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 |
