Where is ernest whiting in borderlands
Incendiary combat rifles are also available very early in the game and can be used as early as level 4. These weapons, however, are usually outclassed by the SMGs as the game progresses. I usually keep a potent scoped combat rifle with good recoil reduction and an un-scoped model with a very large magazine.
When the high-end types begin to show they must be evaluated for what they offer. The Raven is a semi-auto type; the Bastard offers very high damage and others offer ammo regeneration, etc. Combat rifles to look for: Combat rifle-look for good firepower and a fast firing rate with good recoil reduction. A scope is also recommended.
Coming in all colors- judge on merit Raven-These weapons fire 5 round bursts. Legendary Destroyer-This weapon is fully automatic, emptying the magazine with a single trigger pull. Legendary Bastard-It yields extremely high damage, usually with a good rate of fire. Legendary Ogre-This is a rare, highly elemental explosive weapon.
A scoped revolver makes an excellent mid-long and mid-range weapon and the elemental effects for all elemental revolvers are outstanding. The conventional revolvers can also be very potent, and if you find a Masher pistol you have what amounts to a mini-shotgun but one with great range. They fire 7 projectiles with each shot and are available, if you get lucky, around level Never pass on a good Masher, or on a Pestilent Defiler.
The Defilers are 4X caustic death dealers. A good incendiary and blast revolver are also prime weapons. Try to pick up both weapons before facing the Guardians during the games final missions.
Revolvers to look for: Pestilent Defiler-These are 4X caustic and are devastating weapons- easily the best of the caustic weapons in the game.
They come in both scoped and un-scoped models. They will become available at level Legendary Unforgiven-These come in scoped and un-scoped models and can show as early as level If you get a Masher, you have a mini-sniper- revolver-mid-range shotgun, all in one.
These are a treasure and are fun to use. They also carry a high critical hit bonus. Legendary Chimera-This weapon fires all 4 elements in a random manner.
They can be fun if unpredictable weapons. Legendary Masher-This is a weapon type, available in various colors. They all offer revolver accuracy and a tight spread of 7 projectiles.
These can replace a shotgun in many situations and a sniper in others. They can show up as early as level They offer high firepower, accuracy and the elemental ones show striking elemental effects. The machine pistols have a high rate of fire and a potent elemental one can be useful. I generally keep a high-level incendiary or caustic repeater or machine pistol with a good scope to take advantage of the ammo slot. The 4X Firehawk, an incendiary repeater, however, probably shows the highest elemental effect of any weapon in the game, and is a treasure, especially one with a scope.
Repeaters to look for: Firehawk-These are 4X incendiary and show amazing elemental damage. They come in scoped and un- scoped versions and appear as early as level There are numerous other Legendary repeaters, but none will be game- changers.
Evaluate any you find according to your style. They become available very early in the game. Just assign a sniper to the down spot on your controller.
These will be primary killing machines throughout the game. An incendiary sniper rifle is outstanding against flesh and is a must from the early stages of the game. They become commonly available as level 7 weapons, but you can occasionally find a level 5 incendiary or explosive sniper rifle. Acquire an incendiary sniper as soon as possible and update it as better models become available. Explosive snipers will commonly begin to show up around level 15, and, in the early stages, they may outclass the incendiary snipers, especially if they have a high critical hit bonus and a good scope.
Caustic and Static snipers make their appearance about the same time, but acquiring a Static sniper early on is not a priority. The Caustic snipers are also very fine weapons. It is a devastating weapon, far exceeding any other incendiary sniper. A potent static sniper rifle, like the Orion line is a good choice for the endgame versus the Guardians; but a good scoped revolver can do the job as well.
The explosive and caustic types are also useful. High-end weapons like the Invader and Penetrator models offer automatic or burst fire capability, which eats up ammo but can be devastating, especially if you have ammo regen. Another excellent sniper is the Skullmasher.
These weapons have a seemingly low firepower, but they fire 6 projectiles at that value, causing them to perform like a highly accurate shotgun.
Another rare Legendary sniper is the explosive Cobra. Never pass one up. They can be used as early as level 17, and are devastating weapons against all comers. They alone offer a challenge to the Volcano line as the best sniper in the game.
Sniper rifles to look for: Volcano-This 4X incendiary sniper rifle is, hands-down, the best incendiary sniper in the game. They appear as early as level 25 and will be your go to sniper for the rest of the game.
Legendary Orion-These highly elemental static rifles are death to the Guardians. Legendary Invader-These rifles fire a burst of 5 rounds when zoomed in, much like a combat rifle.
They also come in elemental models. Legendary Skullmasher-Generally these rifles display rather low firepower, but they fire 6 rounds at that rate. This is the ultimate critical hit machine and outperforms most other conventional sniper rifles.
Legendary Cyclops-This rifle is painfully rare but is highly accurate and will sport the most powerful scope of any of the sniper rifles. They come with a high damage and critical hit bonus. Incendiary and explosive SMGs become available at level 4-and their kind will quickly rival the combat rifles as conventional weapons as well.
The other elementals become available around level 13 and should be evaluated by firepower, fire rate and recoil reduction as should the conventionals. The Double Anarchy series are generally the best of the conventional SMGs and they will start to appear before level They fire four projectiles with each shot, and even with rather low accuracy, they generally outshine most other conventional SMGs. The Stinger classes are also excellent weapons. A short burst is enough to eliminate any but the baddest of the bad.
They come in scoped and un-scoped models, fast firing and slow. Even a Thumper will outperform any other SMG. They come in scoped and un-scoped models and have variable fire rates.
You may see one prior to reaching level Purple Stinger-This is a type sporting very high fire rates. They come as conventionals and elementals, scoped and not and should be judged by its stats. They often outperform the Double Anarchies. A caustic stinger is often the best of the caustic SMGs. While certainly useful, they are not game-changers-even the 4X elementals. I usually keep a potent one with a good scope to take advantage of the ammo slot, but it gets little use.
The Legendary Redemption is the best of the bunch. Redemption-Each shots fires 4 rockets, causing a very wide spread of damage. With ammo regeneration, this can be a powerful weapon. It is the very best of a meager lot. While useful in some circumstances, they seldom equal the conventional weapons in that same situation. They require frequent recharging, lack good scopes for distant work, some have extremely slow projectiles and they will generally sit idle because of it, all the time hogging an inventory slot, where something more useful can reside.
The Eridian Thunder Storm is an exception. While weak against Bandits and useless against the local fauna, it is devastating against the Guardians. A single blast aimed at the head of a Principal or Arch Guardian is death and even the Badass Guardians succumb to a short volley.
Its shortfall is its small magazine, so have a back up. Similarly, the other Eridian weapons are effective versus the Guardians-if you can hit them. Eridean weapons to look for: Thunder Storm-This Eridean weapon is very effective against the shields of the Guardians. Its big shortfall is its low magazine size. Green GRENADES: Grenades start off weak, but when grenade mods become available they become much more powerful and expand to include specialized and elemental types and will become a major part of your arsenal as various mods become available.
The incendiary Bouncing Betties are awesome against personnel. Contact grenades, Sticky grenades and Proximity Mines can also be very useful. I find the incendiary weapons to be, by far, the best in the game. A single burst from a good incendiary weapon will begin to burn down your victim, and, as he burns, you can duck into cover only to pop out and finish him off.
They work equally well on both humans and on skags and other native fauna. Like any weapon, however, you must continuously upgrade to keep pace with the enemy. A level 7 incendiary sniper rifle, for example, will not fare well against level 20 enemies. You can take out an elemental hostile, a Burning Psycho, for example, with an incendiary weapon but it will take more ammo that with a conventional weapon of similar power; but how much damage is dealt seems to vary with each weapon.
If there is a formula for this it must be a doozy. In the same vein, elemental damage is also a bit of a mystery. So- there is no cast-in-iron rule. Each weapon varies and you must be the judge. Caustic weapons are also good against most enemies, working much like an incendiary; but they will not start to appear until well into the game, with an occasional caustic weapon showing up just prior to exiting to the Dahl Headland.
A caustic sniper is also a useful weapon, and the SMGs and caustic revolvers are also excellent. Static weapons will mostly lie idle in your inventory; but whenever facing the Guardians or certain heavily shielded bosses, like Sledge, they are an absolute must. The endgame would be quite difficult without a good static sniper, SMG, static shotgun or other static weapon.
Acquire a long range and short-range static weapon for those encounters. An Eridian Thunder Storm is also an excellent choice against the Guardians. The highly elemental Orion static snipers become available for use around level 22 and one with a good zoom is invaluable against the Guardians.
Watch out for the enemy with static weapons-while they seem to do a poor job against the Bandits in your hands, they are very effective against you. These weapons require you to stand and deliver as you would with conventional weapons. For this reason they generally play second fiddle to the incendiary or caustic types, but one with the right attributes can be very good.
The best of the explosive weapons are probably the sniper rifle, if you get the right one, and the revolver. If you find a good explosive sniper it can be a very fine weapon, especially one with a good critical hit bonus.
The Cobra sniper rifle is an awesome but rare weapon, and it is among the best weapons available in Borderlands. The explosive revolvers are excellent weapons and make crabmeat of the Crab Worms in the Lost Cave. Shotguns also seem to benefit from the explosive element. Explosive SMGs and combat rifles make you stand and deliver, like the conventionals, and lack the bleed effect of the other elementals.
That said, they are good weapons, oftentimes outstanding. I find myself using explosive weapons in lieu of conventionals. Watch out for the enemy wielding explosive weapons-they will work quite well against you. It even works well versus the Guardians. Conventional weapons will dominate early in the game and are absolutely essential in defeating foes that are impervious to elemental effects.
Sledge, for example, is best taken down using static fire to break his shield and a fast firing conventional to take him out.
They can be used against all enemies and against boss types like the Destroyer or the Rakk Hive, they are your best option. A powerful conventional shotgun is a staple, especially early in the game play, and will occupy a slot most of the time. Keeping a pair of potent combat rifles and a pair of potent SMGs, scoped and not, is recommended and fundamental for success. Conventional weapons also work well against the spiderants and are most often the best option for targeting their weak abdomens.
You can, in fact, complete the game using only conventional weapons. This will require both looting, gear harvesting and completing challenges during the opening stages in order to improve your arsenal and to gain cash and the experience points XP that will allow you to rapidly level up. When you step off the bus near Fyrestone you will have a single low- powered weapon in your possession.
As Roland this will be a weak combat rifle and similarly low-powered weapons is the order of the day for the other characters as well-an SMG for Lilith, a shotgun for Brick and a sniper rifle for Mordecai. For the rest of the game your task will not only be finding the fabled vault, but improving your gear-weapons, shields and mods-to be able to continue the quest against an endless parade of assorted hostiles.
The Borderlands of Pandora is a looters paradise; and the game play is designed to allow you to exploit the bounty. It even awards experience points for opening loot containers, weapons chests and for acquiring cash.
All lootable items, with only a few exceptions, will re-spawn when you quit game play and then re-start. This allows endless harvesting of the myriad of lootable containers.
The toughness of the enemy is roughly tied to the games 50 levels of play, approximately 35 of which you will attain on a first playthrough by gaining experience points.
These experience points are gained by completing missions, killing enemies, who yield a broad range of points depending on their difficulty, and by completing challenges.
This later item-challenges-will play an important role during the initial stages of the game. Staying even or ahead of your enemies level is crucial during the games opening stages because your weapons are rather weak. This leveling up will also allow you to use weapons requiring a level 7 status. This walkthrough advocates the following procedure. It is quite easy to level up to level 7 prior to taking him on.
This will allow you to remain near the level of the following missions and will allow you to use level 7 weapons, which include the use of a wide variety of incendiary weapons, the first elementary weapons available, and more potent shotguns, combat rifles and other conventional weapons. Spending a little extra effort and time early on will be rewarded for the rest of the game-so spend the time and make your quest more enjoyable.
You will need 13, experience points to attain level 7. Some of these points will be awarded for completing the opening tutorial missions and some will come from killing hostiles. Most of the following challenges, depending on what weapons you use, can be achieved by looting, killing hostiles and re-starting the game to repeat the process.
These would occur over time as the game play unfolds, but forcing the issue is the key to success during the opening stages. Too Hot! The walkthrough will then take you to the Bandit camp to the southwest of the Fyrestone gate. Continue a counterclockwise loop out the south gate of the Bandit camp, killing the 7 skags there, and then the six west of there. Complete the loop eastward, past T. This initial circuit will net approximately 25 human kills, 20 or more skag kills and approximately 75 lootables, including 1, to 2, in cash and six weapons.
During this walkthrough I purchased both an incendiary sniper and an incendiary SMG-and they are level 7 weapons. Incendiary combat rifles in the 11 to firepower range, however, have a level requirement of only 4 and are a dominant weapon in the initial stages and are frequently available right after the store opens in Fyrestone.
Repeat this harvesting procedure three or four times and you will be level 7 and will be bristling with potent weapons. Soon enough you will have more money than you will ever need.
Harvesting will continue to be an important part of the game, but never more important than early on. The Scorpio Turret is, initially, the best action skill for solo play.
Many enemies will actually attack the active Turret rather than you, allowing you to target them. Its one shortcoming, its long cooldown time, is greatly alleviated when you apply action points to reducing the cooldown period. It can target and eliminate multiple enemies even before adding skill points and it can even single-handedly kill boss types like King Pee Wee, the Guardians and many Badass types. Killing Sledge is made easy, as it will eliminate his shield when equipped with the static artifact, allowing you to target him with a potent conventional weapon.
This is typical of this action skill. His class mods are also among the best. As early as level 15 you can employ an experience mod to more rapidly level up, making subsequent missions much easier to tackle. At both long range and short, Roland and his Turret are death come calling. Assign the next skill points to whatever suits your style of play. Even fully upgraded it struggles to kill higher-level hostiles on its own. Even though the games hints say it is good against enemies under cover, I find it more effective when an enemy is ahead and in line-of- sight and not nearly as useful against those under cover.
But he is a fun character to play, especially if you are cautious and calculating, liking sniper play rather than brute force. Bloodwing now rivals the Scorpio Turret as the most deadly single action skill.
Lilith: When you first play as Lilith you will wonder if her action skill is a weak one-I did-but you will soon see that it is an awesome skill. While I seldom kill anything with it, it is quite useful for getting out of jams, dazing enemies and for bypassing hot spots and quickly regenerating health.
It allows you to choose your battle arena. A good example of this action skills value is apparent in the The Lost Caves. This can be a very difficult scenario, with multiple hostiles in large groups, and you are likely to be under-leveled when you take on the mission. First Crab Worms, then skags, then Bandits, then more skags and yet more Bandits.
Lilith can bypass the Bandit camp and the skags and still get her XP by choosing a more advantageous sniping position. She can even use a station to station approach to raid the two RED CHESTS in the cave to get access to higher level weaponry without firing a shot-if you know the correct route to take.
When she is phase walking the enemy will lose track of her, giving her a huge advantage. She can oftentimes just run past the enemy, like the Guardians during the final stages of the game. When your shield or health is low, just phase walk to safety. These high-end weapons are noticeably more potent when wielded by Lilith. Her melee action is also an excellent weapon, dealing substantial damage. All in all, Lilith, with good incendiary weapons, coupled with the right mods, make her rival Roland for individual play, especially after she reaches level 25, allowing the use of the games best incendiary weapons.
Brick: In my opinion Brick is the toughest character with which to play solo. His action skill-Berserk-allows him to enter a rage state during which his punches rival the damage dealt by good weapons. But charging into a group of enemies with guns is never a good idea. When Brick is in Berserk the enemy will backpedal, run away and side step to avoid his rage state, oftentimes emptying a full magazine into Bricks chest as they do. His healing perks are good but they are needed all too often.
The red border that appears during the Berserk state can also be very disorienting, causing you to lose your sense of direction as you dart about trying to punch the enemy. For me the action skill is best employed against weaker enemies. An exception is the Guardians. They have a tendency to charge at their nemesis, playing into a punching Bricks wheelhouse; and with the shock artifact equipped he can laugh at the Guardians.
Like the others, Brick can acquire and use any of the weapons available in the game, but he has few of the perks available to the other players. The game play is identical on both consoles. Actual game play, however, unfolds, not because of any system difference, but because of a limited randomness in the game itself. The other provided massive resistance in the form of a rocket launching Badass Bruiser covering the only approach to the next area.
This random factor is within the game itself. Oftentimes I will say six hostiles- there may be only five or there might be seven-this again varies slightly. Skags and scythids numbers and types vary even more than the human opponents, so expect some surprises. So exploration can yield some that are not included in this document.
Somewhere in its vast borderlands there is purported to be a vault of alien construction whose contents will convey great power and wealth to its discoverer. As Marcus insults one and all, you will select your character to pursue the quest for the vault.
The ephemeral Guardian Angel will enlist your aid as you step off of the bus. Take the ECHO device and HUD from Claptrap, but before following him to the gate, head for the red motel building beyond him and scavenge the many containers, dumpsters, toilets, lockers, safes and skag piles in the area, which display a green beacon.
Go up the stairs in back of the motel. Jump onto the platform and then onto the corrugated roof. Scavenge the entire area for money and ammo before moving on with Claptrap. Change your name and clothing colors if you wish.
Try it. Killing the eight hostiles will level you up to level 2, increasing your health bar from to This seems to happen perhaps once every nine or ten starts during playthrough 1. Talk to Dr. Take note of his Medical vending machine and raid his place for cash and ammo. Zed gives the mission m Follow the Claptrap toward the gate. Before the Claptrap gets to the gate, a Bandit raiding party blasts him.
It is now up to you to take out the four Bandits who pour over the metal barrier, two on each side, near the locked gate. The Guardian Angel will ask you to help the injured Claptrap. Accept the mission and then interact with the Claptrap to do a diagnosis and then do an about face and go to the waypoint, as is indicated on your map, to find the repair kit.
It is in plain view sitting on a makeshift table under the ragged red awning across the street from and southwest of Dr. Take it and return to Claptrap to complete the mission. Advance toward the den and open fire on the lone prowling skag below that will draw out four more, one at a time, from their den.
You must take out all five to complete the mission. If you have a shotgun, use it, but an automatic weapon also works well. Most of the early level shotguns have a very slow fire rate, making it more difficult to take out multiple enemies quickly.
You can backpedal while reloading or chambering a round to make this easier. Pressing the right analog stick also initiates a melee attack that is highly effective against these initial weak skags. Completing challenges will allow you to level up more rapidly. Challenges can be viewed on your HUD. Return to Dr. Zed to complete the mission. There is an ammo chest and money safe on the corrugated platform below the water tower across from Dr.
Go out the main gate that Claptrap opened for you and turn left. You will see the green glow of the power coupling at the end of the path.
Grab the power coupling and four skags will attack from beyond it. Kill them and return to Dr. You can also just grab the power coupling and sprint back into Fyrestone and only one or two skags will follow you in. Interact with Dr. A blue bar with your shield strength will now appear above your health bar. The shield will now absorb damage until it is depleted, after which you will begin to absorb damage.
You can now sell off surplus weapons at the vending machine. Kill eight of the Bandits of his local crew and return to Dr. Head out the main gate and go toward the waypoint to the southwest of Fyrestone. The Guardian Angel will give you a pep talk as you exit Dr. You will have to kill three low-level skags en-route. You must then take out eight of the eleven Bandits to satisfy the mission specs, but if you clear the compound you can safely access a RED CHEST near the middle of the compound.
You will likely level up to 3 here, extending your health bar to Make your way back to Dr. Baha at T. Head toward the waypoint, southwest of Fyrestone, to meet T. Human assailants will now begin to harass you from the Bandit camp to the west. The three skags south of the gate will need killing if you have re-started or if enough time has passed for them to re-spawn.
Interact with T. Recover T. Baha gives the mission m Start west from T. A lone skag will lurk under the structure near T. The waypoints for this mission will change as you pick up each food bundle, directing you to the next. You will likely level up to 4 as you dispatch the seven skags near the first food bundle, which is plainly visible on the ground. The second bundle is just north of the first one. The third bundle is further north and another half-dozen skags, some the tougher Whelps, will challenge your approach.
If you have a sniper rifle you can target the charging skags to prevent close-in combat. The fourth bundle is just a short distance from the third. With the area cleared, forage among any skag piles for loot. There are two ammo chests and several cash containers under the nearby ramp as well.
Return to T. Baha to complete the quest. Before going after Nine-Toes, you will need some grenades. Head on over to Fyrestone and buy some. Then return to T. The following is the build I recommend for a solo run with Roland. This will increase the damage dealt by the Scorpio Turret by approximately one- third. The Scorpio Turret is the best action skill in the game at this early stage. Further points can be allocated to suit your style of play.
Many of the weapons available there will require a higher level to use than your present level. Sell anything you can spare and buy anything that strikes your fancy. An incendiary sniper is usually offered quite early for all of the characters and is a must weapon. Most will require you to be at level 7 to use it, however. During this walkthrough, I purchased both early on, acquiring enough cash by re-starting several times and looting lockers, skag piles, weapon chests, etc. You will acquire plenty of cash as the game progresses.
Remember to also check Dr. This can be a key item and should be one of your first investments. As Dr. So if you kill a few skags and a few Bandits in route, you can raid that same chest again, gaining XP as well as weapons and cash. Furthermore, if you exit and re-start while in the Bandit camp, you will find yourself back in Fyrestone, unscathed and ready to do it again-or not-your choice. Selling unwanted items will also provide you with additional funds for purchasing a healing shield and weapons.
You can easily complete the 50 skags killed challenge, 50 items looted challenge, even items looted challenge and many others allowing you to hit level 7 before taking on Nine-Toes. Use the detonator to demolish the barricade and proceed into Skag Gully. There are another six skags, some the slightly tougher Whelp skags, near the mine entrance and a couple of Midget Psychos will charge from the mine entrance as you approach it. Enter the mine and a Bandit will greet you east of the vending machines.
Four more will then dispute your attack near the turn to the north. The Scorpio Turret is useful here, so deploy it. Make the final approach to Nine-Toes lair via the metal ramps and drop down, making sure the Turret or your action skill is recharged. Immediately hit Nine-Toes with your most powerful fast-firing weapon. I used a combat rifle: Firepower 21, accuracy When he advances, deploy the Turret and then retreat to the right to the cover of the metal pipe. Toss a couple of grenades toward him, and keep the heat on Nine-Toes with your weapon so that he goes down before the skags are upon you.
The Turret and grenades should damage the skags, so finish them off with a fast-firing weapon or shotgun. A shotgun will work against the skags but if its fire rate is slow you will take substantial damage and might require a second wind. If necessary, you can retreat onto the surrounding platforms to deal with the skags. The Bandits will not have re-spawned but those prolific skags are back.
About eight more skags will appear just beyond the rock arch. Exit the gully and eliminate the skags along your route back to T. Interact with him to complete the quest. Zed owes you for services rendered. Gun down the gate skags and then talk to Dr. Accept it. Exit Dr. Zeds place and bear left to the Fyrestone Bounty Board where Claptrap hangs out.
Interact with the Board to complete the mission. The Catch—A-Ride station is across the street and south of the Fyrestone gate. The gate skags and western Bandits will fight you, and each other, as you make your way to the waypoint. Interact with the Catch-A-Ride pole to complete the quest. Click on it to put it into your log, and then go up the hill to see T. Make T. BAHA, who has more jobs. Talk to T.
Click on both to put them in your mission log. At this early stage having good weapons is also extremely important to success. Baha offers the mission o Go east to Skag Gully. Passports in the Borderlands. Embroilments and History. Founding the Archive. Introduction Dominicanidad in Contra diction. Introduction Roots and Branches of the Tree of Liberty.
Related Topics vodu. Continental Crossroads: Remapping U. Duke University Press W. Main St. All Rights Reserved. Close Modal. This site uses cookies. By continuing to use our website, you are agreeing to our privacy policy. We go a little distance away to the bandit camp and kill eight bandits. I scout around and find a shotgun to go with my machine gun and pistol.
Back to town to Zed and a reward. Mission 6 Meet Tk Baha. We have to go and see a blind man who lives Nearby called TK Baha to find out where Nine-toes has his hideout. There is a large reward for Nine-toes. We meet the blind TK Baha and he is a redneck loony. Mission 7 TK's food.
We have to get the food that TK has had stolen from him by the skags back. Nearby Skag holes have 4 pieces of TK's food which we must liberate from the Skags. Mission 7 Got Grenades? We have to buy a grenade specifically. I do this.
You fire one using left bumper. We now have to return to TK. Mission 8 Take him down. We are to go into Skag gully, which is barriacaded. Once inside we are to kill Nine-toes using TK's dead wife's gun. I go to the waypoint and detonator blows the barricade for us. I find a marker which takes us to a loading screen which gets us to Skag Gully. In skag gully I level up to level five and earn a skill point. This allows me to upgrade on my skill tree. I can get the first thing which is Scorpio turret.
I try and jump down off a cliff and find that I die. I kill a lot of skags here. There are older skags and acid spitting skags here. I find the grave and rattle the headstone for two new guns. I enter the hideout of Ninetoes, I am attacked by mutant midgets and raiders here. I find a boss battle type arena area and we meet Nine-toes. He is aided by two special skags in the fight. I find that when I die I go back to the nearest respawn point. I then go back to the fight and finish it.
The dogs seem to have their health back, I am not sure about Nine-toes. I kill the dogs and Nine-toes and loot their hideout. Now to go back to Zed and Tk. Tk is a happy man and tells us that this will piss of Boss Sledge.
Mission 10 We have to check out the job board in Fyrestone for our next job. This board has two new missions to choose from. Mission 11 Catch a ride. Scooter wants us to check out his ride system.
When we find this piece of tech out near the door of Fyrestone it is broken. Mission 12 Bone head's theft. Bone head has stolen a critical part from the ride system. And now we come to the annoying bit, yes this is an RPG as This mission is ranked at level 10 and I am only level 7. This means that try as I might I can't get Bone head and his gangs shield down with the weapons I have. Eventually and I do mean eventually I kill Bonehead and his gang.
I get the part I need for the ride machine. Taking it back allows me to spawn a vehicle. This is driven like a halo warthog. Y changes to gunner seat and we can shoot missiles and fire a machine gun while in the vehicle. Time to grind, but how do I grind? I have to kill the same respawning enemies a hundred times. Why did they take the shit bits from RPG's and add them as well. Oh and the A. Mission 13 The piss wash hurdle. There is a barricade between Fyrestone and the main road.
Boss Sledge's men are guarding it and there is no way through on foot. However the vehicle can jump the canyon on a handy ramp. Going over the ramp we can flank the barricade.
Kill the men and open the gate. Mission 14 Return to Zed. We go back to Zed and he gives us an extra weapon slot so we can fast change between three weapons now. Mission 15 Sledge: Meet Shep. We basically have to drive to a location and talk to a man, mission done. Mision 16 Sledge: the mine key. We have to go into a heavily defended wind turbine station to get a mine key. There are lots of bandits, brusiers, and large corrosive skags.
When I eventually get to the key location we find that someone else has stolen it. Mission 17 Get the flock out of here. There are a flock of creatures called Rakk, near the wind Trubines, Shep wants us to kill them all. These things are flying bat like creatures that come from a ground based nest. The vehicles guns make short work of them. When you lose your health and die you get a few seconds to keep on damaging enemies. If you can't damage anyone you will bleed out, kill someone and you get to come back from the dead with a second wind.
Mission 18 Braking wind. We have to go back to where we found the key note and kill all the same enemies again. This time we are hitting three switches to start turbines as the objective. Mission 21 By the seeds of your pants. We have to go and get some seeds that TK needs. We have to go back to skag gully for this. The blade flowers are scattered around Skag gully so that we have to take a full tour of it and kill all the skags.
There are eight sets of seeds to collect. Mission 22 Tk's life and limb. We have to go and kill Scar to get back TK's prosthetic leg. Scar is a larger Skag which is up in a previously inaccessible part of Skag Gully. Killing him isn't that hard and we get Tk's leg in the loot that Skag drops. Back to TK to end the mission. We have to go and find 5 journals scattered around the area. The journals are from a scientist named Patricia Tannis. She tells of her arrival on Pandora looking for the vault and it's a tale of woe from their on in.
However amongst the tales of descending madness and of her team being eaten we hear of a dig site and proof that the aliens really have been on Pandora and the vault might actually be real.
The five journals are all in areas we have been to before execept one which is in a new area filled with enemies and the Rakk make an appearance again.
Taking the journals back to the board in Fyrestone finishes the mission. Mission 24 We have to find journals from two sets of bandits who dies camped out in skag gully. Someone wants to know why they were out there. The two journals are marked on the map and fairly easy to get to, only small skag and Rakk in the way. Seems once we return the journals that Boss Sledge sent them their to live for a while to intimidate the Fyrestone people. Mission 25 Scavenger: Sniper rifle We have to find parts of a sniper rifle.
This means going to a new area called Arid hills. Which is huge and filled with enemies. There is a bandit camp which the pieces of sniper rifle are scattered around in. I kill all the bandits then find the pieces. Returning to the board finishes the mission. Mission 26 Circle of Death: Meet and greet. Take part in an arena as a gladiator?? We have to go to an outpost called Groaning Hollow and meet Rade Zayben. That is the first mission at the arena.
Mission 27 Circle of Death Round 1. We go into the arena and fight against a pack of skags. Surviving opens the door out. Mission 28 To the safe house. Back to the main story missions. We have to travel through the arid hills to a new area named Sledge's Safe house.
This is a large complex of corridors and rooms where we meet stiff bandit and Psycho resistance. The ghost voice comes again and tells us that we can go after Boss sledge now.
We have to go all the way back to a new location in the fyrestone area to a gate which i presume is the one we just found the key to. This ends the mission. Mission 29 Sledge: battle for the Badlands. We are to infiltrate headstone mine and kill Sledge. Also we are to get his Eridian Artefact.
We enter a new area here via a portal to a new map. This is a large mining area. There is a mounted gun which deals heavy damage. Once you kill the gunner you can get control of the gun for some fun. Sledge is a large armoured bad guy in a little room of his own.
Killing him is hard but not the toughest thing yet in the game. Maybe I was just well levelled here. I pick up an alien artefact that Sledge had, seems to be something to do with the vault. Getting back through the map is quite hard. Back at Zed in Fyrestone we collect our reward. Travelling through the fyrestone area I come to a new gate which is opened by a robot for us.
We can now travel to the Dhal Headland. He we find a vehicle station right in front of us and a quick jaunt takes us to Ernest and the mission is done. For the first time we get bandits in vehicles attacking.
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