Borderlands Walkthrough :
This walkthrough for Borderlands [Playstation 3] has been posted at 26 Feb 2010 by laster and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up laster and share this with your freinds. And most important we have 2 other walkthroughs for Borderlands, read them all!
|
laster |
Walkthrough - FAQ/WalkthroughBorderlands Walkthrough for Xbox 360 and PS3 By SENIORBILL Version 1.0 December 21, 2009 Copyright 2009 by William Poneta E-mail: bilpon1@yahoo.com TABLE OF CONTENTS 1 BORDERLANDS 2 GAME PLAY 3 STRATEGY 4 PLAYABLE CHARACTERS Walkthrough (Prefix--M=Mandatory; O=Optional) SECTION 1: FYRESTONE/THE ARID BADLANDS/SKAG GULLY FRESH OFF THE BUS THE DOCTOR IS IN SKAGS AT THE GATE CLAPTRAP RESCUE FIX’ER UPPER BLINDING NINE TOES SECTION 2: FYRESTONE/THE ARID BADLANDS/SKAG GULLY NINE-TOES: MEET T.K. BAHA NINE-TOES: T.K.s FOOD GOT GRENADES (action skill build for Roland in this section) NINE-TOES: TAKE HIM DOWN NINE-TOES: TIME TO COLLECT JOB HUNTING SECTION 3: FYRESTONE/THE ARID BADLANDS/SKAG GULLY CATCH-A-RIDE T.K. HAS MORE WORK T.K.s LIFE AND LIMB BY THE SEEDS OF YOUR PANTS WHY ARE THEY HERE BONE-HEAD’S THEFT SECTION 4: FYRESTONE/THE ARID BADLANDS THE PISS WASH HURDLE HIDDEN JOURNAL: THE ARID BADLANDS RETURN TO ZED GET A LITTLE BLOOD ON YOUR TIRES SLEDGE: MEET SHEP GET THE FLOCK OUTTA HERE SECTION 5: THE ARID HILLS/THE LOST CAVE SLEDGE: THE MINE KEY BRAKING WIND SHOCK CRYSTAL HARVEST CLAPTRAP RESCUE: THE LOST CAVE THE LEGEND OF MOE AND MARLEY SCAVENGER: SNIPER RIFLE BADLANDS SECTION 6: SLEDGE’S SAFE HOUSE/THE ARID BADLANDS SLEDGE: TO THE SAFE HOUSE CLAPTRAP RESCUE: SLEDGE’S SAFE HOUSE SLEDGE: BATTLE FOR THE BADLANDS WHAT HIT THE FAN SCAVENGER: COMBAT RIFLE INSULT TO INJURY SECTION 7: THE ARID BADLANDS SCHEMIN’ THAT SABOTAGE FIND BRUCE McCLONE PRODUCT RECALL CIRCLE OF DEATH: MEAT AND GREET CIRCLE OF DEATH: ROUND 1 CIRCLE OF DEATH: ROUND 2 CIRCLE OF DEATH: FINAL ROUND SECTION: 8 THE DAHL HEADLAND/NEW HAVEN LEAVING FYRESTONE GETTING LUCKY POWERING THE FAST TRAVEL NETWORK ROAD WARRIORS: HOT SHOTS ROAD WARRIORS: BANDIT APOCALYPSE POWER TO THE PEOPLE CLAPTRAP RESCUE: NEW HAVEN SECTION: 9 THE DAHL HEADLAND FUEL FEUD DEATH RACE PANDORA WELL THERES YOUR PROBLEM RIGHT THERE GHOSTS OF THE VAULT SCAVENGER: REVOLVER BIG GAME HUNTER SECTION: 10: THE ARID BADLANDS/RUST COMMONS WEST IS T.K. OKAY LIKE A MOTH TO A FLAME UP TO OUR EARS SEEK OUT TANNIS HIDDEN JOURNAL: RUST COMMONS WEST SECTION 11: RUST COMMONS WEST/EARL’S SCRAPYARD SCOOTER’S USED CAR PARTS FIREPOWER: ALL SALES ARE FINAL MEET CRAZY EARL SCAVENGER: SUBMACHINE GUN FIREPOWER: MARKET CORRECTION GET OFF MY LAWN CLAPTRAP RESCUE: EARL’S SCRAPYARD TODAY’S LESSON: HIGH EXPLOSIVES SECTION 12: TETANUS WARREN/SCRAPYARD/WEST COMMONS CORROSIVE CRYSTAL HARVEST CLAPTRAP RESCUE: TETANUS WARRENS KING TOSSING JACK’S OTHER EYE FIREPOWER: PLIGHT OF THE MIDDLE MAN HAIR OF THE DOG SECTION 13: RUST COMMONS EAST MISSING PERSONS MIDDLE OF MOWHERE NO MORE: INVESTIGATE MIDDLE OF NOWHERE NO MORE: FUSES MIDDLE OF NOWHERE NO MORE: SMALL FAVOR MIDDLE OF NOWHERE NO MORE: SCOOT ON BACK ALTAR EGO: BURNING HERESY HIDDEN JOURNAL: RUST COMMONS EAST SCAVENGER: SHOTGUN SECTION 14: KROM’S CANYON THE NEXT PIECE EARL NEEDS FOOD BADLY CLAPTRAP RESCUE: KROM’S CANYON TWO WRONGS MAKE A RIGHT SECTION 15: RUST COMMONS EAST/NEW HAVEN JAYNISTOWN: SECRET RENDEVOUS GREEN THUMB JAYNISTOWN: A BROTHERS LOVE RELIGHT THE BEACONS ALTAR EGO: THE NEW RELIGION A BUG PROBLEM JAYNISTOWN: UNINTENDED CONSEQUENCES JAYNISTOWN: SPREAD THE WORD JAYNISTOWN: GETTING WHATS COMING TO YOU DUMPSTER DIVING FOR GREAT JUSTICE ALTAR EGO: GODLESS MONSTERS SECTION 16: TREACHER’S LANDING/ JAYNISTOWN WANTED FRESH FISH IV’E GOT A SINKING FEELING JAYNISTOWN: CLEANING UP YOUR MESS SECTION 17: THE TRASH COAST ANOTHER PIECE OF THE PUZZLE HOUSE HUNTING BAIT AND SWITCH CLAPTRAP RESCUE: TRASH COAST EARL’S BEST FRIEND SECTION 18: OLD HAVEN/DAHL HEADLAND SMOKE SIGNALS: INVESTIGATE OLD HAVEN SMOKE SIGNALS: SHUT THEM DOWN BANDIT TREASURE: THREE CORPSES NOT WITHOUT MY CLAPTRAP CLAPTRAP RESCUE: OLD HAVEN BANDIT TREASURE: X MARKS THE SPOT SECTION 19: RUST COMMONS WEST CIRCLE OF SLAUGHTER: MEAT AND GREET CIRCLE OF SLAUGHTER: ROUND 1 CIRCLE OF SLAUGHTER: ROUND 2 CIRCLE OF SLAUGHTER: FINAL ROUND SECTION 20: THE SALT FLATS THE FINAL PIECE CLAPTRAP RESCUE: SALT FLATS SCAVENGER: MACHINE GUN SECTION 21: THE CRIMSON FASTNESS/CRIMSON ENCLAVE GET SOME ANSWERS CLAPTRAP RESCUE: CRIMSON FASTNESS FIND THE ECHO COMM CONSOLE ACTIVATE THE ECHO COMM SYSTEM SECTION 22: DESCENT/THE ERIDEAN PROMOTORY/THE VAULT/WEST COMMONS FIND STEELE DESTROY THE DESTROYER BRING THE VAULT KEY TO TANNIS Update-Version: 1.1, January 10, 2010 I have added bookmarks to all 126 missions. Cleaned up the procedure for SCOOTER’S USED CAR PARTS. Additional details have been added to the weapons section; and I have added extensive details and alternate strategies throughout the document. Update-Version: 1.2, February 22, 2010 I have added a large section outlining the general strategy used for the opening stages of this walkthrough. I have also added a brief section on the merits of the four playable characters. I have also added additional weapon detail and rather extensive details to many of the missions, and notes detailing some of the more lucrative gear harvesting areas. Also included is a list of the weapons acquired when level 50 was reached on a second playthrough. Update-Version: 1.3, October 10, 2010 Because of the large number of and varied points of origin for the missions and their overlapping nature, causing them to be pursued concurrently, I have added a “SOURCE” for each mission beneath the “MISSION” portion. This is in response to the many E-mails inquiring where missions, like GREEN THUMB or Marcus’ FIREPOWER missions, etc. originate. I have also added a dozen SILVER and RED CHEST locations. I have also greatly expanding the weapons section and added a suggested “skill tree” section for all playable characters. I have also added significant detail and/or alternate approaches to many of the missions- most notably to m018, o027, m033, m048, m101, o104, o108 and m124. BORDERLANDS There is a legend, the legend of the “vault;” and it is rumored that it exists somewhere in the Borderlands of the planet Pandora. It is of alien construction, and is said to contain ancient artifacts of awesome power and value. You, a Bounty Hunter, depart the bus in Fyrestone and are immediately propelled into the quest. A disembodied voice, the ephemeral Guardian Angel, will request your help; and she will offer information and encouragement as you progress through the wasteland, blazing your way toward the fabled vault. The massive campaign takes place amid a backdrop resembling a post- apocalyptic ramshackle wild west, but one with high-tech weapons; and its missions will guarantee you days of addictive game play. This is an awesome game with highly varied battlefields, a plethora of baddies, human and alien, a truckload of loot and the most extensive and spectacular array of weapons conceivable. Borderlands, with its awesome arsenal, allows multiple approaches; but the fact that you have four playable characters, each with a specific, potent action skill, makes it more like four games in one. This walkthrough chronicles the game as Roland, the soldier, whom I believe has the best action skill for first-time solo play. The Scorpio Turret is exactly as he says, “like havin’ another soldier on the field,” and his class mods are awesome for solo play as well. That being said, most of the approaches and game details will adapt to the other characters as well. //////////\\\\\\\\\\//////////\\\\\\\\\\//////////\\\\\\\\\\////////// GAME PLAY: LOOT, WEAPONS, MODS AND SHIELDS LOOT: Acquiring loot like cash, weapons, shields, class modification and grenade modules and health packs is accomplished during game play by raiding weapons chests, lockers, safes, etc. and by enemy drops, and there is a ton of them. This can be augmented by making judicious purchases from Marcus or from Dr Zed’s vending machines, and by re- starting the game and then revisiting the re-spawned “gimmes” like RED and SILVER CHESTS. The game seems designed for this purpose, so exploit it-or not. You can often get the weapon you are looking for in this manner, and can raise huge sums of cash by selling what you don’t require. Opening a chest, especially in the game’s final stages, is much like rolling the bars on a slot machine-sometimes you get red sevens, like a 4X incendiary Volcano sniper with 350 firepower, a 2.4 scope and an extended magazine-you never know. This can be an addictive pursuit. ACTION SKILLS: The action skill is available when you reach level five and is activated by selecting it on the skills screen. Roland’s Scorpio Turret is an excellent perk, and as you upgrade the firepower and then the cool down time it becomes highly effective, especially when you acquire elemental artifacts during game play. The first tier of skills is available as soon as the action skill is unlocked and the next tier when five action points are spent in the prior tier, etc. For a percentage of your cash you can also have the points refunded at any New-U station, allowing you to reallocate them however you wish. CLASS MODIFICATION MODULES: Class modules (mods) are specific to your character, and are given as bounty, found in chests or even skag piles; and random mods are offered and may be purchased from Dr. Zed’s health vending machines. They are equipped in your class module slot by clicking on the desired mod in your inventory. Only one can be equipped at a time, but they can be very significant items. The soldier, for example, has mods that regenerate ammo, sometimes at prodigious rates. Mods that increase the XP you gain for eliminating hostiles by over 20 percent are also common and allow rapid leveling up. Others regenerate health and/or shields at varying rates, or increase weapon damage, magazine size, lessen weapon recoil, or improve sniper stability, etc. Do not discount these items. As mods become available, and your inventory slots grow, mods should claim some of those slots. A good health regeneration module, for example, will allow you to not carry health packs in inventory; or you won’t need to carry a weak shield because it has health regeneration capabilities. The ammo regeneration mods become readily available as the game progresses; and keep an eye out for the electrocute and electrocute resistance mods later in the game to help with the Guardians. SHIELDS: Shields are also an immensely important item and can be purchased, picked-up off the ground and found in containers and skag piles. Get the highest you can with the fastest recharge rate, but perks like auto health regeneration, health boosts and elemental resistance are also important considerations. As the game progresses shields of all types and strengths are available quite frequently. Again you can maintain as many as you wish in inventory but can equip only one at a time. MISSIONS: Missions are most often acquired at the local bounty boards or from individuals whom you will be directed to. Oftentimes the voice of a local Claptrap will announce new missions. You can have as many missions in your queue as are available. While some missions are mandatory, others are user choice, but not pursuing most of the optional missions will leave you grossly under-leveled. The level of each mission is displayed when highlighted but is not always a good indication of its difficulty. Some missions are procedural like, SLEDGE: MEET SHEP, which is simply a vehicle to dole out additional missions. At other times your present level, if above the level of the highlighted mission, may assign it a trivial level when, in fact, it isn’t trivial at all. One thing, however, is certain; tackling a mission that is several levels above your current level will be exceedingly difficult, if not impossible. There are 126 missions, but only about a third are mandatory. I will list whether the mission is optional or not, but failure to pursue most of the optional missions will leave you at a much lower level that the available missions. WEAPONS: With over 15,000,00 weapons possible, no one can tell you what you’ll have let alone what to use; but a good mix is essential to success. A good array of snipers, with a gradually improving incendiary-the first elemental available-leading the way is essential. A fast firing incendiary SMG or combat rifle, or even two, one scoped and one not, is an awesome combo. The same can be said for a caustic SMG or combat rifle, scoped and not. A well-aimed burst from a good elemental will allow an enemy to bleed down while you wait under cover, your shield recharging, to finish him of. Conventional weapons will dominate early play and they progress rapidly in strength and, even with the advent of the elementals, they will remain a key part of your arsenal. They are essential for certain boss battles and against other foes impervious to elementals as well. Against spiderants they are likely the best choice. Without getting into a long expose on weapon capabilities I will give some general things to consider. Firepower, accuracy, speed, magazine size, elemental properties, or not, and an array of other extras like recoil reduction, critical hit damage and burst fire count, etc., are displayed when a weapon is acquired and can be compared to those you have. High is almost always good-high accuracy, high firepower, high elemental properties, large magazines; but you must sometimes do a balancing act since all of these qualities will not be high. A 400 firepower sniper with a poor scope and small critical hit bonus, for example, may not be in the league with one with 300 firepower, a 200% critical hit bonus and a 2.4 scope. Elementals, for all weapons, are tricky because a very low firepower weapon at 4X may not be as good as a higher-powered weapon at 1X. This applies for all the weapon types, and not all 4X weapons, for example, show the same elemental effect. Although not always a definitive indicator of a weapons utility, a weapon’s color rating is an excellent starting point for evaluating a weapon. The least rare weapons are white, followed by green, blue, purple and golden orange. The latter, golden orange, are the Legendary weapons and with few exceptions they are the best of the best. The super-rare Pearlescent weapons are a cut above, but are so rare you likely won’t see one if you play the game ten times over. Initially you can equip two weapons in the quick access weapon slots, but this will be expanded automatically through slot awards during game play. You can, however, simply pause the game at anytime to access your full inventory of weapons, switching to anything you have in your possession. You start with two weapon slots and twelve inventory slots and this can be expanded by accepting any or all of the ten Claptrap repair missions offered during game play. Each repair mission completed will yield three new inventory slots. SHOTGUNS: Shotguns should be evaluated by the two types they come in-low- accuracy, high firepower models like Sweepers, Shredders and Matadors and higher accuracy types, firing a lesser number of projectiles but with accuracies as high as 80% or more. These are the guns prefixed with Hunters, and Death among others. A shotgun, like a Matador, Shredder or Sweeper, with high firepower and added projectiles, but painfully low accuracy, can only be used in close-quarter combat; and, a scoped one, a point and shoot weapon, is a nuisance. Small magazine size is also a major handicap on some of the models with very high firepower. The higher accuracy models like the Death and Hunters models are the ones I prefer, and a scope on a good conventional or elemental can be quite effective at mid-range. These high accuracy types have fewer projectiles but if you want to hit what you aim for rather than just spray lead, they are the best choice. That said, a potent Matador with decent accuracy can be useful in tight quarters, and keeping one for close encounters isn’t a bad idea. The Carnage model shotguns-Holy crap! They shoot rockets! -are good for nothing except raising cash at the nearest weapons vendor, unless you get a Legendary Defender model, in which case it is good for regenerating ammo. The high level models like the Crux, Bulldog, Butcher, Striker, Friendly Fire, Defender, etc. can be awesome weapons, but not always and must be evaluated when acquired-some will regenerate ammo but not offer utility in the field. Most of these high level models will not become available until well into the game. The ultimate scoped shotgun is the Jakob’s Striker. It has the accuracy and range of many combat rifles and should never be passed up; but they are extremely rare. Shotguns to look for: Jakob’s Striker-High accuracy, mid-field range capability and a high critical hit bonus. An awesome weapon! But it is exceedingly rare. (Legendary) Maliwan Crux-This is a highly elemental caustic shotgun. A scoped one with good accuracy is an excellent weapon at range and one without is good for close quarters. (Legendary) S&S Crux-This is a highly elemental explosive weapon. High accuracy models with a scope are good at mid-rang and un-scoped models can replace an all-purpose conventional. (Legendary) Butcher-Its burst fire of 5 rounds is devastating in close quarters. (Legendary) Bulldog-These have a huge magazine of 20 rounds and generally have good firepower. (Legendary) Hunter’s or Death-I like these weapons because I like to hit what I shoot at. They offer good firepower with accuracies as high as 75%. They are common items and are frequently available fairly early on. A potent scopeless Hunter’s Defender(ammo regen) can be your go to shotgun. (Non-Legendary and Legendary) COMBAT RIFLES: Combat rifles come in a wide variety of types. The best will combine high firepower with a high rate of fire and will have decent accuracy and greatly reduced recoil. Such a weapon in Roland’s hands, with the right class mod equipped, can be an awesome weapon. Highly elemental combat rifles, meaning greater than 1X, are somewhat rare and can be devastating when coupled with high firepower and much reduced recoil. As the game progresses, potent combat rifles become common and one with good accuracy, recoil reduction and an extended magazine can be formidable; and when putting a lot of lead on target is required they are a good choice. Incendiary combat rifles are also available very early in the game and can be used as early as level 4. Incendiary and conventional combat rifles in the 12 to 15-firepower range can be found, or can be purchased at the store during the game’s opening stages. These can be one the best weapons available in the game’s early stages, especially prior to achieving level 7. 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. (Legendary) REVOLVERS: Revolvers won’t make an appearance until level 13, but when they do they are among the most versatile weapons in the game. 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 13. The Unforgiven revolver, a Legendary, is among the game’s best all around weapons, especially if it is a Masher. 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. A good scoped static revolver can be very effective against the flying Sera Guardians near the game’s end and a un-scoped static model is also excellent against the ground Guardians, both close-up and mid-range. 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 25. (Legendary) Unforgiven-These come in scoped and un-scoped models and can show as early as level 19. 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 13. (Non-Legendary and Legendary) Elemental and conventional revolvers, like the Viper, Justice and Law are all excellent weapons and are among the game’s finest Non-Legendary weapons. They offer high firepower, accuracy and the elemental ones show striking elemental effects. REPEATERS: Repeaters will be useful early on in the game, but in the later stages only the highly elemental ones are worth the trouble. 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 scoped Swatter that you find in the RED CHEST that Claptrap admonishes you to open during the game’s opening sequence can be an excellent survival tool during those early stages, especially if you have only a weak SMG or shotgun. 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. It hasn’t any “knock-back” power but it will toast a Crimson Lance with a short burst while you watch in safety-hoorah! One of the earliest Legendary weapons you may find is the caustic repeater “Hornet.” They can appear as early as level 16 and, at that point, they are formidable weapons. Repeaters to look for: Firehawk-These are 4X incendiary and show amazing elemental damage. While its relatively slow fire rate won’t yield much knock-back, its incendiary effect will leave no survivors. They come in scoped and un- scoped versions and appear as early as level 25. (Legendary) Swatter-This lowly level 0 weapon-the one in the RED CHEST that Claptrap points out to you before you reach Fyrestone-can be a very welcome addition to Lilith’s pitifully weak, un-scoped SMG or to Bricks charge-em without a shield shotgun. There are numerous other Legendary repeaters, but none will be game- changers. Evaluate any you find according to your style. SNIPER RIFLES: Sniper rifles, both elemental and conventional, are must-have weapons as your inventory expands. 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. The Volcano line of incendiary snipers begin to appear once you reach New Haven and at bit of harvesting-if the New Haven REDS are still there-can usually net you a Volcano. It is a devastating weapon, far exceeding any other incendiary sniper. Don’t pass it up-it will likely supplant any other sniper you find and is, hand’s down, among the top weapons in the game-probably the best. 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. With a critical hit bonus of 200%, they are excellent weapons that require little effort to get those criticals. 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) Cobra-The 3X-4X Cobra sniper rifle is extremely rare, but can show up at level 17. If it does you’re king of the hill at that level and well beyond. With a good critical hit bonus and a good scope, these are the Volcanoes only rival as the game’s best sniper. (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. If you don’t miss they are devastating. 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. (Legendary) SUBMACHINE GUNS: Submachine guns (SMGs) progress rapidly in quality from the game’s start, and highly elemental ones, 4X incendiaries aren’t uncommon early on. 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 4X Combustion Hellfire SMGs are awesome incendiary weapons and one with a good rate of fire will rival the Volcano sniper as the game’s best weapon-especially in the hands of Lilith. The Double Anarchy series are generally the best of the conventional SMGs and they will start to appear before level 10. 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 Caustic Stinger can be very useful, especially if you haven’t located a Hellfire. SMGs to look for: Maliwan’s Combustion Hellfire- These 4X incendiary SMGs are, hand’s down, the best SMG in the game. A short burst is enough to eliminate any but the baddest of the bad. This may be the game’s best weapon. They come in scoped and un-scoped models, fast firing and slow. Even a Thumper will outperform any other SMG. Never pass one up. (Legendary) Double Anarchy-Generally these will be among the top conventional SMGs in the game. Don’t be fooled by the low accuracy-these put out enough lead to compensate. They come in scoped and un-scoped models and have variable fire rates. You may see one prior to reaching level 10. (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. (Purple) ROCKET LAUNCHERS: Rocket Launchers seem to lack the “punch” one associates with the type. While certainly useful, they are not game-changers-even the 4X elementals. With Roland’s ammo regeneration mods the launcher can be used to saturate heavily defended facilities but targeting individual enemies is difficult unless your positioning is perfect. 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. (Legendary) ERIDEAN: The Eridean weapons (alien) that you will eventually acquire are, in my opinion, woefully lacking. 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. The author’s preferences are explosive and incendiary Bouncing Betties but other types are excellent as well. Contact grenades, Sticky grenades and Proximity Mines can also be very useful. ELEMENTALS and CONVENTIONALS: You will quickly see in this document that I prefer elemental weapons to the conventional weapons; but both are necessary to success in Borderlands. I find the incendiary weapons to be, by far, the best in the game. Since most of your targets will be “flesh” and since incendiary is designed for defeating flesh, it is your best choice for most enemies. 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. These weapons are offered early in the game, oftentimes as soon as Marcus’ store re-opens. If you don’t harvest them, buy an incendiary sniper and an incendiary SMG or combat rifle as soon as you have the funds to do so. They work equally well on both humans and on skags and other native fauna. These weapons continue to improve throughout the game, and if a Combustion Hellfire SMG and a Volcano sniper rifle become available, don’t pass them up. 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. The ultimate incendiary snipers appear as level 25 weapons-the Volcano line by Maliwan-“get you one.” How much non-elemental damage an elemental weapon deals is a bit of a mystery. 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. A 4X volcano sniper at 250 FP, for example, deals far more damage than the next best 4X 250 FP sniper-the Incendiary Wrath. 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. The “Pestilent Defilers” are potent caustic revolvers, and one with high firepower is an awesome weapon. 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. Explosive weapons do not show the “bleed” effect of the other elementals. 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. Brick’s class mods and his skill enhancements make these weapons perform best in his hands. 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. For general purposes the Explosive Artifact works well on the Scorpio Turret, Brick’s Berserk and for Bloodwing. 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. STRATEGY: The opening stages of Borderlands can be challenging, but can be made far less painful by properly preparing for the action. 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. Challenges can be viewed on the HUD of your ECHO device. This walkthrough advocates the following procedure. The mission: NINE- TOES TAKE HIM DOWN is a level 4 mission, but taking down Nine-Toes and his two tough skags is a real challenge at level 4; and the missions that follow will all be well above your level if you manage to take out Nine-Toes at that point, thus continuing the pain. 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 13,886 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. The lion’s share of these, however, will come from completing “challenges.” These can be seen on the HUD of your ECHO device. 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. The following challenges are within easy reach: “What’s in there” Open 50 lootable items for 1,000 XP “Relentless” Kill 5 enemies (skags at this point) with no more than 7 seconds between each kill for 500 XP (exploit the five skags just south of the Fyrestone gate to easily complete this quest) “Ooo! Shiney!” Loot 5 weapons chests for 1,000 XP “Treasure Hunter” Open 25 weapons chests for 2,000 XP (perhaps a stretch for the impatient among us) “Rat a Tat” Make 50 kills with SMGs for 1,000 XP “Skag Slayer” Kill 50 skags for 1,000 XP “Scavenger” Open 250 lootable containers for 2,000 XP “One Shot, One Kill” make 50 kills with sniper rifles for 1,000 XP “Headhunter” Make 50 human kills for 1,000 XP “Impulse Buyer” Buy 5 items for 1,000 XP “Draw!” Make 50 pistol kills for 1,000 XP “Spray and Pray” Make 50 kills with combat rifles for 1,000 XP “Hot! Too Hot!” Make 25 incendiary kills (you can use an incendiary combat rifle, SMG or repeater as early as level 2) for 1,000 XP “Pocket Change” Earn 10,000 dollars for 1,000 XP “Get off my lawn!” Make 50 kills with shotguns for 1,000 XP After exiting the bus, simply follow the game play walkthrough, looting the approximately 40 available item containers prior to Fyrestone, then the twenty or so containers in Fyrestone as you continue the initial missions. The walkthrough will then take you to the Bandit camp to the southwest of the Fyrestone gate. Loot the eight containers there, including the RED CHEST. 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.K.s place and then back north into Fyrestone. This initial circuit will net approximately 25 human kills, 20 or more skag kills and approximately 75 lootables, including 1,500 to 2,500 in cash and six weapons. Re-start and repeat the circuit to achieve as many challenges as possible, to acquire weapons-the Bandit camp hostiles don’t re-spawn but the RED CHEST does, and oftentimes yields good weapons-and to acquire cash for purchasing a better shield and any weapons that you covet at Marcus’ shop. 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 15-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. Cash is only important during the initial game play, so don’t hesitate to spend early on. 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. PLAYABLE CHARACTERS: Roland: For solo play, on an initial playthrough, I believe that Roland is the best choice. The Scorpio Turret is, initially, the best action skill for solo play. It is, indeed, “like havin’ another soldier on the field.” It allows you to target the enemy while remaining under cover and its shield can provide cover when none is available. 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. Some of these mods add over 20% XP to your kills. You can equip ammo regeneration mods that can regenerate ammo at prodigious rates and there are shield and health regeneration mods and others that improve weapon damage, reduce recoil and increase magazine size, by as much as 60%. An electrocute class mod increasing static damage by up to 40% is often coupled with an electrocution resistance perk, allowing you to easily tackle the Guardians. Even though Roland’s expertise is with shotguns and combat rifles, he has access to all other types of weapons as well, as do all of the players. At both long range and short, Roland and his Turret are death come calling. Suggested initial skill point allocation: First 5 to “Sentry;” second 5 to “Defense” and “Stockpile;” third 5 to “Barrage;” or fill out “Defense” or “Stockpile’ and the fourth 5 to “Deploy” The Scorpio Turret is now maxed out. Assign the next skill points to whatever suits your style of play. Mordecai: Mordecai’s expertise is with sniper rifles and pistols and since I particularly enjoy sniping I’m inclined to say his character is next best to Roland; but Lilith will contest the spot. The Bloodwing is second only to Roland’s Turret for dealing damage to the enemy and becomes very potent as it is upgraded, but it can’t equal the Turret until you reach level 25 when you max out the “Bird of Prey” skill. 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. Mordecai’s class mods are very good, with health regeneration mods outclassing all of the other characters and his Bloodwing damage mods are excellent. His mods for both sniper rifles and pistols are also good, but he comes up short of Roland for solo play on a first playthrough because it takes so long to upgrade Bloodwing’s Bird of Prey skill. But he is a fun character to play, especially if you are cautious and calculating, liking sniper play rather than brute force. This is my preference- sniping-but Mordecai doesn’t measure up to Roland when direct intervention is called for, as it frequently is early in the game play. On a second playthrough, however, with Bloodwing’s “Bird of Prey” skill maxed out and class mods further enhancing the number of enemies that can be attacked, Mordecai becomes Roland’s equal-or better. Suggested initial skill point allocation: First 5 to “Swift Strike;” second 5 to “Swipe;” Third five to any of the available skills in the “Rogue Tier” This will get you to “Bird of Prey” Allocate the next 5 to this fabulous skill and the Bloodwing will now attack up to six targets per flight. 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. But Lilith’s strong suit isn’t her action skill alone. Her expertise is SMGs and when her spark skill is fully upgraded and a class mod for 40% ignite damage and a plus 3 spark skill is added, she is a fire- breathing dragoness, especially if you can get your hands on a Combustion Hellfire SMG, a Volcano sniper and other potent incendiaries including incendiary grenade mods. These high-end weapons are noticeably more potent when wielded by Lilith. Other mods can increase SMG damage by up to 40%, making all SMGs extremely potent and ammo regeneration mods for SMGs are oftentimes on the same mod as SMG damage. Action skill cooldown mods, shield capacity boosts up to 36% are easily acquired and the electrocute damage and electrocute damage resistance mods also make alien meat out of any |
Comments
Sorry, to fulfil this action you have to be CheatsGuru User
|
Another Borderlands Walkthrough :
|
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3

