using a Sniper Rifle is the best way to kill these due to their preference for keeping their distance.

Principal Guardians: these will charge at you at speed and will swipe using their two energy blades. While it is difficult to avoid their charges, they do have a small amount of health points, so a few well-aimed Shotgun shots should take them down.

Arch Guardians: by far the toughest and most annoying enemy in this area. They have a long-ranged mortar attack that consists of small energy orbs that will deplete your shield and health when hit. Try to keep your distance as they also boast an energy bolt that they’ll use when in close proximity. Use cover and a sniper rifle for maximum effect.

You’ll need to work your way through the entire Promontory in order to reach The Vault. You’ll start at the southeast end of the map and you’ll need to battle your way through to the northwest of this area.

Not only is there an abundance of enemies, but there will also be plenty of ammo crates and chests to loot, so keep your eye out for them. All in all, it will probably take you close to 30 minutes just to battle through this area.

When you reach the transition point for The Vault, before entering make sure you’ll fully stocked up on both ammo and health kits because you’ll be needed a lot of both. When you enter you’ll have to watch a cutscene that will reveal that Steele had discovered the location of the vault to yield its rewards. When she unlocks it she actually meets her untimely death via the emerging Destroyer. When the cutscene ends, you’ll automatically finish the “Find Steele” mission and the ‘Destroy the Destroyer’ mission will begin.

Destroy the Destroyer

Level: 32
Rewards: 28,560XP, $9,395
Unlocks: Bring The Key To Tannis
Objectives: 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."

I really hope you stocked up on ammo before you entered this area. If not, you’re going to be in a lot of trouble as The Destroyer can absorb a lot of ammo before it dies.

The Destoyer himself is a huge tentacle-laden monster which resides inside the vault. It can do massive amounts of damage if you don’t know what you’re doing, so make sure you concentrate on the job at hand, otherwise you’ll be spending a lot of time fighting for your life and respawning which ultimately is frustrating and costly.

It’s important to try and keep in cover at all times during this fight, only venturing out to either swap sides (to avoid the purple spike damage) or to attack his eye. The pillars either side of this area should be used as your main cover points. Anywhere else is asking for trouble.

The Destroyer will spring large, purple tentacles from its back which will spout out small purple spikes in your direction. When these hit the floor they’ll burst and inflict large amounts of damage to you if you’re in close proximity. These needles are difficult to avoid as they will arc over any objects that you are hiding behind. It’s recommended to keep on the move from side to side to avoid these. These tentacles will house large purple pods in the middle; shoot these to shoot off said tentacle. If you’re having trouble shooting these (as they move around a lot), bring out your Sniper rifle for better accuracy.

He’ll also use his tongue to try and whip you, but if you stay in cover you can avoid this completely. When he does use this attack, you can peek out from cover to aim at his open mouth which will score critical hits.

If you are caught out in the open, directly in front of the Destroyer, he’ll unleash a shockwave attack that will not only push you back somewhat, but deal a moderate amount of damage.

When you’ve shot apart both of his tentacles, focus on his eye, making sure you remain behind cover. The eye is his weak point, so unleashing your most powerful weapons (hint: Rocket Launcher) upon it will deal large amounts of damage and will make defeating him a lot quicker.

When he’s lost approximately a third of his health, the Destroyer will attach two of its tentacles onto the pillars; these tentacles are vulnerable to melee attacks. Four more tentacles with purple pods will spawn, so again, attack these to deplete his health and detach the tentacles from him altogether. He’ll also start attacking you via a blue beam which casts from his eye. Simply hide behind cover to avoid this (the blue stream actually casts through the cover, but it won’t damage you).

Continue aiming for the purple pods on the tentacles, along with trying to score critical hits on his eye until he then spawns another two large tentacles which will attach themselves to the remaining two pillars and the whole process will start again. By now, he shouldn’t have too much health left, so it’s just a case of shooting either the tentacles or the eye.

There’s a very good chance that you’ll die during this boss battle, perhaps more than once (I certainly did). If you die, the Destroyers health will replenish to its full state, but the boss’s phase won’t reset. For example, if you’ve gotten to the second phase, where he’s attached his first set of tentacles to the pillars, and you die, you’ll return to the same phase. Technically, it gets easier to kill him during the pater phases, so repeatedly dying isn’t a bad thing; just keep plugging away.

When you’ve finally destroyed the Destroyer, you’ll be rewarded with an achievement, the Vault will be sealed for another 200 years and you’ll be rewarded with an end-of-story cutscene which reveals that the Guardian Angel is transmitting her signals through a satellite which is orbiting Pandora. The satellite is actually targeting a Claptrap which transforms it into an Interplanetary Ninja Assassin. More of this is explained in the “Claptrap’s New Robot Revolution” DLC.

After the cutscene, you’ll be able to grab the loot and the Vault Key from the deceased Destroyer and will be granted your very last mission of the game which simply involves returning the Vault Key back to Tannis.

Bring The Vault Key To Tannis

Level: 32
Rewards: 17,136XP, $234,885
Unlocks: None
Objectives: 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."

From The Vault, use the Fast Travel Station to teleport to the Rust Commons West and venture back to Tannis at her dig site to complete the mission. You’ll be rewarded with a staggering amount of cash (see above) for your troubles.

This will end the game… for now. You are now free to roam Pandora and finish off any side missions that you may have missed/skipped, or you can proceed into Playthrough 2 which will up the difficulty of your foes and will reward you more handsomely with larger mission rewards and better chances of better loot. You’ll need to run through a second playthrough in order in earn the achievements for reaching levels 40 and upwards (playing through the DLC’s at this point may contribute somewhat). I would playthrough a second time before starting the DLC’s, but that’s entirely up to you.

In case you missed any missions, here are the remaining missions:

The Final Piece (Claptrap/Patricia Tannis – 30)
Claptrap Rescue: The Salt Flats (Claptrap – 29)
Scavenger: Machine Gun (Middle of Nowhere Bounty Board – 30)
Claptrap Rescue: Crimson Fastness (Claptrap – 30)
Get Some Answers (Patricia Tannis – 30)
Find The Echo Command Console (Patricia Tannis – 31)
Reactivate the ECHO Comm System (Patricia Tannis – 31)
Find Steele (Patricia Tannis – 32)
Destroy The Destroyer(Guardian Angel – 32)
Bring The Vault Key To Tannis(Patricia Tannis – 32)

Throughout the game you will have undoubtedly earned the level specific achievements. I’ve left these until last as it ranges from person to person as to when they unlock them.



Co-Op

The strongest point of Borderlands is the Co-Op. Grab a friend or three (it supports up to four players), or simply find a game with other Borderland enthusiast by joining a quick match, and you can gain the following achievements:

Upon entering the Co-Op world, and given that one of your buddies already has it, you’ll earn a Viral achievement. If it doesn’t pop, set up a Gaming Session here on TSA and I’m sure someone can help out. It only takes 2 minutes.

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No doubt, unless your buddy is “God-like”, he’ll die. When this happens, it’s up to you to be his/her saviour. You’ll know you have to heal them as a huge “HEAL” appears above their head. Stand next to him/her (they should be in a kneeling position) and press and hold the E button. Job done.

Everyone loves messing about in Co-Op. Trying to shoot your friends in the throat and watching them die a slow death is a temptation every gamer can’t resist. And Borderlands has taken this into consideration by introducing a “Duel” system. Melee your friend and you’ll challenge him to said duel. If he accepts you’ll both enter a small arena where you can happily shoot seven shades of red out of each other. Win one of these duels and not only will you’ll be able to rub it in your friends face, but you’ll have earned the Duel-icious achievement.

If you manage to defeat your friend without any damage, you’ll earn the off-the-record rank of “Godly”, but also another achievement. If you have a nice friend, he may just let you earn it anyway. If not, you had better plead with him/her.

After doing both of the above and you still can’t decide who the better dueller is, you can have a showdown in an Arena match. Head over to the Arid Badlands, near where T.K. Baha hangs and you’ll see a large sign with “Arena” on it. Enter the door and set up an Arena match with your buddy at the Bounty Board-style machine. Then, it’s the first to three kills, so let the duelling commence!

Once you’ve had enough of goofing around, you’ll need to journey through the campaign with at least one friend. You'll need to complete 15 mission cooperatively to earn:

You could just jump into someone’s game when they’re at the relevant Bosses (Rakk Hive, the Vault Boss, Sledge, Krom and Flynt) for the next achievement. Just make sure to turn in the missions once you’ve defeated them. There is a way to do this Solo however. Defeat a boss, but don’t turn in the mission, making sure it is still active. Exit back out to the Main Menu and start up a split-screen game using the same character, then turn the mission in.

You should aim to get all of these in your first playthrough. You can gain these at any point in the game, so please don't take the order I've listed them in as the correct order.

When you find a weapon with an elemental damage attachment (as stated previously in this walkthrough), you’ll need to kill 25 enemies with it. This is true for all four elements: Corrosive, Explosive, Incendiary and Shock.

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  • Pyro

    Killed 25 enemies with incendiary weapons

    Pyro
    Online/Offline - These achievements can be obtained in either an online or offline game mode.Single Player - These achievements can be obtained by a single player.Cooperative - These achievements can be obtained by two or more players in a cooperative game mode who have met the achievement requirements.Cumulative + - These achievements are obtained by repeatedly performing the same action or set of actions over time.

As explained in the “Hints and Tips” section of this walkthrough, each class has a different Action Skill. You’ll need to kill 15 enemies with the Action Skill to gain the next four achievements. You cannot change your class during any given playthrough, so just start a new game with the relevant class, play through the storyline missions until you earn the Action Skill ability, and use it as and when you can. You only need to kill one enemy with the Phasewalk (the Siren's Action Skill) to gain the "Truly Outrageous" achievement.

  • Down in Front!

    Killed 15 enemies with the Soldier's action skill

    Down in Front!
    2 guidesOnline/Offline - These achievements can be obtained in either an online or offline game mode.Single Player - These achievements can be obtained by a single player.Cooperative - These achievements can be obtained by two or more players in a cooperative game mode who have met the achievement requirements.Cumulative + - These achievements are obtained by repeatedly performing the same action or set of actions over time.Level - These achievements must be obtained by levelling up in-game components.


Each time you kill an enemy using a weapon, whatever weapon group it belongs to, your proficiency for using that weapon increases. Use it for long enough and you’ll gain a level in that weapon's stats. Use it for even longer and you’ll get to level 10. You can check your weapon proficiency on the Character page in your in-game menu.

Make sure you mix up the weapons you use and don’t just stick to one gun, at least not until you’ve earned the “12 Days of Pandora” achievement. This is where you have to earn a specific number of kills with certain weapons, which are as follows:

12 kills with an Assault Rifle
11 kills with a Pistol
10 kills with a Shotgun
9 kills with a Sub-Machine Gun (SMG)
8 kills with a Sniper Rifle
7 kills using Melee
6 Critical Hits (mainly the head)
5 Explosive kills
4 Shock Kills
3 Incendiary kills
2 Corrosive kills
and 1 Grenade kill.

You can track your progress in the menu by scrolling over to the Challenges section.

You’ll come across Elemental Artifacts during the game which can be applied to your “Action Skill”. Again, the four elemental groups apply in the way of Corrosive, Explosive, Incendiary and Shock. The first artifact you’ll discover is after you complete the “Shock Crystal Harvest” mission at the Fyrestone Bounty Board, which will reward you with a Shock artifact. Simply apply it to your Action Skill in your Skill Tree and the achievement will unlock.

Class Mods are items that are found in Pandora that add extra stats to your character. They all differ in stats and can be very useful in combat situations. They are class-specific, so you cannot equip a Hunter Class Mod to a Soldier. As soon as you equip one, you’ll earn an achievement. The first instance you’ll encounter with a Class Mod is at the beginning of the game when you turn in your mission “Sledge: Battle for the Badlands” to Dr. Zed. Go into your inventory list and simply equip it. For those who are wondering what the achievement name means, it’s a line said by Tim the Enchanter in Monty Python and the Holy Grail. Cool huh?

There is an abundance of weapons in the game; an estimated 17 million odd, so selling 50 weapons to a vendor won’t cause you any problems whatsoever.

  • Fence

    Sold 50 guns to a shop

    Fence
    Online/Offline - These achievements can be obtained in either an online or offline game mode.Single Player - These achievements can be obtained by a single player.Cooperative - These achievements can be obtained by two or more players in a cooperative game mode who have met the achievement requirements.Cumulative + - These achievements are obtained by repeatedly performing the same action or set of actions over time.

A nod to “Slumdog Millionaire”, you’ll need to earn $1million to earn the following achievement. You’ll get this by finishing missions and selling weapons. Just be patient and in time it will unlock. You can see your progression in the Stats menu.

Within the game, you may have noticed certain Claptrap’s that need rescuing by way of retrieving Repair Kits. For every Claptrap you rescue, you will be rewarded with a Backpack Storage Device which will expand your inventory space by three. There are 10 Claptraps to find. Once you find the broken Claptrap, speak with him, then follow the waypoint marker to find the Repair Kit. Then simply return it to him. The location for each Claptrap is as follows:

Sledge’s Safe House
Clatrap Location: Follow the path until you come to a “Bunk” room and continue up the ramp ahead. Continue onwards and turn right instead of left and you’ll see him at the end of the corridor.
Repair Kit Location: Go back on yourself from the Claptrap and you’ll be in a room above the Bunk room. You’ll find the repair kit on top of an air duct near the ramp.

The Lost Cave
Claptrap Location: This one is difficult to miss. He’s about halfway through the cave system, out in the open.
Repair Kit Location: A little further on in the cave, before a bridge you’ll notice a stack of 5 large pipes. The Repair Kit is located in these pipes.

New Haven
Claptrap Location:
He’s located just north of the centre of town, besides the New Haven Bounty Board.
Repair Kit Location: Head South from the Claptrap and you should be able to see it on the balcony of one of the buildings. To gain access to said balcony, jump onto the tires, then the dumpster and continue from there.

Tetanus Warrens
Clatrap Location:
Follow the path until you come to the first Bandit camp. The Claptrap will be located around here.
Repair Kit Location:Be warned as the Repair Kit is a bit tricky to retrieve with several difficult jumps to complete. Continue into the tunnels, following your waypoint marker. You’’ come across 2 red canopy’s and a steel ramp. Head up the steel ramp, then sprint and jump up to the higher canopy. Across from there you will see the Repair Kit. Then simply jump onto the beam and you’ll be there.

Earl’s Scrapyard
Claptrap Location: As you enter the Scrapyard, continue forward then turn left at the fork in the path. From there, keep to the left hand side. He is located next to a Bandit Tent.
Repair Kit Location: This is located in the same area, just look to the South West. Jump onto the Fridge and then up to the platform adjacent. From here, jump up again and you’ll be able to grab it.

Krom’s Canyon
Claptrap Location:
As you enter Krom’s Canyon, continue to the right hand path. Follow this path until you find come to a ramp on the right. Head up this ramp and continue to the west, crossing the bridge to the other side. You will find him to the South West of this area.
Repair Kit Location: Head East from the Claptrap, crossing the bridge. Once crossed, you’ll see a platform with boxes on. Hop over to this platform and keep jumping from platform to platform until you see Repair Kit above you.

Old Haven
Note: You must complete the mission “Not Without My Claptrap” before you can attempt this
Claptrap Location:
He is inside the building at the South end of Old Haven, near the Junk Yard torch in the mission ”Smoke Signals: Shut Them Down”.
Repair Kit Location: Head East down the street which will take you to the other side of Old Haven, then turn left and head North. It will be up the stairs in the first alley on your left.

Trash Coast
Claptrap Location:
The Claptrap is located South of the vending machines, in a Bandit Camp. You’ll find him on the floor to the right of a washing machine.
Repair Kit Location: It is located at the end of the large pipe that runs through the Trash Coast. Locate the other end of the pipe that is towards the water’s front and run along the pipe, being careful to hold your balance.

The Salt Flats
Claptrap Location:
Located inside Baron Flynt’s Bandit camp. Enter via the East entrance, turn right and go North. He is just past the large gas tank.
Repair Kit Location: Go back Southwards, following the pipe above you. This will lead you to a pile of debris and it is here you will find the Repair Kit.

Crimson Fastness
Claptrap Location:
He is in the first main room, among other broken Claptraps. Hard to miss.
Repair Kit Locations: In the room East of the Claptrap which can be accessed via the raised walkway. The Repair Kit can be found on top of some boxes in this room.

  • Fully Loaded

    Rescued enough Claptraps to earn 42 inventory slots

    Fully Loaded
    Online/Offline - These achievements can be obtained in either an online or offline game mode.Single Player - These achievements can be obtained by a single player.Cooperative - These achievements can be obtained by two or more players in a cooperative game mode who have met the achievement requirements.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

The Zombie Island of Dr. Ned DLC

The first DLC to be released for Borderlands. Dr Ned, not to be confused with Dr. Zed, has run amok on Jakobs Cove, creating zombies and other disturbances. It is your job, along with the help of Dr. Ned, to find a cure for the inhabitants. It is a good addition to the game, however a couple of the missions are a bit monotonous and boring. This includes the "Braaaaaaaaaaains" achievement. I'd recommend going to see TK in Hollows End as soon as possible to start his missions as they require you to kill and collect a lot of zombie brains. See below for more details.

House of the Ned is the first mission you will have to complete. All you have to do is locate Dr. Ned. Once you find him you’ll bag yourself the following:

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After this, you’ll need to collect evidence of Dr. Ned’s experiments by collecting two ECHO’s, locating a Comm array and sending the ECHO’s. You’ll have a horde of zombie’s to fight in amongst all of this.

Further through the storyline, you’ll eventually come to battle with Dr. Ned himself. There isn’t much of a tactic to use to defeat him other than to just keep shooting him. You’ll have to fight him in two stages however, the first stage ends with the following achievement:

Then he’ll turn “Undead” where you'll have to defeat him once more.

Now the monotonous achievement. Head over to Hollows End and talk to Undead T.K. He’ll give you missions to find him some brains. You can collect these brains by killing zombies that linger around the island. Aiming for the head will guarantee a dropped brain. Killing zombies via any other parts of the body will not result in a drop. The missions are split into five parts, with each mission requiring you to collect more brains than the last. You may want to pick these missions up towards the beginning of the main storyline. The required amount of brains are as follows:

Mission 1: Collect 10 brains
Mission 2: Collect 25 brains
Mission 3: Collect 50 brains
Mission 4: Collect 100 brains
Mission 5: Collect 250 brains

Mad Moxxi’s Underdome Riot DLC

This is the second DLC installment for the game. Not so much filled with story-related missions, but more with arena style battles. Prepare yourself for a lot of continuous gameplay. These are extremely tedious and not a favourite with the fans. With a few hints and tips, I’m going to try and make this less of a grind for you.

The first achievement you’ll get is for completing the smaller arenas., which consist of five rounds. Each round consists of five waves of enemies to defeat. The waves will consist of the following enemies:

Wave 1 – Starter Wave
Weak enemies.

Wave 2 – Gun Wave
Enemies will have guns

Wave 3 – Horde Wave
Enemies will consist of mainly Psycho’s

Wave 4 – Badass Wave
Enemies will consist of Badasses and other tougher enemies

Wave 5 – Boss Wave
This wave will spawn a boss previously seen in the main Borderlands campaign, on a stage, assisted by some tougher “henchmen”.

At the end of each wave you will be supplied with health and ammo crates which get dropped into the arena. At the end of each round, new weapons will spawn in the spawning area.

Once you have completed all three arenas you’ll gain:

You’ll then have to move on to the larger arenas which are Hell-Burbia, The Angelic Ruins and The Gully. The arenas do not have to be completed in a specific order, you can decide which order to do them in. These larger arenas are a lot longer than the smaller areans as instead of having 5 rounds of 5 waves, you’ll have to overcome 20 rounds of 5 waves. Each arena can take 2-3 hours depending on your level, skill and arsenal. There is a trick to making this easier. Grab a second controller and start a new game. Load up your first controller (your main account) and add your level X character. As soon as it’s possible, transition over to The Underdome by locating a New-U Station. Your newly created character will be a level 1, which means all enemies that spawn will be around the same level. Now load up one of the arenas. You’ll notice that the enemies won’t be higher than a level 4 or 5 making it a lot easier to kill them with your main character. Now it’s just a case of working your way through each round of every arena. You’ll earn an achievement for every arena you complete. You’ll earn another achievement for completing all 3 of the arena... Was it worth it? Probably not.

  • Hell-Burbia

    Reached the end of the larger challenge in the Hell-Burbia coliseum

    Hell-Burbia
    Online/Offline - These achievements can be obtained in either an online or offline game mode.Single Player - These achievements can be obtained by a single player.Cooperative - These achievements can be obtained by two or more players in a cooperative game mode who have met the achievement requirements.


  • The Angelic Ruins

    Reached the end of the larger challenge in The Angelic Ruins coliseum

    The Angelic Ruins
    Online/Offline - These achievements can be obtained in either an online or offline game mode.Single Player - These achievements can be obtained by a single player.Cooperative - These achievements can be obtained by two or more players in a cooperative game mode who have met the achievement requirements.

  • The Gully

    Reached the end of the larger challenge in The Gully coliseum

    The Gully
    Online/Offline - These achievements can be obtained in either an online or offline game mode.Single Player - These achievements can be obtained by a single player.Cooperative - These achievements can be obtained by two or more players in a cooperative game mode who have met the achievement requirements.


  • Big Tournament

    Reached the end of each of the 3 larger challenges with one character

    Big Tournament
    Online/Offline - These achievements can be obtained in either an online or offline game mode.Single Player - These achievements can be obtained by a single player.Cooperative - These achievements can be obtained by two or more players in a cooperative game mode who have met the achievement requirements.

The Secret Armoury of General Knoxx DLC

The best DLC for Borderlands by a country mile. It may even be one of the best DLC's Steam has seen as well, but obviously that is open for debate. This DLC continues where the main Borderlands story left off and sees a level cap increase from 50 to 61. It also contains new weapons, shields, class mods and grenade mods, along with three new vehicles and 44 new missions. It is extremely vast with a lot of depth, hence, it may take a while to complete everything.

You’ll start off in the town of T-Bone Junction. Once you exit the building you start in, cross over the road to the Garage and speak with Scooter. He’ll give you a mission to collect some car parts. Simply follow your on-screen marker and collect the Supercharger, Nitrous Tank and Exhaust pipe. Once completed, you’ll have a new vehicle to play with: The Monster. You’ll also bag the following achievement.

Work your way through the storyline until you come to the mission “Prison Break: Try Not to Get Shanked” where you have to kill Mr. Shank, acquire a teleporter and find and save Athena. This is all located at Lockdown Palace.

Again, working your way through the storyline you’ll come to the mission “Armory Assault” which consists of destroying the Atlas Armory. During this mission you’ll have to face General Knoxx. Just remember to aim for his head and make sure you stay behind cover when he fires his Shock Rockets as one shot from these will deplete your shield completely. Use an elemental weapon for maximum effect. After you’ve defeated him you’ll be exposed to an abundance of weaponry. You’ll be overwhelmed with weapons crates to rummage through, but you’ll only have 2 and a half minutes to grab what you can before the Armory blows. There is a glitch to stop the timer though. After you’ve killed Knoxx and entered the code into the door, walk towards the last partition of flooring. Moving around slightly on this, then crouch. This will cause you to ‘glitch’ through the floor and drop into the room below. The timer should now be stuck, so loot away! If you want to finish the mission and you’ve used the glitch, simply kill yourself, a rocket will suffice, and you’ll spawn back up by the vending machines near where you started.

This is not the end of the game however, as there’s still a lot of work to do if you want to gain 100% of the achievements in this DLC. Head back to the T-Bone Junction Bounty Board and you’ll see the mission “You. Will. Die.” Which requires you to kill Crawmerax the Invincible, which is almost exactly what he is. He is one tough mother. Head on over to Crawmerax’s Lair where you meet Crawmerax himself. He is the toughest enemy you’ll encounter in the game, with him being 4 levels higher than your current level (level 65 if you’re level 61), along with being very time consuming. You’ll need a full team of 4 to take him down, given that your equipped to the nines and have the right strategy and balance of characters.

Hints:

Crawmerax has 4 attacks:
Bite/Claw Attack – Lunges at the player, can be exerted from a great range
Glob Storm – Expels a dozen or so purple globs at the player. He will try and predict where the player is moving to.
Cry For Help – Unleashes a roar or cry, then burrows underneath the ground and reappears in a different part of the battlefield, spawning lesser enemies such as Green Craw Worms, Crew Maggots and Armoured Craw Worms.
Monstrous Dive – Again, burrows underground then careers into the sky, unleashing a huge shockwave that causes major damage to the player and depletes shields.

Crawmerax’s weak points are located on the eye, on the upper back, behind each of the large claws and in between each of the small pincers. These require a great degree of accuracy. He seems impervious to elemental damage, so using elemental weapons aren’t of much use. Try and use weapons that have high damage, fire rate and accuracy. Shooting his eye can disorientate him, so take advantage when he is. Be wary of the smaller enemies he spawns as these can be just as dangerous, especially if they gang up on one player. I’d recommend taking at least 2 Soldiers with you with a high influence of ammo and health regeneration in their skill trees, after all, you’ll be needing a lot of ammo and health.

This can be glitched and can even be done on your own using this glitch. As with the Mad Maxxi’s Underdome Riot DLC above, load a low-level character as the host adding your higher-level character to the game. Head over to Crawmerax’s Lair, but don’t go up the elevator just yet. Instead, leave your low-level host down below and with your high-level character continue up the elevator. Once you reach the top onto the battlefield, run to the left side of the map and down the small drop. Crouch down and Crawmerax will get stuck. I can only assume that he is stuck trying to attak the low-level character down below. Still, his loss is your gain. Make sure you do not move, otherwise you’ll ruin the glitch. Then it’s simply a case of repeatedly shooting him until he dies. You may want to use a Soldier with a generous ammo regeneration class mod. Use the video below as a reference.

The next achievement could fall under a “Collectible” achievement, but to fair, you’ve only got to find 5 people, or midgets. They are as follows:

Crimson Shorty – Inside a Crimson Lance Chest at the end of Road’s End
Dumpster Diver – Inside a dumpster in Motorhead’s garage. He can only be reached once the mission “Little People, Big Experiments” has been completed.
Meat Popsicle – Inside a refrigerator in Lockdown Palace. Has been known to spawn in various fridges, so check them all.
Mini Steve – Could pop up anywhere but more commonly found in a weapons chest near the Claptrap in Lockdown Palace
Truxican Wrestler – In one of the first lockers as you enter Lockdown Palace

See the video below for better instructions on where to find these five little guys:

I’m sure you would have unlocked this during the campaign at some point as there is a lot of driving required. If not, all that’s needed is to destroy one of the enemy Lancer’s which you’ll find along any of the highways outside of T-Bone Juction. Make sure you’re in a Racer, lock onto an enemy Lancer and fire your rockets. They’ll only need a few hits and you’ll be done.

The following achievement is going to cost you a lot of money, 8 million of your hard earned Borderlands Dollars to be exact, so get saving. Once you have this amount head to the Sunken Sea. At the bottom of the map is a small village. You can’t miss it as it has a huge bullet sticking out of the ground. Enter the village and towards the bullet. You’ll see a small money deposit box. Press X and once you’ve deposited the money in there, the achievement will unlock. Then you can sit back and enjoy the tour... Although I wouldn’t get your hopes up.

You’ll just need to finish off any missions that you haven’t finished to unlock the “Completionist” achievement. The list of 44 missions are as follows:

Atlas Informant Mission:
Scooter? But I Don’t Even Know Her (35)

Scooter’s Missions
Boost The Monster (35)
Greasemonkey (35)
You’ve Got Moxxi: Roadblock (38)
You’ve Got Moxxi: Moxxi’s Red Light (35)
OMG APC (37)

Moxxi’s Missions:
Prison Break: Road Warrior (37)
Prison Break: Over The Wall (37)
Prison Break: Try Not To Get Shanked (37)

Athena’s Missions:
Rendezvous (37)
Code Breaker: Analysis (37)
Athena Set Up Us The Bomb (38)
Bridging The Gap (38)
Armory Assault (38)
Loot Larceny
This Bitch Is Payback (37)
This Bitch Is Payback, pt. 2 (38)
Knoxxed Out (38)

Lance ECHO Mission:
Code Breaker: Time Is Bullets (37)

Marcus Kincaid’s Missions:
Core Collection (35)
Mop Up (38)
Super-Marcus Sweep (38)
Local Trouble (38)
It’s Like Christmas! (38)

Agent 01’s Mission:
Wanted: Dead! (35)

Claptrap’s Mission:
Claptrap Rescue: Lockdown Palace (37)

Moxxi’s Missions:
Thrown For A Loop (38)
Stain Removal (38)

T-Bone Juction Bounty Board Missions:
Big Crimson Brother Is Watching (35)
Drifter Lifter (38)
Road Rage (37)
Power Leech (37)
Bugged (38)
You. Will. Die (61+)
Circle Of Duty: New Recruit (38)

Zach’s Missions:
Circle Of Duty: Cadet (38)
Circle Of Duty: Private (38)
Circle Of Duty: Corporal (38)
Circle Of Duty: Sergeant (38)
Circle Of Duty: Medal Of Duty (38)

* Thirsty The Midget’s Missions:
Purple Juice! (37)
Little People, Big Experiments (37)

Radar Device Mission:
** Lost Lewts (37)

* If you’re having trouble finding Thristy the Midget, you can find him in the Sunken Sea, in a small house underneath a Hyperion billboard in the lower right hand corner of the map.
** To complete the “Lost Lewts” mission you need to find the Radar Device. This is located in a small shack in Road’s End. Head south from the Catch-A-Ride towards the north of the map until you see a rocky path sticking out into a chasm towards the center of the map. It is in a shack on this part, but can only be accessed by foot.

Having completed everything on this DLC you will also have ranked up to level 61, earning you these 2 achievements:



Claptrap’s New Robot Revolution DLC

Viva la Robolution! The 4th and final DLC that was brought out for Borderlands, and not a bad effort in my opinion. Not quite as vast as the General Knoxx DLC, but still plenty to do. The only thing that lets it down are the achievements. There is a lot of collectibles to collect, with some that very rarely drop. Luckily for you, I have some tips that will make these collectibles less strenuous.

We’ll start with the story related achievements first. While journeying through the story, collect every single item of loot your enemies drop (excluding weapons and ammo) as this will make the final grind for the achievements a lot shorter. So if you see any 3D Glasses, Oil Cans, Panties, Fish in a Bag, Pizzas or Bobbleheads, pick them up!

The first mission you’ll receive is from Patricia Tannis. She wants you to collect some Claptrap parts for her. Follow the waypoints until you have all of them. Once you’ve done this the missions thereafter become very similar to the “Braaaaaaaaains!” achievement in The Zombie Island of Dr. Ned DLC in which you have to collect more and more Claptrap parts every mission you complete.

All 21 mission in this DLC are listed below:

Patricia Tannis' Missions:
Are You From These Parts? (37)
Fight For Your Right To Part-E (37)
Parts is Parts (38)
We All Have Our Part To Play (40)
A Part Of Something Larger Than Yourself (40)

Mr. Blake's Missions:
New Contact (37)
Operation Trap Claptrap Trap, Phase One (38)
Operation Trap Claptrap Trap, Phase Two: Industrial Revolution (38)
Operation Trap Claptrap Trap, Phase Three: TripWIRED (40)
Operation Trap Claptrap Trap, Phase Four: Reboot (40)
Helping is its own reward... Wait No it isn't! (40)

Hyperion Tourist Information Board Missions:
Spa Vs. Spa (37)
Like Shootin' Rakk in a Barrel (38)
One-UpmanPipp (38)
Finger Lickin' Bad! (38)
Not My Fault (38)

Marcus Kincaid's Missions:
Burnin’ Rubber (38)
Taking Stock (38)
Eleven Rakk And Spices (38)
Old Spicy (40)

Claptrap's Missions:
It's a Trap... Clap (38)

To complete all of Tannis' missions, you'll need to collect the following:

Are You From These Parts: Explore the Hyperion Dump for Claptrap parts which will be marked on your map. There should be 5 to collect in total.
Fight For Your Right To Part-E: Collect the loot from enemy Claptraps which spawn near the Tartarus Station. You'll need Gears, a Motherboard and Wires.
Parts is Parts: Collect 75 Clap-Components using the method explained for "Fight For Your Right To Part-E".
We All Have Our Part To Play: Collect 100 Clap-Components.
A Part Of Something Larger Than Yourself: Collect 150 Clap-Components.

These are fairly simple, just work your way through the story and you’ll have to defeat several bosses from the original Borderlands storyline including General Knoxx, Dr. Ned and Commandate Steele. For each of them you defeat, you’ll gain an achievement.

  • Ned-Trap

    Killed Ned... again and again and again

    Ned-Trap
    Online/Offline - These achievements can be obtained in either an online or offline game mode.Single Player - These achievements can be obtained by a single player.Cooperative - These achievements can be obtained by two or more players in a cooperative game mode who have met the achievement requirements.Main Storyline - These achievements are gained automatically by progressing through the main game mode.


You’ll also need to defeat the Interplanetary Ninja-Assassin Claptrap a.k.a INAC to complete all the story related achievements.

Now that the easy ones are out of the way, we’ll take a look at the dreaded collectable achievements. As stated above, the drop rate for the loot items are horrible. It differs from person to person. Some people have stated that the Bobbleheads are rare drops, whereas another person has stated that the Oil Cans are rare. So it really is a case of getting lucky. There is an easy workaround though, which may send your PC into a induced spasm of over-heating, but that’s the risk you take when leaving it on for a prolonged amount of time as this guide will require you to do.

So, the claptrap’s are what you need to farm. They are the ones that drop the loot you’re after. You could do this the old-fashioned way and farm the clap-trap’s normally, but their re-spawn rate is awful and you’ll be waiting a long time. The quickest and easier way is this:

Once you’ve fought your way through the DLC’s storyline and having tackled the reincarnations of Dr. Ned, General Knoxx and Commandante Steel, you’ll stand against the huge MINAC. Do not kill him just yet. Instead, take out all of his Gatlin guns so that it has none left. This may be a bit tricky, but work off it’s pattern and use the cover provided. Watch out for the claptrap’s that the MINAC releases as these will deplete a lot of your health if they explode next to you. Once you’ve done this, it’s time to start the fire up and get your marshmellows out because you’re going to be doing a lot of camping. If you sit in the correct position, you’ll be out of sight from both the MINAC and the claptraps. The place you want to camp is in the video below:

This position is directly to the right of where the shed/shack is (you’ll be able to see the shed/shack in the distance) and behind a red weapons crate. Why camp here? As stated above, you’ll be immune to any damage and the claptrap’s will explode all over the place, dropping their precious loot. You can leave the game running for hours/days/months on end and you won’t have lost any health. Once you’ve had enough of camping, finish off the MINAC by shooting it’s “eye” and collect the hundreds/thousands of loot items scattered around the battleground. There should be a sufficient amount to fulfil the required amount of loot items for the following achievements, if not, just start up the mission again.

Failing that, you can use this alternative method by following the video below, which is similar, but uses a different camping location:





After doing all of the above, you should be left with just one more achievement. It is a collectable one, but fear not, you only have to find 6 statues. You may have come across a few already, but if not, simply follow the text and/or video guide below:

Hyperion Dump – To the left as you enter the Hyperion Dump
Sanders Gorge - Hard to miss, right as you enter Sanders Gorge
Dividing Faults – Again, hard to miss, right as you enter Dividing Faults and down the stairs
Scorched Snake Canyon – Just to the left as you enter Scorched Snake Canyon
Tartarus Station – On the way to Wayward Pass, on the mission Operation Trap Claptrap Trap, Phase Four: Reboot
Wayward Pass – After defeating General Knoxx, as you exit the area.

  • Tourist

    Read all 6 claptrap statue placards

    Tourist
    Online/Offline - These achievements can be obtained in either an online or offline game mode.Single Player - These achievements can be obtained by a single player.Cooperative - These achievements can be obtained by two or more players in a cooperative game mode who have met the achievement requirements.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

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