Borderlands: The Secret Armory of General Knoxx Walkthrough :
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Walkthrough - FAQ/WalkthroughBorderlands: The Secret Armory of General Knoxx (Borderlands add-on game) FAQ/Walkthrough for XBOX 360 and PS3 By SENIORBILL Version 1.0 May 16, 2010 Copyright 2010 by William Poneta E-mail: bilpon1@yahoo.com TABLE OF CONTENTS Walkthrough (Prefix--M=Mandatory; O=Optional) INTRODUCTION WEAPONS PLAYABLE CHARACTERS WALKTHROUGH SCOOTER? BUT I DON’T EVEN KNOW HER BOOST THE MONSTER BIG CRIMSON BROTHER IS WATCHING WANTED DEAD GREASE MONKEY YOU’VE GOT MOXXI: ROADBLOCK CORE COLLECTION YOU’VE GOT MOXXI: MOXXI’S RED LIGHT PRISON BREAK: ROAD WARRIOR PRISON BREAK: OVER THE WALL PRISON BREAK: TRY NOT TO GET SHANKED CLAPTRAP RESCUE: LOCKDOWN PALACE PURPLE JUICE LITTLE PEOPLE: BIG EXPERIMENTS RENDEVOUS CODE BREAKER: ANALYSIS THIS BITCH IS PAYBACK ROAD RAGE OMG APC CODE BREAKER: TIME IS BULLETS POWER LEETCH ATHENA SET UP THE BOMB BRIDGING THE GAP KNOXXED OUT THIS BITCH IS PAYBACK PART 2 THROWN FOR A LOOP ARMORY ASSAULT LOOT LARCENY STAIN REMOVAL MOP UP BUGGED LOST LEWTS DRIFTER LIFTER SUPER MARCUS SWEEP LOCAL TROUBLE ITS LIKE CHRISTMAS CALL OF DUTY: NEW RECRUIT CALL OF DUTY: CADET CALL OF DUTY: PRIVATE CALL OF DUTY: CORPORAL CALL OF DUTY: SERGEANT CALL OF DUTY: MEDAL OF DUTY YOU WILL DIE INTRODUCTION The ruthless Atlas Corporation has lost its hold on Pandora and they want it back. The failure of their mercenary force, the Crimson Lance, and the death of Commandant Steele has prompted the Corporation to once again reinstate their dominance by placing General Knoxx in charge of a new invasion force. Power, revenge and greed are their motives. General Knoxx is bored with Pandora and with his moronic superiors, but he is spearheading Atlas’ comeback by stockpiling weapons, limiting freedom and travel and by building an arsenal for an army of occupation. He only wants to get it done so he can leave the rock before he is bored to death. Athena, a former top Atlas Omega Class Assassin, is now leading the resistance against her former employers, and Atlas has a huge price on her head and on yours. She is tired of Atlas’ endless thirst for power and of their boundless greed. Together you and Athena must undermine Atlas and destroy their arsenal before they can once again dominate the planet. WEAPONS Having completed the main game, you should be in possession of a good arsenal. This is true whether you pursue The Secret Armory of General Knoxx on either playthrough 1 or 2. The game play will echo your level and make the play challenging but fair. In addition to the Bandits and Lance regulars you will be battling elemental Crimson Lance, spider-like Drifters, Devastators, Lance Assassins and Lance security probes and vehicles. The Bandits and Lance regulars can be handled as they were in the main game. Incendiary fire is excellent against them but so are some of the other elementals and conventional weapons. Incendiary weapons also work well against both Chemical and Shock Lance and corrosive weapons perform well against the Pyro Lance. Assassins are best taken out with caustic weapons, particularly caustic shotguns. The robotic Devastators are most easily tackled with corrosive weapons and the vehicles turret is the only choice for Lance probes and vehicles and for Drifters. The following weapon types were used for about 99% of the kills during the game play used to develop this walkthrough completed on playthrough 2. All weapons were upgraded when more potent weapons were looted. Caustic combat rifle and/or SMG Caustic revolver (scoped Pestilent Defiler) Caustic sniper rifle Caustic shotgun Incendiary SMG (Combustion Hellfire) Incendiary sniper rifle (Maliwan Volcano) Conventional shotgun Double Anarchy SMG Combat rifle Note: A potent scoped Pestilent Defiler shows such a high elemental effect that it is actually much better than most caustic snipers in that role. Crawmerax, the invincible, will likely be the final opponent you will face in the game. Static weapons works best against Crawmerax. The tactics employed for killing Crawmerax require the following: Eridean Thunder Storm Static sniper rifle Shock Contact grenade mod It is also highly prudent to have separate shields resistant to static, fire and corrosive damage and to have some sort of health regenerating ability in the form of a mod or health-regenerating shield. Class mods are also hugely important and should always be employed, as the circumstances require. PLAYABLE CHARACTERS This document recommends using Lilith during the campaign. This is not because the others are not capable; only that Lilith’s phasewalk ability will make the struggle against the final Boss, Crawmerax, more doable. Roland’s actions skill also makes him an excellent choice for solo play, but he will struggle against Crawmerax. A fully upgraded Bloodwing coupled with Mordecai’s sniping prowess and fast health regeneration potential make him a good choice as well, except against Crawmerax. Brick’s action skill, however, makes him the most challenging choice for solo play. So, if killing Crawmerax is in your game plan then Lilith will give you the best chance of success in that venture. If Lilith is your choice, in addition to the weapons and shields mentioned in the “Weapons” section, be sure to acquire mods for static, corrosive and ignite damage enhancements. These will be widely available during the play. An ignite mod coupled with plus 3 “spark’” is deadly in Lilith’s hands. A mod reducing the action skill’s cooldown time is also quite useful, especially when combined with enhanced shield regeneration. Be sure to max out Lilith’s action skills, Hard To Get, Inner Glow, Spark, Resilience and Slayer. Diva, Dramatic Entrance and Silent Resolve are also worthy of full or significant upgrades. WALKTHROUGH The recommended time to begin a playthrough 2 campaign in T-Bone Junction is after completing Borderlands on playthrough 2 or when you have achieved level 50, but it can be done after finishing playthrough 1 as well. Game play will begin with missions at level 35 for playthrough 1. Playthrough 2 will begin with missions at level 51. If you find the play too challenging, just level up a bit in the main game or on Zombie Island or by tackling the Drifters found in the barrens of the Sunken Sea or Road’s End. Your cap throughout Pandora is now 61. There is only a single fast-travel station, located in T-Bone Junction. Travel will be by mostly by Scooter’s new vehicle, the Monster. It has homing rockets and you will need them to survive the Crimson Lance drone stations and patrol vehicles that make travel hazardous. If you re-start the game, you will find yourself in T-Bone Junction, allowing you to essentially fast travel from anywhere to that location. Looting follows the pattern of the main game with one exception. Penetrate to the armory and scores of weapons chests are at your disposal. XP gained on missions is variable, depending on your level. The XP values given are those assigned when starting playthrough 2 at level 51 and the missions starting at 51. XP awarded will vary at bit depending on your level versus the mission’s level. SCOOTER? BUT I DON’T EVEN KNOW HER. 3,816 XP Mission: Athena, an informant and former Atlas Omega Assassin, wants you to contact Scooter in T-Bone Junction. Like you, she has a price on her head and is looking for help to resist the domination of the Atlas Corporation. Scooter will tell you where she can be found. Go through the doorway, and turn left. Follow the direction of the arrow on the floor through the next doorway. Dead ahead is Scooter’s garage. Talk to Scooter who says that you’re lady friend, Athena, needs you to meet with her at a club called Moxxi’s Red Light. Interact with Scooter to complete the mission. He will give you the mission: BOOST THE MONSTER after which the local Claptrap will announce that new missions are available at the T-Bone Junction Bounty Board. BOOST THE MONSTER, 3,816 XP Mission: Scooter says you can’t get to Moxxi’s place unless you have a vehicle- his new creation-the Monster. He has been working on the new vehicle but needs you to retrieve 3 scattered parts to complete its boost system. He needs a supercharger, a nitrous tank and an exhaust pipe so he can complete the project. The parts are scattered around T-Bone Junction. Exit Scooter’s garage and turn right to the T-Bone Junction Bounty Board. Check out the wanted posters. Collect the new mission: BIG CRIMSON BROTHER IS WATCHING. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: There is a SILVER CHEST on top of the building with the Bounty Board. You will have to access it via the adjacent building. Jump onto the mailbox and then onto the red canopy. Jump from the roof of that building onto the next. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BIG CRIMSON BROTHER IS WATCHING, 30,528 XP and cash Mission: Helena Pierce says that the Crimson Lance have installed spy cameras on their T-Bone Junction probes to keep an eye on the locals. This is in violation of the Pandoran Charter. Destroy them to insure the privacy of the citizens. The first of the spy cameras is a short distance northwest of the Bounty Board. Its waypoint will show on your map if you select BIG CRIMSON BROTHER IS WATCHING. The cameras are installed on Lance probes and they will rise into the air and target you if you attack them. Walk right up to it and hit it at point blank range with several close-up static shotgun blasts, or better yet an Eridean Thunder Storm, and then switch to a fast-firing conventional SMG as it rises, it finish it off. The next waypoint is to the east. Go up the stairwells on the west side of Scooter’s garage and onto the roof of the garage. Take out the spy probe. Select BOOST THE MONSTER to generate a waypoint. Descend to ground level and go east, turning into the alley near the Mohawk-ed citizen near the New-U station. Go down the stairs to find the “supercharger” behind the shack at the bottom of the stairway. There is a RED CHEST nearby. Go north from where you found the supercharger down the broken catwalk and jump onto the walkway around the lower shack. Go around the shack and up the stairs to find the RED CHEST on the east side of the upper shack. Get back to the street and continue east toward the next auto part waypoint. As you top the rise, turn left into the opening and you will find the “nitrous tank” on the north side of the building; but from the sky to the north a bolt of light will advance and as it lands several Omega-class Atlas Lance Assassins with their team leader, Vulcana, will emerge from it and attack. Toss several grenades toward their aircraft to soften up them up. Corrosive weapons, especially shotguns, work extremely well against their kind. The assassins are extremely quick but employ only melee techniques. Get back out to the roadway to give yourself some space for this tussle if necessary. Athena will tell you, via ECHO, that Atlas has dispatched five of these Omega- Class assassination teams to make sure of your demise. She, Athena, was once the best of their Assassins but has turned on her ruthless employers. The mission, WANTED DEAD will now show in your mission log and will be completed when you take out the remaining 4 teams of Assassins sent by Atlas. These Assassin teams will harass you during the campaign. WANTED DEAD, 30,528 XP Mission: The Atlas Corporation has a huge reward out for you and they have four additional teams of Assassins hunting you. Athena has warned you of this. They can strike anywhere. Re-select BIG CRIMSON BROTHER IS WATCHING and head to the waypoint north of the recent battle. Waste the probe. Go west up the hill and the take out the probe on the west end of the upper circle, near the two runners, just beyond the bus. Swap to BOOST THE MONSTER to get a waypoint and go south to get the “exhaust pipe” from under the runner. Re-select BIG CRIMSON BROTHER IS WATCHING and before heading toward the final waypoint, stop in and say hi to Dr, Zed-who totally isn’t the undead Dr. Ned from the second story, though-in the nearby infirmary-or not. You will have to travel east, making the turn near Marcus’ store, and then loop back until you get to the alley south of the waypoint. Go past the New-U pole, down the stairs and behind the shack where you found the supercharger. The last camera probe is on the walkway above. Go west to Scooter’s garage and turn in BOOST THE MONSTER. Scooter will offer you the mission: GREASEMONKEY. Accept it. GREASEMONKEY, 11,448 XP, access to the “Monster” The Crimson Lance injured Scooter’s hand while interrogating him about the whereabouts of Athena. He can’t finish the new vehicle because of the injury and he needs your help installing the final parts. Marcus Kincaid’s voice will boom in on ECHO, offering you a mission at his place. Interact with the three parts on the runner there in Scooter’s garage and then interact with the console to upload the specs. You now have access to the “Monster.” This will be your primary vehicle for the rest of the campaign. It has homing rockets that will make your road rage episodes a lot less painful-for you. Return to Scooter to turn in GREASEMONKEY and you’ll get the new mission, YOU’VE GOT MOXXI: ROADBLOCK. YOU’VE GOT MOXXI: ROADBLOCK, 15,264 XP Mission: You now have Scooter’s upgraded Monster and you will need it to get to Moxxi’s place to contact Athena. The Crimson Lance has set up a roadblock and both probes and their patrol vehicles haunt the Crimson Tollway. Clear the roadblock to get to Moxxi’s Red Light. Use the Catch-A-Ride in Scooter’s garage to generate the first Monster. Drive to the Bounty Board and turn in BIG CRIMSON BROTHER IS WATCHING. Drive east up the hill to Marcus’ weapon shop. Marcus, ever the manipulator, will offer you the mission: CORE COLLECTION. Stay sharp during the transaction. Lance Assassins will occasionally attack you there. CORE COLLECTION, 13,356 XP and cash Mission: The Crimson Lance in the region wear armor that is enhanced by a well- guarded Atlas technology. Get an assortment of their power cores to provide their competitors. They will pay well for the technology. With YOU’VE GOT MOXXI: ROADBLOCK as your active mission, drive south out of T- Bone Junction to the waypoint and enter The Crimson Tollway. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: You will encounter Atlas probe stations and Crimson Lancer patrol vehicles whenever you are on the main roads. Most often you can speed past the probe stations, launching multiple rocket salvos at them. Lancer vehicles that will fire at you and then try to ram you oftentimes complicate this. Boosting past them while firing and swerving to miss their ram is usually the best approach, but at times stopping to target them from a distance is the best policy. The homing rockets of the turrets will automatically target the nearest hostile without the lock-on feature; but lock-on can readily pinpoint targets allowing you to take the appropriate steps to avoid or destroy them. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - You will encounter a Lance probe station right after entering the Crimson Tollway. Use the ramp to boost over the gap and then hit the probe station on the opposite side. You will then encounter a Crimson Lance vehicle. Lock on and fire rockets at it while speeding past it while trying to avoid being rammed. A pair of gatling turrets on the rooftops on both sides of highway will open up on you. Speed past them and stop at the abandoned bus if the Lancer vehicle has been destroyed. There is a RED CHEST on top of that bus and another probe station just beyond and possibly another vehicle. As you roll into the vicinity before the roadblock, Lance regulars and Lance Shock Troops will drop down into the roadway. Use the vehicle’s turret on them and begin collecting the Atlas cores for Marcus once they are down. Don’t linger in the roadway or you may have to take on additional probes and the Lance will continue to enter the roadway. This is really tough when you are afoot and under fire. Clear any active probes before entering the installation. Go up the stairwell, turn right and you will confront several Lance and Lance Shock Troops in the area. Use the stairwell to hit them and duck for cover if they deploy Scorpio turrets. Incendiary or corrosive weapons are the best choice against the Shock Lance. A Combustion Hellfire SMG is without doubt the best weapon to employ against both the Shock and Chemical Lance. A shock resistant shield is also highly beneficial when facing Shock Lance. Go south on the central walkway and a couple of flying Lance Rocketeers, possibly including a Badass, will rise into the air from the platform ahead. An incendiary or corrosive SMG or combat rifle is the best choice against these airborne troops. Go west up the stairwell, taking out the Lance Trooper. In the low area to the west there will be about 10 or more Lance regulars and Shock Troops, including Badass types. A gatling turret on the corner structure to the west will also open fire during the action. Start to eliminate the hostiles from the high area and then make your way down the stairwell to take shelter and to eliminate them as they advance. A few grenades tossed into the low areas can be quite helpful. There is liable to be a couple of hostiles sniping from the high area to the west. Eliminate them and make your way to the western stairwell. Use the stairwell and move carefully eastward. Another pair of Lance Rocketeers, possibly again including a Badass, will take to the air from the opening in the low area ahead. Raid the RED CHEST and then go to the waypoint and deactivate the road blocking force field in the control station over the roadway. There is a LANCE CHEST to the northeast of the control station. It sets on the upper landing near the red doorway. These LANCE CHESTS contain more loot than the regular chests. Return to your vehicle or generate a new one at the Catch-A-Ride just west of the control station. The mission, YOU’VE GOT MOXXI: ROADBLOCK is completed as you pass through the roadblock. This will activate the mission: YOU’VE GOT MOXXI: MOXXI’S RED LIGHT. YOU’VE GOT MOXXI: MOXXI’S RED LIGHT, 22,896 XP Mission: Head on out to Moxxi’s place to find the informant who will help you deal with Atlas and its Lance thugs. On ECHO the disinterested bored General Knoxx informs you that he doesn’t want to be on Pandora. He says it smells of hemorrhoids wrapped in bacon. Since Commandant Steele, who never stopped jabbering, couldn’t handle her job he didn’t really mind you helping her become a meat kabob; but he’s gonna hafta kill you anyway. As you depart the roadblock you will, naturally, encounter a probe station and a Lance vehicle as you head toward the waypoint. A small barrier between the lanes will allow you avoid the Lance vehicle’s ramming tactics. Just pause and hit it with rocket fire and boost past it when it nears the barrier. Continue on to the Deep Fathoms portal. Enter Deep Fathoms. The roadway throughout the area has seen far better days and will end in abrupt drop offs. Take the off ramp near the barricade and pause on the ramp to take out any Bandit Cheta Paw patrol runners cruising nearby. Use the overhead roadway as a marker as you drive south and pass through the water near the explosive mine. Avoid the large proximity mines-they are a sure ticket to the nearest New-U station. Bear west through the short canyon and then south to approach the waypoint from the west. The route into Moxxi’s place is near the Catch-A-Ride to the west of the waypoint. Enter the area and speed past the Bandits and go up the long curving ramp. When you come to the barricade you will have to enter the complex on foot. Take out the small contingent of Bandits, which will include new types like Outlaws and Desperados. Near Moxxi’s the streak of a torpedo ship means Assassins. Hera and her Omega group will attack. Once again, corrosive shotguns are your best resource against these agile assailants. Badass Assassins will now be among them. There is a SILVER CHEST on the roof of the shack west of Moxxi’s place and a RED CHEST where the broken roadway ends to the southwest. Interact with the call box and then head into Moxxi’s Red Light to make the acquaintance of Scooter’s mom, Moxxi. She will inform you that Mr. David Shank, her ex, has raided the place and taken Athena, your contact. He wants the huge reward that is being offered by the Atlas Corporation for their disloyal former employee. She will give you the lay of the land around Shank’s place. Interact with Moxxi to complete, YOU’VE GOT MOXXI: MOXXI’S RED LIGHT and you will receive the mission: PRISON BREAK: ROAD WARRIOR. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: There is only one Fast travel station in the entire area of operations. If you simply re-start the game, from anywhere, you will end up back in T-Bone Junction. You can avoid many of the patrolled roads in this fashion if you’re so inclined. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - So re-start to end of in T-Bone Junction or re-enter Deep Fathoms and the Bandits, including new types like Outlaws, Desperados and Killers, will join the more familiar types. About a dozen Bandits will need killing before you can grab a Monster at the Catch-A-Ride and head down the ramp to make your way north. Killing the Bandits in the lower compound can yield a lot of XP but they can simply be bypassed if you prefer. Pass east through the water in the short canyon and then turn north near the explosive mine. Take the access ramp you used on your way in to get to the roadway. Enter The Crimson Tollway. Speed north on The Crimson Tollway. Try to avoid being rammed by the Lancer patrols. Lock on and keep firing rockets at them and the probes. Expect some Lance Shock Troops to be in the roadway near the cleared roadblock. Jump the Gap and re-enter T-Bone Junction and continue north out of town to the new waypoint. There are no new missions available in town at this point. PRISON BREAK: ROAD WARRIOR, 15,840 XP Mission: The former inmates are now running the prison, now dubbed Lockdown Palace. Mr. Shank is holding Athena there for the reward and you need to infiltrate the place and rescue her before he can do so. Enter The Ridgeway and a couple of Lance patrol vehicles will quickly require your attention. Stop before the two vacant probe stations to eliminate the first vehicle and to take out the second as it appears ahead. Lance probes stations will be found frequently along the route. Don’t slow down. Hit them with multiple rockets as you go past and make your way to the first roadblock. Lance and Pyro Lance defend the first roadblock. These Pyro Lance are highly resistant to incendiary fire. Use corrosive, explosive or conventional weapons against them. A few will drop into the road as you enter the roadblock area making your entrance challenging. Head up the stairwells and turn right. Expect several Pyro Lance and regular Lance. They will oftentimes deploy turrets against your incursion. Clear the Lance in this first area and raid the SILVER CHEST along the east railing and the RED CHEST on the south upper platform. Take the central catwalk going west. A group of 4 or 5, including one or more Badass types will attack. You will have to advance to draw them out and then retreat into cover when they emerge. You may have to retreat well back to the south to avoid their advance. Raid the SILVER CHEST on the south side of the western area when they are down. Go up the stairwell and eliminate the 2 Lance in this area. Lance Assassins will attack after you descend the stairwell. Minerva will lead the way. Sprint, caustic shotgun in hand for the control station to your right. Use the narrow channeling effect of the walkway against the swift Assassins. The corrosive shotgun is the key to defeating these Assassins. Interact with the console in the control station to deactivate the south roadblock’s force field. If you continue east through the control station you will find a LANCE CHEST and a SILVER CHEST on the elevated platform. Jump over the rail and regain your vehicle. Continue north over the bridge to the next roadblock, hammering any active probes and any vehicles encountered. Two gatling turrets will guard the approach to the roadblock but you can just speed past them. Jump the blockage using the ramp and when the road becomes impassable continue on foot, making certain any trailing probes are down. Work your way north, taking out the Lance that will challenge in small groups. The opposition will be mostly standard and Pyro Lance but a Shock Trooper may also be among them. A final group of 5 or so will oppose you as the road becomes impassable. You can use the elevated overlook on the south side of the roadway to advantage. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: This area will not always be blocked. Sometimes you can just drive straight through, but during this mission it will always be blocked. This roadblock can become a bit of a nuisance when your business is in the Sunken Sea and you have to stop to eliminate the numerous hostiles in this area. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Take the stairwell near the barricade over the north railing and onto the metal catwalk that runs below the roadway. You will hear the jets of 3 Lance Rocketeers. Use a sniper or incendiary or corrosive SMG as they rise from the tank-like structure well to the north. Take shelter in the shack with the ammo chests to finish them off. Two more Rocketeers will rise as you continue north. Retreat, if need be, back to the shack to deal with them. Take the stairs to the north to get back onto the roadway. A half dozen mixed Lance and 2 Rocketeers will emerge ahead. Use the cover of the cargo containers to eliminate the Rocketeers and then the Lance. Continue forward into the tunnel. Just beyond, a small group of tough Lance will attack and then a robotic Devastator will appear when you reach the SILVER CHEST. Devastators are large robots, that will advance and stop, occasionally firing a volley of shotgun-like projectiles at you. Use a fast-firing corrosive SMG or combat rifle as you retreat and switch to a corrosive sniper or caustic revolver when he stops to finish him off. Shots to the face are critical hits. If you have a class mod enhancing corrosive damage it will works wonders against the robots-equip it whenever Devastators are in the field. Near the middle of the tunnel you will be met by several more mixed Lance and near the end of the tunnel another Devastator. Use the same hit-and-run tactics as before. A couple Lancers will guard the tunnels exit and two more will slide down from the building on your left farther along. Grab a ride after the walking area and suppress the probes as you go. As you approach the roadblock a couple of Lance will drop into the roadway. They are likely to be Chemical Lance. Use incendiary on them for the best results and make sure no probes are on your tail. Go up the stairs and turn right. Lance and Chemical Troopers will immediately need your attention as you work your way east. Loop south, taking out the Badass Chemical lance that will emerge from the grating at the base of the stairwell. Turn west on the south side of facility. A Lance will challenge and then two Rocketeers, possibly including a Badass, will take to the air. They will come from a platform on your right. You will hear their jets. Tag them with incendiary fire and duck to cover if needed. As you go west 2 tough Lance will precede 2 Rocketeers that will emerge from the break in the walkway. They will be supported by 1 or 2 more Lance. Beyond a half-dozen or more Lance will emerge from the gratings and block your path to the control console as you move toward the low area. Toss a few grenades over the rail and then mop up. There will likely be 2 Lance on the upper platform to the west. Interact with the console to deactivate the road-blocking force field. Check out the SILVER CHEST to the north of the control room and the two RED CHESTS on the south side. One is in the low area and another on the platform to the west. Return to your vehicle after collecting all the cores. Driving through the north roadblock completes PRISON BREAK: ROAD WARRIOR and activates the mission: PRISON BREAK: OVER THE WALL. Time for that stunt driving Moxxi hinted at, somewhere near a rocky outcropping out in the Sunken Sea. Claptrap will announce new missions at the T-Bone Junction Bounty Board. We won’t go back to get those missions since we will have to return this way again and getting this far was a bit painful. PRISON BREAK: OVER THE WALL, 7,920 XP Mission: Time for some stunt driving. Moxxi has instructed you to locate the rocky outcropping near the prison. What needs to be done to access the prison from there will be apparent. Drive to and enter the Sunken Sea portal. Before leaving the exit ramp, take out any of the spider-like Drifters in the area. Drifters are plentiful in this area and their corrosive spitting attack is deadly even to the vehicles-hit them from a distance where their own attack falls short. They are worth a lot of XP, over 10,000 at level 53, and it only takes 6 or 7 salvos to take then down. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: The Drifters provide your best chance for gaining some easy XP. You will likely be under-leveled and the game play can be challenging. By using the broken overhead roadway and using standoff tactics, when in the barrens among them, you can gain huge amounts of XP with minimal risk. At level 52 each Drifter will net you over 12,000 XP and there are a lot of them and they will re-spawn over time. Additional Drifters can be bagged for major XP when you enter Road’s End later in the game. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Drive north toward the tall Hyperion billboard. There is a shack near a small pond near that billboard. Talk to Thirsty the Midget in the shack to get the new mission: PURPLE JUICE and then re-select PRISON BREAK: OVER THE WALL. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: There is a large compound south of Thirsty’s shack. Drifters also erupt in this area. If you clear the compound of its 20 or more Bandits you can access three weapons chests-two RED and the other SILVER. Two groups of Psychos will be including among the attackers. The RED is in the center of the compound, under the tubular structure and the SILVER is along the southeast cliff face. The other RED is on top of a cargo container to the east of the tubular structure. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Make your way northwest toward the Catch-A-Ride near the waypoint. You will encounter Cheta Paw Bandit runners and more Drifters along the way. Use the turret on them from a distance. As you near the Catch-A-Ride, use the turret to eliminate the explosive mine near the metal ramp. Trade the Monster for a Racer at the Catch-A-Ride and line yourself up with the nearby ramp. You will see a hole in the rock face ahead. Boost before hitting the ramp and you’re through the gap and onto the roadway beyond. Go up the roadway ramp and turn hard left over the metal bridge to cross the chasm. Turn right and Moxxi will tell you to use the roof as a ramp-“it’s show time.” Make the jump. It isn’t necessary to make it over the wall as long as you clear the chasm and end up against the outer wall. If you make it over you will be greeted by hostiles; if not, enter the prison through the break in the wall. As you fight your way to the ECHO transmitter that Moxxi referenced, old buddies- Bandits-will be joined by newer types-Outlaws, Killers and Desperados. Once the area is cleared go south onto the roadway ramp and make your rocket launcher earn its keep. Take out the mine below. This will aid in your escape from Lockdown palace. Interact with the ECHO device near the portal and this will complete PRISON BREAK: OVER THE WALL. It will activate PRISON BREAK: TRY NOT TO GET SHANKED. PRISON BREAK: TRY NOT TO GET SHANKED, 19,800 XP Mission: Find Mr. Shank. He has taken Athena’s Personal Teleporting Device and you will need it to allow her to escape. You will have to kill Mr. Shank to get it. Enter Lockdown Palace. Go north and when the gate opens, Bandits, with new prison-types like Punks, Bangers and Enforcers, will be added to the ranks. A Badass Thug will emerge with a group and sometimes he will have a rocket launcher. Dogleg left and 2 Inmates including a Badass type will lurk. As Shank speaks on ECHO several more will attack. As you make the loop in the cave-like passage several more small groups of mixed Inmates will harass you. At about the 7 o’clock position of the loop there is a RED CHEST behind a bundle near a red doorway. As you exit the loop, Chaz’s really good buddy, Mr. Shank will again laugh at your pitiful “stealth” tactics. Raid the RED CHEST if it is there. Take out the small group of Inmates and raid the RED CHEST in the rectangular dead-end area to the south before proceeding north-if its there. The RED CHESTS in Lockdown Palace are not always “there,” but if it isn’t it will probably be there on your way out. You will hear a brash mouthy prison Claptrap singing as you advance north. Half a dozen Bandits will lurk nearby. Interact with the robot to get the mission: CLAPTRAP RESCUE: LOCKDOWN PALACE. CLAPTRAP RESCUE: LOCKDOWN PALACE, 3,960 XP and a grenade mod Mission: Claptrap has been immobilized. Find the repair kit and repair the intrepid prison robot. With PRISON BREAK: TRY NOT TO GET SHANKED as your active mission, go north taking out the small group of locals. Raid the RED CHEST that is sometimes in the side area. Go cautiously up the short stairwell killing the 6 or 8 Bandits. The Badass Thug Jerome will be among the departed. Shank will address you and since you took out another of his good buddies, Jerome, he is for sure gonna kill you. Take the passage near the vendors. If you enter the first door, a Meat Popsicle- a tough little Midget-will attack, coming out of a refrigerator. Ahead, 6 or 8 mixed Inmates will prowl the cellblock. Fight your way to the waypoint. A locked door will be at the end of the passage. At times there is a RED CHEST on the opposite side of the hole-sometimes not. Drop down into the shower room. Mr. Shank doesn’t like being called just Shank and shanks an offending Psycho to push home the point. Mr. Shank will use powerful melee attacks, a shiv, against you and will then use the teleportation device to move away. His shield is extremely tough to break. A fast-firing conventional SMG, like an Anarchy will do the trick but its no cakewalk. A static weapon doesn’t seem to get the job done in the hectic here and there action caused by his teleportation. When Mr. Shank is dead, Moxxi gets a little teary on you and tells you to proceed to rescue Athena. Take the teleportation device and exit by the door on the east side of shower room. Switch to CLAPTRAP RESCUE: LOCKDOWN PALACE. You can’t get to the kit without first eliminating the large garrison of inmates in the area. The kit is actually on an upper level. This bunch may include a rocket launching Badass Thug. The entryway is the best place to make your stand, where you can retreat into the hall and back around the corner if necessary. Go north after the hostiles are down to find a pair of elevators. Use the one on the northeast side. Take the open lift and clear the upper cellblock area of the 8 or more hostiles. You will have little cover here, as the hostiles will be spread around the cellblock. Go to the waypoint for the repair kit near the weapons vendor. There is a SILVER CHEST to the east of the room where you found the repair kit, on the gratings. Claptrap is far to the west, so re-select PRISON BREAK: TRY NOT TO GET SHANKED and go up the stairs on the east side of the room. Stay near the upper entry and start sniping the small group prison-striped Bangers, Punks and Enforcers coming out of the cells. Raid the LANCE CHEST near the waypoint. Enter the doorway on the north end and after a surprisingly strange conversation with Athena, give her the PTD and the mission completes as she teleports to Scooters. As you exit her cellblock the mission RENDEVOUS is activated. Re-select CLAPTRAP RESCUE: LOCKDOWN PALACE and retrace your inbound route. Jump down from the upper cellblocks to shorten the way. Pass through the shower room and head north to the lift. Take the lift and begin the long counterclockwise path toward the waypoint. As you dogleg to the southwest you will hear gunfire and then you will encounter Chaz, Shanks chili-cheese fry making buddy, and half-a-dozen or more mixed bandits. Chaz, sounding like a Bone-Head-Nine-Toes hybrid, will drop a Bone Shredder SMG when he drops. This area is cramped and can be challenging in those close quarters. The self-absorbed General will come in on ECHO lamenting the fact that he works for morons-damn nepotism. Oh, yawn yawn, and he’s still gonna kill you. Take the stairwell down, north of the vendors, and eliminate the small group of Bandits, which may include a Badass type. Interact with Claptrap to complete the mission. Sometimes you will receive an SDU, but usually you have to settle for a grenade mod.. There is a RED CHEST behind the Claptrap but don’t be surprised if a Mini-Steve comes out of it. These Mini-Steves will occasionally come out of RED CHESTS, trying his best to kill you. Follow Claptrap to another RED CHEST. If the RED CHEST wasn’t in the rectangular alcove to the south it will likely be there now. RENDEVOUS, 3,960 XP and an Eridean weapon Mission: Athena is free and will meet you at Scooter’s garage when you get there. She has a scheme to crush Atlas’ plans to again dominate the planet. Select RENDEVOUS to generate a waypoint. A small group of Punks will appear when you enter the counterclockwise loop. A few more Inmates will emerge from a gate as you leave the loop and another small group of mixed Inmates will drop down as you make the final turn. A midget or sometimes two Midgets, called Truxicon- Wrestler, will emerge from an opened locker near the exit if you open it. Enter the Sunken Sea. Take out the small group of Bandits by sniping from the sheltered area near the exit. Generate a Monster, and if you didn’t take out that mine below the ramp to the south, do so before making the jump. Jump down from the heights and select PURPLE JUICE as your mission. PURPLE JUICE, 11,880 XP, cash and a repeater Mission: Bandits have cut off the Midgets supply of Purple Juice and they are starting to die of thirst. He wants you to help them. He doesn’t even try to kill you. Drive toward the nearby waypoint, being extra careful to avoid the many mines in this area. About a dozen Midgets including tough sword wielding Rustlers and Raiders infest the target area. Be aware that these guys will toss dynamite at you or may drop it as you drop them and it is extremely damaging, usually lethal. Take out the hostiles and try to avoid being in the blast zone of any mines that get hit as well. There is a RED CHEST on the northeast side of compound. The valve for the Brandybuck pump is at the waypoint on the metal platform. The next waypoint is to the southeast. The entry area is teeming with Drifters. There are over a dozen Bandits in this large area, including Bruisers and Badass types. A tough shot-gunning Mini Steve may also emerge from the RED CHEST on the north central part of large compound. Interact with the valve for the Took pump. The Gamgee valve waypoint is far to the south. Drive south using the long piece of overhead roadway to guide you. The Gamgee valve will seem to be unguarded. Park near the valve oriented so you can easily get out. As you interact with the valve a dozen Midgets, including a Badass, will straggle up out of the nearby wellhead. Waste them with the turret. Take care running them down-they sometimes have lit dynamite that can easily take you out. The last valve is well to the west and Skyscraper, a giant Drifter, and other Drifters inhabit the area. Cheta Paw patrols will also regularly run there. Get in and out quickly by using the overhead highway as a guide. Interact with the final valve, Underhill, and then drive back east to see Thirsty. Interact with the Midget to complete PURPLE JUICE and you will receive a repeater with the unusual name, Chiquito Amigo. He will offer the new mission: LITTLE PEOPLE, BIG EXPERIMENTS. LITTLE PEOPLE, BIG EXPERIMENTS, 23,760 XP and cash Mission: The Midgets in the area used to run with Sledge and they revered him. But some “a-hole” Bounty Hunter up and killed him. The Midgets took him to some scientists who “revived” him, but he is now going berserk and rampaging through the region. Kill “Motorhead” as they now call him. Swing onto the nearby ramp, to the south, and enter The Ridgeway. The road will not be obstructed so kill the usual suspects, jump the gap and stop at the waypoint. Descend the ramp and pick up the science notes indicating that some horrific experiments have been going on. Continue south to the waypoint. Take the “Abomination Way” exit and go in on foot after the barricade. The metal door will lift and a re-animated Sledge, with auto parts attached, will drop down into the garage. This time he has no shield and will go down rather easily. Soften him up with a few grenades and pummel him with incendiary fire. Rather than heading back to Thirsty, return to him when next in the area. RENDEVOUS, 3,960 XP and an Eridean weapon Mission: Athena is free and will meet you back at Scooter’s garage when you get there. Select RENDEVOUS to generate a new waypoint. Re-enter The Ridgeway and head for T-Bone Junction and then Scooter’s garage. Meet with Athena in Scooter’s back room. She will be constructing a detonator to help destroy an Atlas munitions stockpile out in Deep Fathoms. She needs you to acquire the access codes that will allow you to infiltrate the depot to do the deed. She is hopeful that the destruction will cause Atlas, ever mindful of their bottom line, to leave the planet. Interacting with her will complete RENDEVOUS and give the missions: CODE BREAKER: ANALYSIS and THIS BITCH IS PAYBACK. Talk to Scooter and he will give you the mission: OMG APC. Go to the T-Bone Junction Bounty Board and collect the missions: ROAD RAGE and POWER LEETCH. CODE BREAKER ANALYSIS, 6,336 XP Mission: Atlas has amassed an arsenal out in Deep Fathoms. Destroying it might convince Atlas to just get off Pandora. Their bottom line is all-important to the giant Corporation. She needs you to get the entry access codes while she puts together a detonator. THIS BITCH IS PAYBACK, 25,344 XP Mission: Kyros and Typhon were two particularly dreadful Lance officers. She had many confrontations with them and wants them dead. When you locate them, kill them as a favor to her. Go to the T-Bone Junction Bounty Board after talking to Athena and Scooter to acquire the new missions: ROAD RAGE and POWER LEECH ROAD RAGE, 15,840 XP and cash Mission: The occupying Crimson Lance forces are ruthlessly policing the local roads but they need help controlling the Bandits in the more remote areas. Eliminate the Bandit lawbreakers. Select THIS BITCH IS PAYBACK and head north out of T-Bone Junction. Enter The Ridgeway. If you haven’t re-started the opposition should be light and this procedure will assume that you have not. If you have the Lance vehicles and all probes will have re-spawned, as will the main bodies of Lance in the 2 facilities and the weapons chests and possibly the roadblock. Take out any Lance in the roadway and go up the stairwells to hunt Kyros. Commander Kyros will be on the northwest side of the facility. You will again encounter Pyro Lance as well as regular Lance in this area so equip for both Pyros and regular Lance. Take out the small group of Lance that greet you at the top of the stairwells. Start across the central catwalk and take out the 3 or 4 Lance that will emerge from the doorway. Two of them will likely be Badass Pyros. Use your caustic weapons on them after retreating to cover. Work your way north, taking out the 2 Lancers on the platform. When you meet Commander Kyros on the north end he will deploy a green corrosive Scorpio Turret. He is highly susceptible to incendiary fire. He will drop a potent explosive sniper rifle called “Kyros Power,” upon his demise. Minerva, again, may attack you in this area. Select OMG APC and return to your vehicle and drive north, taking out the probes emerging from the stations along the way. Take out the two gatling turrets on the rooftops or speed past them. Go over the ramp and take out the probe station. The roadblock, hopefully, should not be in place so use the vehicle to eliminate any trailing probes and the Lance that will appear along the way. Take the Digistruct module from the crate at the waypoint. OMG APC, 7,920 XP Mission: Scooter wants you to acquire a Digistruct module for the Crimson Lancer APC so he can load its specs into the Catch-A-Ride, making it available to you. Select CODE BREAKER: ANALYSIS and sprint west toward the waypoint. Go down onto the walkway paralleling the road. Go past the shack you used earlier to eliminate the Rocketeers, who should not be present if you haven’t re-started. Pick up the ECHO recording near the torpedo craft. You will receive the mission: CODE BREAKER: TIME FOR BULLETS. Swap back to THIS BITCH IS PAYBACK. Return to your vehicle and eliminate the small group of Lance before the tunnel. More Lance will emerge in the tunnel, and 2 more will slide down poles just beyond the exit. There will be 2 probes stations before nearing the waypoint. These stations will send out multiple probes if you linger before entering the nearby installation. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: You can actually kill Commander Typhon without leaving your vehicle, you just won’t be collecting the cores of his companions or his weapon-the “Typhon.” You can target him from the vehicle while on the west end of the facility. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Commander Typhon is in this area where you had to clear the roadblock. Go up the stairs and begin taking out the 2 Lance troops as you make the loop around the south end. Unless you have re-started this area should be free of Rocketeers and of additional Lance. Commander Typhon will be in the low area with a group 6 or 8 Lance. Some of them may snipe at you from the platform to the west. Use grenades and hammer Typhon with elemental fire. He will drop an SMG called the Typhon. Select LITTLE PEOPLE: BIG EXPERIMENTS and drive north and enter the Sunken Sea. Go onto the ramp and stop where you can overlook the area below. Use the turret to eliminate any Drifters and any Cheta Paw patrol vehicles before going down. Taking out Bandit patrols will now allow you to work toward completing ROAD RAGE, but you won’t likely get the needed 10 for some time. Turn right after exiting the ramp and head for the tall Hyperion sign a short distance to the north. Interact with Thirsty to complete LITTLE PEOPLE: BIG EXPERIMENTS. CODE BREAKER: TIME IS BULLETS, 9,504 XP Mission: An ice cream loving Crimson Lance soldier believes he has lost the access codes while touring the “World’s Largest Bullet.” Get there before him to retrieve the codes. Select CODE BREAKER: TIME IS BULLETS and drive west, passing through the narrow passage just south of the waypoint. This area, like nearly all of the Sunken Sea, is infested with Drifters. Enter the compound and waste the 6 or so Bandits lurking in the vicinity. Go to the waypoint, dead ahead, and take the codes. This will complete CODE BREAKER: TIME IS BULLETS and will activate ATHENA SET UP THE BOMB. There is a SILVER CHEST in a cargo container on the north side of the compound near the vending machines and another on the west end on a platform west of the vendors. POWER LEETCH, 11,880 XP and cash Mission: Lockdown Palace is suffering from power outages. The area Bandits are |
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Another Borderlands: The Secret Armory of General Knoxx Walkthrough :
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