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The main mission, Plan B, for example, can be located by typing M005.
Optional missions require an X.
Symbiosis, for example, can be found by typing X005.
Oftentimes a mission is acquired but pursued later.
Typing the first letter of each word in the mission’s name will lead you to its point of origin.
The acquisition point for the optional mission, The Chosen One, for example, can be located by typing TCO, the first letter of each word in the mission’s name.
Rock, Paper, Genocide: Corrosive Weapons!
Rock, Paper, Genocide: Slag weapons!
While there was no treasure, no technology and no power or fame, the opening of the vault did, however, trigger the appearance of a new, potent and valuable mineral called Eridium.
The powerful and ruthless Hyperion Corporation, and its even more sinister power broker, Handsome Jack, have occupied the planet to mine the valuable mineral and the inhabitants of the Borderlands are superfluous.
The wealth has also attracted a new wave of Vault Hunters, and the intentions and perfidy of Handsome Jack is demonstrated when he sabotages their train.
It’s now game on between the Vault Hunters, the Hyperion forces, the local bandits, the mutants and the fearsome fauna in a relentless sustained conflict across the expanse of the Borderlands of Pandora.
Like the parent game, Borderlands, you will be able to choose one of four characters.
This walkthrough is detailed using Axton to pursue a solo campaign.
I believe his action skill is the best for a first-time solo campaign.
His Sabre Turret is straight-forward and potent.
The details will, however, work with the other characters as well.
This is a huge open-world game with highly varied environments and enemies.
Topping the original game was hard, but 2K Games has definitely done it.
The walkthrough will chronicle a solo game by Axton, slot smg 2 best in borderlands Commando, and all the weapons and items listed were found during that playthrough and are indicative of what you can expect to find.
This is a looter’s paradise like the first game; and the missions, even a majority of the “optional” ones, are oftentimes far more complex and lengthy than most of those in the original game.
This document will advise and detail a campaign designed to keep the “Vault Hunter” away from the New-U Station.
Extensive use of his action skill, the Sabre Turret, the use of cover, hit and run tactics and the use of advantageous sniping positions will dominate-not in-your-face, get you killed bullying tactics.
This doesn’t work in Borderlands 2 unless you are massively over-leveled or you don’t mind repeated costly New-U visits and frequent second-winds.
Of the four playable characters, Axton the commando is most similar to Roland in Borderlands and the easiest to adapt to for an experienced Borderland’s Vault Hunter.
A major difference is the importance of the new exotic and dangerous mineral called Eridium.
Eridium is sometimes given for mission completion but the lions share will be found by looting or by raiding downed enemies.
Eridium, not cash, is the only medium accepted by Crazy Earl’s black market.
With it you can purchase SDUs to expand your backpack carrying capacity and to increase your ammo, grenade or “bank” capacity.
This is likely more important than in the parent game because of the length and difficulty of many of the missions.
Because of Eridium, extensive looting remains an important part of the game throughout the campaign.
The old skin-flint Marcus, still alive after being shot by Claptrap in “Robot Revolution,” still sells weapons and ammo.
His ammo prices, however, get steeper and steeper as you progress to new levels.
A penny-wise Vault Hunter will soon realize that Marcus’ gouging can be avoided by using a Fast Travel Station to return to the Southern Shelf, or similar early-level locations, for ammo and grenades on the cheap.
This can save a Vault Hunter tens of thousands of dollars over the course of the game.
A new on screen map also greatly enhances navigation which can be tricky at times.
Waypoints are oftentimes confusing and the huge world of Borderlands 2 provides a lot options.
You also a limited ability to change the waypoint on your map.
The only major change is the quality of the items offered or won completing missions, especially optional ones.
Completion of the “Cult Following” series awards a Legendary shield-the only “Legendary” item guaranteed via game-play.
Legendary items, in fact, are much rarer in Borderlands 2 than in the original game.
During the five complete games played to prepare this document, I found only four Legendary weapons and three Legendary Grenade Mods despite intensive looting.
The “Flame of the Firehawk” shield, of course, is awarded for completion of the “Cult Following” series.
Only one Legendary weapon was found in a Red Chest.
The others were from Loney White, Old Slappy and one from The Warrior.
Excellent Blue and Purple quality weapons will, however, be a fairly common award for completion of missions.
As the game progresses so does the quality of the weapons.
Once again the “color” of a weapon is indicative of its quality relative to others of its level.
The lowest quality is White, progressing through Green, Blue, Purple and Orange or Legendary.
A Level 7 purple weapon, however, won’t likely be better than a Green Https://us-park.info/borderlands-slot/borderlands-2-how-to-cheat-at-slot-machines.html 13 weapon, but it well may be.
The point is that you must evaluate each weapon by its stats, by its utility in battle and by your own personal likes and dislikes.
Each weapon can be examined by pressing the left thumbstick and its stats are displayed.
In addition to firepower, accuracy, etc.
The stats for shields and grenade mods are also shown in depth.
Being able to thin the enemy ranks from range is a big part of this walkthrough.
Incendiary Sniper Rifle: When incendiary Sniper Rifles become available at Level 7, the cold environments of Pandora are about to warm up.
Incendiary weapons are extremely effective against flesh and most of the early combat is against flesh and blood bandits.
Upgrading your Incendiary Sniper Rifle as new ones are available will be a priority as you level up or just find a better one.
Reserve an inventory slot for one.
Static Sniper Rifles: These are first seen at level 11 and are twice as effective against static shields as conventional, corrosive or incendiary types.
If you face an opponent with a potent static shield, using one will make the task much easier.
Static fire is also much more effective against the mechanized Hyperion Loaders than incendiary.
This is quite important during the “A Dam Fine Rescue” mission when corrosive weapons are not yet available for an on level Vault Hunter.
While carrying a Static Sniper is less important than Incendiary or Corrosive, having a static weapon of some kind in inventory is highly advised.
Corrosive: The corrosive Sniper Rifle is a must weapon.
If you see one at Level 13, grab it and upgrade it as often as possible.
When the mechanized Hyperion armored forces become common, these potent weapons can thin the opposition before getting into close quarter combat.
No other element can approach the “effect” of corrosive weapons on armor.
Don’t go to war without one-once they are available.
Slag: New in Borderlands 2 is the “slag” element.
They become available at level 15 and its damage effect is much like a conventional but if you manage to slag an opponent, additional damage by any non-slag weapon is doubled.
This effect will turn the “slagged” target purple for a brief interval.
Given the time this is a very effective tool-just not always feasible on a battlefield.
Conventional: Your first Sniper Rifle will likely be conventional and while they become less effective when the elementals are available, potent ones, especially ones with a high “critical hit” bonus can be very effective in the hands of a headshot artist-one shot kills are likely.
It is hard to pass on an exceptional one.
In the original Borderlands repeaters were weak sisters to both the very potent revolvers and fast-firing machine pistols, but they have taken a huge leap forward in Borderlands 2.
All of these weapons must be evaluated by both its stats and its feel in battle.
Repeaters, revolvers and machine pistols come in single shot, burst fire and automatic models.
They can be conventional or any of the elements.
Early on repeaters will be your primary weapon but they need not fade away as others become more generally available.
A potent conventional revolver with iron sighting can deal massive damage to a charging Suicide Psycho, a Skag or a Varkid or a Varkid Pod.
An elemental repeater can dish out “effect” damage to a Loader or bandit and a scoped one or one that magnifies when aimed can do it at medium range while one with iron sights can be handy for close quarters.
Repeaters will remain an important part of your arsenal throughout the game.
They vary from finger-fatiguing one-shot oftentimes heavy-hitters to automatic or burst fire conventional or elemental models.
Multi-barreled minigun types are also offered and if you find a good one it can be really good, especially an incendiary or caustic model.
More than any other type these weapons should be used to determine what value they offer.
A really good one can be a basic go-to weapon but many are not.
These weapons are effective at slot machine guide borderlands 2 ps4 and mid-range and they come in all elements and conventional.
Their fast fire rate and large magazines allow you to put a lot of lead on target.
You will likely be carrying several of these throughout the game; and an incendiary, caustic and fast-firing conventional are must have weapons.
Nothing beats a powerful scattergun for up close and personal engagements.
These weapons have poor accuracy but are potent and shoot a lot of projectiles.
Less potent but more accurate models are also available, and ones playing style can greatly effect the type of shotgun that is best for you.
For this walkthrough, I always opted for the more accurate models to keep the bad guys at a distance.
Both caustic and incendiary models that can reach out are excellent at keeping you away from the New-U Stations by knocking down Suicide Psychos or EXP Loaders.
Carrying several shotguns is never a bad survival plan.
They are powerful; but, unlike the parent game, the ammo is rare and expensive to purchase.
When used against “boss” types, they can minimize the pain of the battle.
A caustic rocket launcher is especially effective against the tougher of the armored Hyperion forces.
A static launcher can also help drop the shields of these same foes.
Carrying at least one launcher is a must.
Prior to entering Sanctuary, you may find Class Mods in containers or on kills.
After reaching Sanctuary, the Medical Vendors will usually have them for sale.
The vendors will have Mods for all of the playable characters.
Class Mods, like the parent game, provide a bonus to a character’s status or to his equipment that becomes more lucrative as the game progresses.
These Mods can provide new benefits or incremental status bonuses for things like health regeneration, maximum health, shield strength, elemental damage, ammo regeneration, etc.
Only one Class Mod can be equipped at a time, but you can have as many in your inventory as space allows.
This walkthrough features Axton, the commando, and the single most important acquisition he makes in the game is a Class Mod.
As soon as a “Health Regeneration Mod” is available around Level 8, buy it and upgrade it whenever a better one is available.
Having this mod makes you independent of health syringes-who likes needle-and allows Axton to “respect” his skill points to maximize the Sabre Turret.
The “Preparation” skill, leveling-up and syringes were the only other methods of health regeneration available before.
While other Class Mods provide very good bonuses, none can challenge the utility of a Health Regeneration Mod.
Always have one equipped or available in your inventory.
They can provide bonuses in shield strength, maximum health, melee strength, second wind time, grenade damage etc.
Only One relic can be equipped at a time but you can carry as many as space allows.
This walkthrough features Axton, the visit web page, and the most beneficial relic he can acquire is for the action skill “cooldown.
Other relics are also quite good, especially ones that increase caustic damage or increase the amount of XP kills yield.
Five possible categories are made available at a time, alternating them for each token obtained and spent.
These Tokens are earned by making specific kills, exploration, completing challenges and a variety of other actions.
The small bonuses provided will add up and enhance your abilities.
A shield-less Vault Hunter has no chance in the Borderlands of Pandora.
When you receive your first static shield in Liar’s Berg, upgrade it whenever a better one is found, won or for sale.
More than any other item a personal shield can be suited to the player and his tactics.
A close-quarters wade-in-with-a-shotgun player can wield a “Spiked” or “Nova” shield that will damage or kill anyone close.
You can use shields that absorb bullets, drop shield boosters, increases melee strength, reduce elemental damage taken, etc.
Unlike the parent game when “Healing Shields” were available as early as Level 2, Borderlands 2 does not feature these types.
Don’t only look at shield strength alone.
This is important but the time it takes to charge and the delay time before it click at this page to charge are also very important.
Use these items as well as your own playing style to decide what kind of shield is best for you.
They come in categories like explosive, incendiary, static, caustic and slag.
Grenade mods can simply enhance a grenades explosive effect, but some can release a caustic cloud, transfuse health, act like a blowtorch, home, spawn numerous smaller grenades, etc.
Slag grenades are new and if you can slag an enemy or enemies they will take double damage from non-slag sources.
Try new ones as the game progresses and choose the types that best suits your needs and playing style.
Completion: Automatically transitions to the next mission.
It seems that the vault’s opening has spawned the appearance of the alien element Eridium all across the planet.
The Hyperion Corporation’s greed has triggered an all-out effort to monopolize the potent element, and total domination of the planet and its inhabitants is their goal.
Handsome Jack, the Hyperion Corporation’s powerbroker, has sabotaged the train carrying a new group of Vault Hunters.
He wants no competition.
The destruction of the train has left you, the new-era Vault Hunter, stranded, but alive, on a remote glacier with CL4P-TP-likely the last of the operational Claptraps on Pandora.
You are barely alive-10% on your health bar; and the talkative Claptrap chides you to follow him to his humble abode.
You can explore the windswept landscape but there is slim pickins’ in the frozen expanse.
Once again the Guardian Angel appears via your newly acquired ECHO device, saying you are there for a reason and she wants to aid your cause.
Follow your master, CL4P-TP, into his igloo-like domicile.
Take note of the scattered shattered Claptraps, remnants of the recent robot revolution and of Hyperion’s revenge.
Your looting will allow you to both build up your 10% health bar with the syringes in the containers and to build up an inventory of ammo-always prudent business in the Borderlands of Pandora.
As the loquacious Claptrap expounds on his and your predicament, Knuckledragger, the local Bullymong bully, crashes the get-together and steals the lonely robot’s only eye.
Completion: The mission will automatically progress to the next mission when you take the pistol from the cabinet.
The Guardian Angel again addresses you-seems like you are her new champion.
Completed: Interact with Claptrap in the Hyperion Barge.
Open the door marked with “piss off” to complete your first challenge.
Don’t miss the toilet’s items and the cash on the card table-every little bit helps a nearly destitute Vault Hunter with big plans.
Before departing, spend your “Badass Token.
If you bring up the appropriate screen on your HUD you can select one of the proffered categories to upgrade.
You can choose a category like “Elemental Effect Chance,” “Maximum Health” or “Gun Damage” to add a small increment to its standing.
This will add up over time as you earn tokens.
Meet Claptrap at the exit to begin the expedition to regain his eye.
Raid the ammo containers and before departing take note of the “Windshear Waste-Claptrap’s Place” Fast Travel Station.
It isn’t operation yet but it will be when others are added to the Fast Travel Network.
Impeded by being blind and on one wheel on an icy slope, Claptrap leads you blunderingly across the ice.
You are, of course, his seeing-eye minion, but he boldly rambles on ahead.
He suspects his eye can be found in Frostbite Crevasse where the Bullymongs thrive-the eyeball thief Knuckledragger among them.
When Claptrap blindly bumbles into a Bullymong pile and items tumble out, you’ll know what to do with those glowing mounds of “stuff.
The waypoint will indicate their general location and five Bullymongs will attack.
Waste them with your repeater as they straggle in.
These critters aren’t that tough, but remember that you’re not shielded and your health can only be replenished with health syringes or by leveling up at this early point of the game.
Grab whatever your victims dropped.
These can include instant health syringes, ammo and cash.
Notice the slight glow of some of the “rubble” piles.
Strike them a melee blow to access their contents.
A Hyperion induced earthquake shakes the glacier-a side effect of their intensive Eridium mining.
When Claptrap tumbles over the icy overhang into Frostbite Crevasse, stay atop it and deal with the group of Bullymongs that react to your incursion by climbing the crag to assault you.
The last arrival will be a much more durable Brat Bullymong.
With the enemy beaten, jump down and interact with Claptrap to get him out of his awkward predicament in the snow.
As Handsome Jack hurls ugly threats, Claptrap clears the route through a cargo container.
Grab the loot and follow him out of the container to trigger the arrival of Knuckledragger.
He is bigger and tougher than your prior assailants.
When he arrives, get back inside the tilted cargo container and blast him when he appears in front of you-don’t hunt him.
This tactic will largely protect you from his slashing attacks and from any objects he hurls at you.
He will jump away after taking damage but will return looking for more.
Keep whittling him down until Claptrap shouts that there are more Bullymongs coming out of the “wall sphincters.
You will now have to defend both sides of the cargo container to deal with the onslaught.
It will likely put a substantial drain on your ammo to defeat all comers.
Knuckledragger’s demise should level you up-restoring your health bar and extending it.
You will, however, still have to kill any Bullymongs still standing.
The big guy will drop a better repeater and his demise will also yield another “Badass Token”-spend it to further your cause a bit.
Grab the loot scattered on the ice which will include Claptrap’s eye.
You must locate his acquaintance, Sir Hammerlock, in Liar’s Berg for the optical surgery-after all you’re a Vault Hunter, not a surgeon.
It will then be in the battle area after you return to that location from the New-U Station in Claptrap’s abode.
When he fails to open the door on the Hyperion Barge, allowing you to pass, the Guardian Angel intervenes to save the day.
Loot the newly opened structure.
Take the shotgun from the RED CHEST.
Turn in the mission to an impatient Claptrap before departing to complete the mission.
Completed: Interact with Sir Hammerlock after the power is turned on.
The nefarious Captain Flynt also resides on the Southern Shelf, terrorizing the locals with his twisted antics.
Claptrap has been the victim of his sick games-games like “dodge the blowtorch” and “don’t get dunked in a pool of acid.
Handsome Jack has offered a million dollars for your apprehension and Captain Flynt really wants that cash.
Be aware that small colony Bullymongs lurk near the Liar’s Berg gate.
Drop one or two of the Marauders who have attacked and occupied the town by shooting through the openings in the gate as Claptrap opens it.
Enter the Berg and use the available cover to begin clearing the occupying Marauders-a wave of Bullymongs will soon join the skirmish, attacking both you and the bandits.
Maximize your XP by taking out as many of both as possible.
When you have secured Liar’s Berg, Sir Hammerlock, hiding in his house behind an electrified barrier, will agree to come out and help Claptrap regain his vision.
The anxious robot charges to the barrier and has a shocking experience, shorting out the electrical generator.
Take note of the gate on the nearby icy slope to the northwest.
Once opened it will be your route out of the town.
Move over to a convulsive Claptrap.
Meet with Sir Hammerlock as he comes down from his residence on the knoll.
Give him the robot’s eye.
Hammerlock will reinstall it, restoring Claptrap’s vision.
When Sir Hammerlock starts the generator, turning on the power, the nearby Fast Travel Station is added to the network.
Interact with Sir Hammerlock to complete the mission, “Blindsided.
He will also give you the new mission, “This Town Ain’t Big Enough.
Completed: Talk to Sir Hammerlock in Liar’s Berg after eliminating the Bullymongs.
Its starting point is indexed to that point in the main menu.
The interactive BME will allow you to access the acquisition point from the mission’s delayed starting point.
Go to the waypoint to the north.
You will see the clod throwing Bullymongs in the crevasse below.
Just stay atop the cliff and blast them, dodging the clods they throw your way.
Most will just hit the lip of the cliff anyway.
Just back off if your shield is damaged.
Jump down to grab the items they drop.
You will then have to go east to return to Liar’s Berg.
Smash those Bullymong piles as you go-you need all the loot you can get.
Make your way to the mission’s next waypoint and stay back near the water tower.
The Bullymongs will toss clods your way but some will charge right to the edge of town.
Retreat if needed but the legs of the water tower can prevent their clods from connecting but allow you to target them.
Some of these Bullys will be tougher Adults and Slingers.
Scavenge their drops and piles before turning in the mission, “This Town Ain’t Big Enough” to Sir Hammerlock.
You will receive a weapon, XP and cash as a reward.
You should now have surplus items-like your initial weapon as well as shields and weapons you have found but don’t need.
You can sell the excess at the Health or Ammo Vendors but if you go up the slope to Sir Hammerlock’s residence you will find a Gun Vendor.
Examine what you have and sell any surplus.
This will net you cash and will free up inventory slots.
You can also purchase a weapon if it is better than what you have-like something with a scope.
You can also purchase ammo, grenades, health syringes and shields from the other Vendors in town.
Completed: Interact with Sir Hammerlock in Liar’s Berg.
The town’s protective gate should now be open.
If not there is a switch on the platform overlooking the gate to open it if you didn’t follow Claptrap earlier.
Proceed north out of the settlement.
A small bandit outpost defends the area at the base of the slope.
Take check this out the four defenders and you will find an ECHO, giving you the mission “Handsome Jack Here!
This newly acquired mission is Level 3.
Make it your active mission and start back to Liar’s Berg.
The extra XP gained by doing it will be welcome at this point.
Completed: Interact with Sir Hammerlock after acquiring the troubling ECHOs.
It is in a dumpster on the outside of the fence.
Smash the lock with a melee blow or shoot it to acquire the first recording as a few carrion birds escape the open container.
The second ECHO is on the roof of Sir Hammerlock’s house, which is on the high ground overlooking the Berg from the west.
Climb the ladder, jump to the roof and to the roof above and smash the Bullymong pile containing the ECHO.
If the Gun Vendor has new stock or you haven’t visited it yet, hold off buying anything until you see what Sir Hammerlock offers for completion of your current mission-he might offer a scoped weapon; and the mission, “Shielded Favors” will also require you to have enough funds to purchase a shield to complete the mission.
The last ECHO recording is in the ice machine-bet it doesn’t need electricity-on the side of the hotel on the east side of Liar’s Berg.
The ECHO recordings reveal how reprehensible Handsome Jack is-he has Helena Pierce and her entourage slaughtered for no reason.
The reward for completion is meager but includes your choice of repeaters.
On occasion one will feature a scope-a great tool for one with no way to regenerate health except with syringes.
Sell any weapons that you won’t be using; and, if needed, top off your ammo.
Go out the town’s gate, moving left toward the waypoint.
If you have a scoped weapon you can begin targeting the bandits before jumping down.
Be aware that sniping from the ice shelf may attract a bandit patrolling on the ice to your position.
When you’re ready, jump off the ice shelf and start toward the objective, Ice Harbor.
As you approach, the enemy will scramble.
You can hit the red explosive barrel to aid your cause if an enemy is near it.
This tactic will pay dividends for the remainder of the game.
Move from the ice onto the elevated platform to eliminate the garrison of four.
You will generally acquire a grenade or two as you loot the premises.
The lift is on an upper platform but the power box needs a new fuse.
A new waypoint to the south of the outpost is generated.
From the rear of the structure you will see an intense electrical barrier on the platform to the south.
Once again a scoped weapon will give you a head start on neutralizing the garrison of half-a-dozen.
Take your time taking down the garrison.
One Marauder will fire from atop the main structure and these guys will oftentimes toss grenades-pay back the favor.
There are several explosive objects on the platform to aid your cause.
You must now get past the electrical arcing.
Don’t listen to Claptrap and try sprinting through it to get the fuse-that is not gonna’ happen.
Follow the elevated electrical supply cable back to a junction box.
Shoot the fuse box through the arcing to kill the power to the barrier-just aim at the interactive, “Electrical Fuse Box.
These outhouses are common items throughout Pandora and they contain loot-weapons, shields, mods, ammo and cash are all possible.
Take the “Power Fuse.
Go up and into the building.
You must purchase a shield to complete the mission.
Upgrade yours if the offerings are better than yours.
Don’t go by the shield strength alone.
Look at how fast it charges and how long that charging is delayed.
The “Item of the Day’ is oftentimes a quality one.
If nothing impresses you or you don’t want to sacrifice your funds, purchase the cheapest shield and sell it back.
You can also just leave the mission incomplete sacrificing the small amount of cash and XP.
Not completing a purchase, however, will also sacrifice the optional mission, “Symbiosis” which requires its completion.
You can also return at a later time to make the purchase and acquire the optional mission.
You should have acquired several other weapons that can be sold.
Compare stats and free up your inventory before starting back to Liar’s Berg.
Note that using the lift to get to ground level is optional.
Your character is capable of jumps from prodigious heights.
Interact with Sir Hammerlock to complete the affair and to receive the mission, “Symbiosis.
These skins will allow you to customize your character at the Quick Change Station.
Completed: Interact with Sir Hammerlock in Liar’s Berg.
Notice the large circles surrounding the mission’s waypoints on your map.
These circles indicate that the Bullymongs are simply somewhere in that circle.
This optional mission will be Level five, likely above your own level and it can result in a costly trip to a New-U Station if you are the aggressive in your face type.
The mission requires you to administer the coup-de-grace to four Bullymongs using a melee blow, rather than firearms, meaning you must get in close.
Proceed north toward the waypoint.
The small bandit outpost defends the way and it will be active if they have re-spawned or if you have re-started.
Kill them for the XP and the loot.
Continue out onto the ice.
The route will take you west across the ice-don’t fall in the frigid water-it’s fatal and a dunking will cost you a significant portion of your hard earned cash.
This level five task is only doable if you whittle down your victim’s health to near death before dishing out those lethal blows.
When you see the beasts in the distance, stop and advance only far enough to bring their health bars down, way down, with gunfire.
Do this to several, all four if possible before dishing out those blows.
Advance only after they are near death to administer the melee blows that yield a usable pelt.
If you don’t get four pelts, there are more Bullymongs beyond.
In fact, if you continue east you can harvest some worthwhile XP by killing another half dozen Bullys and you will find a RED CHEST and ammo containers on a ship frozen in the ice.
With the required four pelts in hand, just continue around the mountain and return to Sir Hammerlock to complete the mission.
Don’t take the shotgun offered by Claptrap, take Sir Hammerlock’s sniper rifle.
You should easily earn that XP by simply getting there, but a check this out of the game will guarantee that the enemy on the route will be available “Vault Hunter” fodder, allowing you to unlock and unleash your action skill.
Use the elevator again to check the shields offered and for the loot lockers.
Sell off any weapons or shields you acquired on the way.
If you have hit Level five, unlocking the sniper rifle or if you have a scoped weapon, you can also start clearing the compound to the south by going out the rear door of the vending chamber and shooting from the heights.
Move into the compound to finish off the shy ones who come to the party late.
One will again snipe from atop the main building.
A reset since your last visit has refilled the OUTHOUSE ITEM ENCLOSURE as well.
While certainly not required, a return trip to the outpost to the north to off load items will clear inventory and the jaunt will be unopposed.
You can also start thinning out the distant Bullymongs with sniper fire from the rock shelf behind the Vendor.
Unlock your action skill as soon as it is available and don’t be shy about using it.
The Sabre Turret not only kills the enemy but it also distracts them from concentrating on you and it saves a lot of ammo.
Take the critters down and loot their lair beyond.
Be aware that a much tougher Badass Bullymong may be among this bunch or in the region ahead.
Enter the Southern Shelf Bay portal.
Start out and take down the Bullymongs on the ice below.
Use the Turret if it is available.
Smash the piles and you can then return to the Vendors to sell extras or to purchase health or ammo.
There are additional Bullymongs to harvest on the ice sheet and plenty of piles to smash.
If you go west and roam the remote areas of the glacier along the bay extending far to the southern part of the shelf, you can harvest enough Bullys and Raak to level up to Level 7 or 8 without much risk or trouble.
There will be an occasional Badass but there are enough piles to fill your inventory many times over.
At the most remote part of the shelf you will even find a BLACK CHEST near a ship stranded on the glacier.
This exploring, of course, is optional but these extensive areas won’t be visited during any regular missions.
If, you do make the full tour of the southern glacier, you will be able to jump onto several ice floes and be a short distance from the entry of Blackburn Cove.
The first action point will unlock it.
Place the next two points, temporarily, in “Preparation.
This gives you greater flexibility.
Once “Health Mods” become available, you can respect your points.
It has a missing section.
Use the lever to position the missing section and repeat the process to gain the far side.
Move up the staircase and loot the containers.
You will now come to another makeshift bridge.
Use your sniper rifle or other scoped weapon to kill the three man detail on the far side of the bridge.
Pull the lever to raise the bridge and move across into Blackburn Cove.
You must now get past a host of Marauders to locate and kill Midgemong, a Badass Midget riding an armored Bullymong.
As you cross the crude ramp entering the complex, a dead ended alcove on the left has several item containers.
Loot it and the first of numerous hostiles in the Cove will appear ahead as you advance slowly to draw them out.
Retreat and use the wooden barrel near the short stairwell as cover for sniping.
Most of the Marauders will keep their distance, using cover and sniping or throwing axes but watch for a brave one to charge.
If a grenade comes your way, scramble away from it.
The Turret and the sniper rifle will allow you to stay back while dropping all of the available targets.
Unless you have placed a skill point in “Preparation” you have no way to heal except by finding or buying syringes, so prudence and patience is the best policy in this bandit rich environment.
When hostilities cease in the initial area, loot the battle scene for ammo and health.
You will find an OUTHOUSE ITEM ENCLOSURE on the rear platform.
When you advance farther into the complex, another wave of Marauders will appear ahead.
Duck into the recess on the right, just beyond the outhouse, and use the Turret and sniping tactics to eliminate the enemy.
Some of them will snipe from or toss hatchets or grenades from the upper walkway.
Secure the area before pushing ahead.
Climb the two wooden stairwells to the east to get onto the elevated walkway.
If you see the graffiti: “THE BIZZARE,” you’re on the right track.
The nearby third stairwell is a dead end.
The large platform ahead affords the enemy decent cover, so stay back and pick your shots.
Numerous hostiles will appear as you advance to draw them out.
This group contains sniping Marauders, hatchet throwing Psychos and shotgunning Midgets.
Deploy the Turret and begin sniping until the platform is cleared.
You will hear the Badass Midget Rider taunting as you move across the deck to raid the OUTHOUSE ITEM ENCLOSURE.
At some point after you have secured the platform, Midgemong will emerge from a newly opened storeroom on the east upper platform and will gallop off.
Go east up the two ramps onto that upper platform, near the opened storeroom.
Midgemong will have an entourage of Psychos and Marauders on the lower level.
Some will come calling up the ramp as you try to locate the rambunctious Midgemong.
Stay atop the platform and begin clearing the lower deck.
You must also keep track of and kill Midgemong and his Midget Badass Rider.
A small circle will show Midgemong’s general location, but it will shift about as the duo flits about on the platforms below.
If you can get them to stand still, an incendiary weapon will quickly take the mount out but the Badass Midget Rider may survive.
If you can catch the duo near an explosive tank or barrel you can end the battle rather quickly.
When the battle is over, take care when entering the storeroom.
A pair of Badass Marauders will appear near the Vending machines.
Be ready to deploy the Turret and exit the storeroom to avoid battling the two in close-quarters.
After their demise, raid the RED CHEST and the OUTHOUSE ITEM ENCLOSURE outside the room.
Police your inventory at the Vendors.
Make your way back to your entry point by going down the ramps and then the stairs near, “THE BIZZARE” graffiti.
Clear the half dozen Marauders and you’ll find another BLACK CHEST on the north side.
Jump down to the lower platform on the east side and kill any sentry that has re-spawned near the bridge.
Cross the bridge and go up the stairs.
Stay atop the ridge and kill the re-spawned Bullymongs.
Their clods will be blocked if you shoot through the two metal spikes.
Let the Turret bang away to save some ammo.
Make your way back across the bridge and to the Southern Shelf portal.
Once again the enemy, both human and beast, will have re-spawned.
Take out the colony of Bullies near the entry.
The half-dozen defenders in the outpost will also need killing as will the Marauders in the adjacent guard post.
Wipe out the guard post at the base of the slope going into Liar’s Berg and get to Sir Hammerlock to turn in “Symbiosis,” Stock up on ammo and with “Best Minion Ever” selected, start out of Liar’s Berg with Claptrap.
It is time to get to “his” ship.
Approach the elevated structures beyond from the low icy ridge nearest the cliff to negate the high-ground advantage of the defenders.
The outpost is swarming with about ten bandits.
Scout the place and when an unsuspecting enemy is near a volatile barrel, snipe it to start the ruckus.
Most will snipe, some from the elevated platforms but a Psycho may come calling while others throw hatchets.
Be patient and snipe anyone visible before moving in to mop up any survivors.
Ransack the premises and don’t miss the BLACK CHEST on the rooftop.
You can jump from either the barrel or the short fence near the burning barrel to get onto the roof.
Claptrap will wait patiently to open the gate while his minion scavenges.
As the enemy rants, be prepared for a pair of charging Suicide Psychos as the gate opens and the ramp falls in place.
Drop down into the enclosed compound.
Boom, at a canon mount, and his brother Bewm, a Midget shotgunner, want to make your acquaintance.
After the cutscene ends, go left immediately and shelter behind the airplane-like fin near the short stairwell.
Boom will begin to shoot volleys from his turret weapon, which is located on the raised platform just ahead.
His shot-gunning jet-packing brother Bewm will come forward to hunt you down.
Boom’s canon is deadly but it takes a few seconds to reload.
Between shots, snipe or use a fast-firing weapon to damage it.
Don’t try for Boom, just damage the gun.
You can easily hit the large body of the canon between his volleys.
Stay behind that fin-like metal structure until Bewm becomes a problem.
If you kill Bewm too quickly you’ll get a rush of Psychos making things considerably worse.
If Bewm is becoming a nuisance or when the damage to Boom’s mount drives him off of it, run ahead to the narrow passage to the left of the canon.
If he is still on his gun mount, Boom can’t target you there.
Let Bewm pursue you; he may jetpack near or even behind you so be aware.
Once he goes down a wave of Psychos will surge into the battle.
If Boom is still firing, snipe the gun mount between volleys and Psychos.
Deploying the Turret in the narrow passage makes it all the more deadly.
When Boom leaves his mount, you must also put him down.
Like his brother, he has a jet-pack and can surprise you by soaring high into the air, possibly landing behind you.
When he goes down, finish any Psychos left on the field.
You will acquire a grenade mod during this battle.
On one occasion, I acquired a Level 4 Legendary Incendiary Grenade Mod-a real bonus so early in the game.
Equip whatever Grenade Mod you acquire to enhance your grenade damage.
With the battle won, Claptrap will tell you repeatedly and in no uncertain terms that you must use Boom’s canon to destroy the gate-when he, CL4P-TP, isn’t there of course.
Raid the compound and don’t miss the OUTHOUSE ITEM ENCLOSURE not far from the exit where Claptrap is still beseeching you to shoot the gate when he isn’t there while he stays right there.
Take out the gate with Boom’s canon and several waves of bandits will try to come through it.
Use the canon to stop the rush.
If anyone gets behind you, dismount and finish them off.
As usual, Claptrap will outdistance you out the gate.
He is off somewhere and is once again being assaulted by Flynt’s crew.
Jump down and raid the containers.
Several Marauders are battling Raak off to the right.
Eradicate both for the XP and to keep them off your tail as you proceed.
Start north for the ship, staying on the high ground.
About half-a-dozen hostiles will defend the gate.
Snipe a sentry to get someone to open the gate.
Snipe the snipers and hatchet throwers to clear the entry.
Jump down and move through the gate.
Start up the grade, looting and fighting your way forward.
There is plenty of cover to use as scattered pockets of Psychos and Marauders impede your progress as you forge ahead.
Captain Flynt will rave at Claptrap.
When you can turn north at the “PISS OFF” gate, don’t; make a side trip by continuing west up the grade to find a BLACK CHEST.
Return to and go through the “PISS OFF” gate and work your way north.
Check out the OUTHOUSE ITEM ENLOSURE on the right side of the passage.
Move through the skeletal arches and along the icy channel.
You will encounter several hostiles, including a Badass Marauder, on the low deck just ahead near the “Supplies” sign.
There is a well-placed Slot machine guide borderlands 2 ps4 Vendor just before the deck.
Purchase health if needed and sell your extra gear to make space in your backpack.
There is a BLACK CHEST near the rail on the nearby platform.
Move through the open-ended container and you are invited by Flynt to become a lifetime torture victim with Claptrap.
There are about ten hostiles scattered in this cluttered area.
Some will be on the elevated platforms.
Take the time to methodically clear them out.
Make your way upslope.
Around the right turn your wise leader, CL4P-TP, is being walloped by three bandits.
Toss a grenade among them to kill his tormentors-it won’t hurt Claptrap.
Follow him and another large collection of bandits are defending the elevated platforms.
Most of the bandits will snipe from the structure but a Psycho or two may come calling.
Deploy the Turret and pick your shots to clear the way.
Climb onto the platform, but now Claptrap can’t negotiate the stairwell.
He observes that there is a crane hoist that will allow him to continue the journey if you can find its control station.
Go up the stairs and have money times online seems the small niche up the next set of stairs, descend and continue around the walkways.
Half-a-dozen Marauders defend the junction near the red arrow.
Continue past the arrow and around onto the deck plating and take shelter behind the metal plate.
Expect very heavy resistance here-about a dozen defenders.
One or two may fire from a platform to the right or even infiltrate from the rear.
Use the Turret and grenades to flush the bandits from the back area.
Move in to mop up.
There are worthwhile pick-ups in the back area including another OUTHOUSE ITEM ENCLOSURE.
The crane’s control lever is just up the ramp at the waypoint.
Activate the crane to get the impatient Claptrap to your level.
Follow him up the ramps, looting the containers and using the Ammo Vendor at the top if needed.
Follow Claptrap onto the deck below.
As you advance, Flynt will emerge and sic his boys on you.
He will man a canon.
Immediately retreat into the alcove near where you jumped down.
Start sniping his underlings as they advance.
When the Marauders throw grenades, back against the wall to avoid their blasts.
After most of Flynt’s henchmen fall, fire will begin to fountain from holes in the deck.
You can simply avoid the fire by staying in or returning to your hidey-hole near your entry point.
Flynt will then abandon his mount and personally join the fray as the fire cascades.
He may be accompanied by a wave of Suicide Psychos.
He is the priority target and he is highly resistant to incendiary weapons-so deploy the Turret to slow him down.
Pummel him with conventional or explosive fire and toss explosive grenades at his feet.
Even after Flynt goes down any of his remaining crew will have to be killed before Claptrap can open the gate, finally allowing access to the ship.
Follow Claptrap into the passage and pause to raid the RED CHEST and the other containers.
Follow Claptrap across the gangway and onto the ship.
Interact with him to end the long mission and to activate the mission, “The Road to Sanctuary.
There is trouble in the distance as the bridge is destroyed.
The Guardian Angel instructs you to get to the Catch-A-Ride and a waypoint appears on your map.
The surrounding cliffs make the passage under the demolished bridge span your only option.
Eridium is the currency needed to purchase SDUs on Pandora’s black market-they don’t take cash and Eridium can’t be bought.
Most of the Eridium you will acquire will come from containers or from fallen enemies.
Looting, therefore, will remain an important part of your activities for the balance of the game.
Put them down and move up grade through the canyon, scavenging the piles.
Several more Bullies will pour from their dens near the barrier fencing.
Make your way to the Catch-A-Ride Station.
It is one of Scooters digital vehicle generators.
You can use the Vendors, but you will find that the Catch-A-Ride system isn’t operational.
The Guardian Angel says that Scooter, who still runs the system, has deactivated the network for general use so the local bandits can’t use it.
However, if you can procure a Hyperion adapter from the nearby Bloodshot bandit camp she should be able to get it working.
The Bloodshots, a violent bandit clan, defend the property beyond the gargantuan Crab Worm skull.
Several stout Marauders called Nomads are among the dozen or so defenders.
Stay in the skull at the entrance and begin sniping.
Deploy the Turret near the skull entrance to help eliminate the bunch and watch for charging Psychos or Suicide Psychos.
There is a BLACK CHEST on a pier overlooking the lake.
Take the “Hyperion Network Adapter” from the remains of the mechanical contraption.
With the camp cleared, you can simply offload unwanted items for cash and return for anything you couldn’t carry.
You can even sell items you wish to keep to clear inventory slots, grab more loot to sell and then buyback what you want to keep, with no penalty, before departing.
She will then enable all the Catch-A-Ride Stations for your use throughout the region.
Deploy a runner with either a turret rocket launcher or turret machine gun.
You can zoom the selected turret weapon while in the gunner’s seat making targeting much more precise.
Your first task will be to boost yourself over the bridge that was destroyed right after your ship arrived.
Before entering the ice tunnel, investigate the area on the right.
You will find a few containers but if you use the bundle to get atop the cargo container and them get onto the next container, you can jump onto a ladder giving access to a walkway alongside the piping where you’ll find a BLACK CHEST.
It will likely contain loot above you’re current Level.
Walk the piping to reach your vehicle and then drive into the canyon, Thirty Below.
Continue toward Sanctuary, using the vehicle’s weaponry to kill the small pockets of Bullymongs you encounter.
You have unlimited ammo in the vehicle to easily dispose of them, but if you dismount and use your own weapons your XP haul will be much higher.
As you emerge from the ice tunnel onto the ice shelf, take the gunner’s seat to deal with the flock of Raak.
Fire on them to get their attention and they will attack.
They are easy pickins’ for the machine gun or the rocket launcher.
Drive the vehicle off the ledge and head for the waypoint, taking the snowy road on the left to the vending outpost at Snowbound Crossroads.
The offerings at the Gun Vendor will be level 7 to 9 items and it’s possible that you can purchase an Incendiary Sniper Rifle there to add to your arsenal.
Adjust your inventory regardless.
Continue northeast on the roadway toward the waypoint.
Use the vehicle’s weapons to soften-up the pesky garrison at the guard post near the gate.
It’s a bit difficult to shoot accurately over the fence so don’t get caught in the vehicle if it is destroyed-the trip to the New-U Station isn’t free.
It is possible to find your first bar of Eridium in one of the containers.
Use the intercom at the waypoint.
Roland comes on line and wants you to do him a favor.
Corporal Reiss has been missing since he left Sanctuary searching for a new Power Core for the town’s defenses.
A new waypoint indicating Corporal Reiss’ position appears to the south.
Start south on the ice covered roadway and bear left at the junction and continue past the stranded ship with the dangling anchor.
Harvest the Bullymongs near the waypoint.
You will find no Corporal Reiss, only Riess’ ECHO.
It seems that he is under attack by the local Bloodshots.
Roland asks you to find and assist him and to bring the power core to Sanctuary.
Drive a short ways south and go hard left.
A colony of Bullymongs will have to be put down before you can enter the Marrowfields on foot at the vehicle barrier.
A small pack of Bullymongs will confront you as you move south toward Corporal Reiss.
He is battling with the thieving Bloodshots.
Wipe out his three attackers and then shotgun the numerous Raak that will dive on you.
Riess is mortally wounded and he says that a Bloodshot Psycho has ran off with the power core.
Roland wants you to get the core and kill the Bloodshots as payback for Reiss’ death.
Backtrack and turn left into the nearby Bloodshot compound in the adjoining canyon.
There are numerous bandits to deal with.
Stay near the entry and start sniping.
Some of the Nomads will have static shielding.
Psychos will throw hatchets and Suicide Psychos will charge your position.
Use the Turret to help suppress the opposition as you pick your targets.
They will keep entering the skirmish from the elevated structures.
Twenty kills will fulfill the optional sub-mission’s requirement but there are many more bandits in the encampment.
As the opposition wanes, move down into the large compound and get the power core where one the Psycho has dropped it.
You can leave without the twenty kills but there are plenty of Bloodshots to harvest on the platforms.
An old RED CHEST can also be found on the highest platform on the northwest.
Exit the Bloodshot encampment and go northeast up the slope, through the Marrowfield and to your runner.
Hit the main road going north past the stranded ship, past the Vendors and then veer right toward Sanctuary.
Once again the guard post will likely have re-spawned and will need to be taken out.
Exit the vehicle and use the intercom.
The gate slides open allowing you to use the Sanctuary portal.
The new waypoint will lead you to Lieutenant Davis.
He needs you to remove the depleted core and place the new core into the shield generator.
Talk to him to complete the mission.
He offers you your choice of two different weapons-a combat rifle or a shotgun.
It also initiates the new main story mission, “Plan B.
But Roland is missing after leaving Sanctuary on a reconnaissance mission.
Without him the Crimson Raiders are leaderless and the city is in peril.
The Guardian Angel wants you to find out what has become of him.
Your first task is to see Scooter in his garage just inside the city gate.
The door will open as you approach it.
Before speaking to Scooter, loot the upper level containers.
You will frequently find Eridium in one or more of containers in the garage.
Its bluish-purple glow is distinctive.
Scavenge the lower level and then talk to Scooter.
Roland told him to initiate “Plan B” if he ever disappeared.
It involves actually lifting the city from the surface of the planet.
He gives you four Eridium bars for the project.
You must also find the two fuels cells in his garage.
On cell is on a shelf on the lower west wall and the other is upstairs on a rack.
Get to the town’s central plaza and install the first two cells at the waypoints.
You will now have to acquire a third one from Crazy Earl, the towns black marketer.
Locate Crazy Earl at the waypoint-the building has a purple hue and a glowing green door, at least for this mission.
Purchase an SDU, the Backpack SDU is highly recommended, with the Eridium from Scooter.
Crazy Earl will throw in the third power cell.
You now have three additional inventory slots and topic slot machine glitch in borderlands 2 xbox 360 message third power cell.
Earl also sells other SDUs, including ammo SDUs and the only use you’ll have for Eridium is dealing with Crazy Earl for those items.
Install the third power cell but the ambitious strategy to lift the city into the air fails miserably.
Roland has left a message for you in Crimson Raider’s Headquarters, which is now your destination.
Talk to the sentry to acquire the “Command Center Key.
This will complete the mission, “Plan B,” and will initiate the mission, “Hunting the Firehawk.
You are now Pandora’s best hope to stop Jack and his Hyperion thugs.
Loot the place and know that the locked gate with the visible RED CHEST won’t be available for a long time.
Like Scooter’s Garage, you will find Eridium rather frequently in the Headquarters so loot it whenever you reset the game.
Go upstairs to the Crimson Raider’s Command Center and interact with the glowing green safe.
You can access this safe whenever you are in Sanctuary and you can store up to six items which you can retrieve when needed.
SDUs extending the number of items you can store in the safe can also be purchased from Crazy Earl if you have enough Eridium.
Explore the city to see what all those exclamation marks indicate.
Zed’s place is just around the two corners, to the right, from Headquarters and he is still researching the local wackos.
In additional to the syringes and shields both he and his vendors are now selling “Class Mods.
This is probably your most important acquisition in the game, and is hugely beneficial, even essential, as the challenges become increasingly difficult.
Keep an eye out for a better healing Mod as your level increases and always invest in a better one when it is click />Zed’s to acquire the optional mission.
Completed: Interact with Patricia Tannis in Crimson Raider’s Headquarters.
Zed to acquire the optional mission, “Do No Harm.
Zed in operating on the unfortunate fellow strapped down on the operating table.
Melee him when prompted to extract a shard of crude Eridium ore.
Zed says it’s nearly useless in this unrefined state.
He wants you to take it to Patricia Tannis.
Take the shard and go to Crimson Raider Headquarters to see Patricia Tannis.
Talk to her and the brief mission is completed when you interact with her again.
Axton’s Health Mod and Mods of all kinds are commonly available once you reach Sanctuary.
With the all-important Health Mod acquired and installed, go to Pierce Station.
Find the “Quick Change Station” and sacrifice 14% of your cash, allowing you to reallocate your skill points.
With the Heath Mod installed, you don’t require “Preparation” for healing, so unlock the skill and reallocate all yours available points to “Sentry.
They make the Sabre Turret, as Roland might say, “Its like havin’ another squad of soldiers on the field.
Talk to gruff old Marcus.
In addition to having plenty of guns and a dead serious policy regarding refunds, he gives you the mission, “Rock, Paper, Genocide: Fire Weapons.
Rock, Paper, Genocide: Corrosive Weapons!
Initiated: Interact with Marcus in his Sanctuary gun shop.
Completed: Interact with Marcus in his Sanctuary gun shop.
You will have to shoot a trussed-up Psycho with fire, static, corrosive and, something new, slag weapons to demonstrate the effects of each.
When prompted by Marcus, you will have to equip the elemental weapon in the “Special Slot” located in your backpack.
You will then acknowledge each of the four sub-missions for your reward.
Only incendiary and explosive weapons are available before level 11 when static weapons can be found or purchased.
At level 13 corrosive weapons will be available and slag at level 15.
The corrosives will be especially effective against the mechanized Hyperion forces you will encounter later in the game.
It is important to acquire a caustic weapon or weapons as soon as they are available.
Try to carry a favored static weapon as well.
Scenarios will develop where having one could well be the difference between success and failure.
In Moxxi’s Bar you will be reunited with Sir Hammerlock who will offer the mission, “The Name Game.
He also wants you to kill fifteen of them.
The Sanctuary Bounty Board can be found just west of Crazy Earl’s place near Pierce Station.
Accept the Mission, “Assassinate the Assassins.
They can be found in the Southpaw Steam and Power facility.
Comment: This mission will be pursued later.
The index will designate the mission’s starting point.
Type TNG to locate the mission’s point of origin.
Comment: This mission will be pursued later.
The index will designate the mission’s starting point.
Type ATA to locate the mission’s point of origin.
Completed: Interact with Claptrap in his lonely little alcove.
You will acquire “Claptrap’s Stash” by interacting with him.
The stash is located just across the alley from him.
After listening to his list of the tasks he requires for you to find the stash, just take a few steps across the alley and interact with it.
The four-space locker can store four items for either you or for other players using the same gamer’s “Profile.
While so near his Sanctuary shop of horrors drop in to see Dr.
Zed again, who appears to have another mission.
He will offer you the mission, “Medical Mystery.
An acquaintance of his, Dr.
Mercy, doesn’t live up to that name and might know something about it.
Zed https://us-park.info/borderlands-slot/slot-machine-borderlands-2-cheat-engine.html “Do No Harm.
The index will designate the mission’s starting point.
Type MM to locate the mission’s point of origin.
Completed: Interact with sir Hammerlock in Moxxi’s Bar.
Move through the Three Horns-Divide portal.
The bandit outpost just outside of town will still be there-you can kill them again or just generate a vehicle and drive past them.
Drive southwest on the road toward the first waypoint.
Begin harvesting the required fifteen Bullymongs.
The commotion may draw some Raak into the tussle-take then out for the XP.
There are plenty of Bullymongs in the first waypoint’s circle, allowing you to harvest the fifteen Bullymongs and the five piles.
The Bullymongs and the piles don’t even need to be in the circles for them to count.
After you smash the five piles, revealing the beasts to have a primate’s sagacity, Hammerlock will grant them a more dignified name, “Primal Beasts.
He now changes his mind and calls them “Ferovores,” and he wants you to shoot three of their airborne clods which they are so fond of throwing.
Again he changes his mind, renaming them “Bonefarts.
There is no shortage of Bonefarts, so boost your XP by wasting as many as you can find.
Return to Sanctuary and turn in the mission, “The Name Game,” to Sir Hammerlock at Moxxis Bar.
In addition to the XP and cash, you have your choice of a random shield or a shotgun.
Zed after the mission, “Do No Harm.
Mercy to complete and acquire “Medical Mystery: X-com-municate.
Zed in Sanctuary to complete mission series.
If the guard post has re-spawned, take them out and grab a ride although you can just avoid them by going straight for the Catch-A-ride and speeding off.
Follow the road, driving southeast toward the southernmost of the two waypoints.
Although this is completely optional, stop near the stranded ship, dangling the anchor, and snipe the four bandit defenders.
There is a BLACK CHEST in the topmost shack on the structure, but it is guarded by two Badass bandits.
Approach that shack and deploy the Sabre Turret as you retreat.
You can give ground as much as needed to take down the two.
Raid their dropped items and the BLACK CHEST and then return to your vehicle.
A pocket of Bullymongs will challenge you as you drive to the portal.
Enter Three Horns-Valley and swing right up the slope at The Frostbite Springs.
Enter Shock Fossil Cavern on foot.
Take the passage on the left side of the generator.
Be prepared for about a dozen Psychos and Nomads.
Deploy the Turret and stay behind the cargo container and snipe the more distant of the enemy.
An occasional Psycho may get past the Turret or will do so when it is recharging.
Clear the area and move cautiously forward.
After you advance to the far side of the cavern, Dr.
Mercy will come out of his shack and he is hostile and deadly.
Deploy the Turret and quickly retreat, sprinting back to near the entry.
His Hi-tech weapon is deadly and it can knock out your shield quickly and you as well.
The Turret will hammer him and he will likely turn to address it.
Tag him with incendiary rounds when he is turned or just shoot anything exposed behind the big metal shield he carries.
His feet are small but vulnerable targets.
Incendiary grenades are also very effective on these non-static shielded types.
Retreat as needed because he will slowly but relentlessly pursue you.
When he succumbs, take his hi-tech gun.
Searching his body will satisfy the mission’s completion requirements.
You have acquired the “Bandit” which Dr.
Zed wants you to try out on some deserving local boys.
Equip the “Bandit” and try to get twenty-five kills on the charging Psychos before it runs dry.
If you’re short on kills just take some in the nearby installation or quit the game to reset them.
If the gun runs dry, a game reset will find you with 30 rounds when you begin again.
Zed, take the time for some mayhem and XP.
The large compound at Frostbite Springs south of Mercy’s cave has numerous bad guys for the taking.
Deploy the Turret at the entry and then snipe away.
The commotion might draw a few Skags from beyond the large structure.
Loot the compound and note that it contains the entry to Southpaw Steam and Power.
There is also a BLACK CHEST on the roof of a shack on the south side.
Use the bundle to get atop the cargo container and jump onto the corrugated roof-walkway and move around to it.
There isn’t much on the building’s upper walkways, but a sentry does prowl there.
Hop in your vehicle or spawn a new one at the Frost Springs Catch-A-Ride.
Drive the long clockwise loop to the abandoned Happy Pig Motel.
Who could possibly have ever stayed there.
Completed: Interact with the powered-up Three Horns-Valley Bounty Board.
Stuck onto the Bounty Board is an ECHO recorder.
The mission, “No Vacancy” is activated when you take it.
The Bloodshot Clan has slaughtered the locals and if you can activate the steam pump you can get the power on.
The nearby valve doesn’t do the trick and Scooter has a technical answer for the problem-it’s broke.
He suggests finding parts for it in the area.
You must find a valve, a capacitor and a gearbox to make the repairs.
The first waypoint is nearby at the noisy rig.
Scooter informs you that you must get to the top of the rig for the part.
Shoot the glowing green ladder to bring it down.
Once on the platform, you’ll get the interactive when the piston travels down.
The local miscreants aren’t happy about your theft.
Stay atop the structure and snipe them.
They will shoot and throw explosives, so be aware.
You can just jump down when the zone is secured.
The next waypoint is to the northeast.
You will encounter a couple of pockets of Skags and a few Raak.
The Bullymongs like to den up in the equip housings.
As you near the waypoint a Badass Bullymong will need to be addressed.
Pummel it with the vehicle’s turret and then jump out of the vehicle to finish it off for maximum XP.
It will drop the gearbox.
Start south past the Happy Pig toward the next waypoint.
Numerous Skags will defend this final area.
There may be elemental Skags-probably a Shock Skag.
When the pack is cleared, interact with the housing and be prepared for the rush of Skags coming out of it.
Get into your vehicle to blast them.
One will drop the capacitor.
Head back to the Happy Pig.
Take out the Marauders at the nearby pumping unit and then replace the capacitor at ground level.
Climb the long ladder to replace the gearbox.
Hop onto the ladder going to the top and replace the steam valve.
Jump down and turn the unit on.
Turn the completed mission in at the energized Happy Pig Bounty Board.
Completion: The Three Horns-Valley Bounty Board.
You now have access to the Vendors, the Catch-A-Ride and the Fast Travel Station.
The initial delivery will add fifteen additional seconds to the timer and each additional delivery will grant you another fifteen seconds.
Immensely complicating the job is the convoluted nature of the stilted structures and the garrison of about a dozen, including a Badass, that defend the complex.
You can greatly simplify the daunting task by accepting the mission and not picking up the first package.
Go to the complex and wipe out the entire bunch.
Return to get the first package by climbing the ladder onto the bus and try to get the five delivered before the timer times out.
It will probably take a try or two even with no opposition.
You will find an old RED CHEST on one the elevated platforms, and a couple of OUTHOUSE ITEM ENCLOSUREs on the piers and a BLACK CHEST on another platform.
The bandits will eventually begin to reappear so if you fail a few times you will have to wipe them out again.
You will receive a worthwhile repeater as well as XP for completion of the two “Medical Mysteries” missions.
The road will wind through Three Horns-Divide, past the stranded ship and you’ll have to veer left or east over the makeshift bridge.
The Pyro Nomads here are highly resistant to fire damage.
Draw them out by entering and retreating, then deploy the Turret and snipe from near the entry.
Expect a late arrival or two as you loot the premises, probably a flame-throwing Pyro-Nomad.
Move through the Frostburn Canyon portal at the back of the facility.
The Guardian Angel will address you as you approach the Vendors.
The Firehawk may be in the vicinity and the screams in the distance certainly promise continue reading />Your sub-mission is now to follow the seven Bloodshot signs.
Expect the action to commence after you reach the initial sign.
Scout ahead; don’t rush headlong into the valley and watch your back as you pick your targets below.
Hostiles from the Incinerator Camp on the high ground, attracted by the commotion may pay you a visit.
Deploying the Turret is very effective in the canyon, especially against charging Psychos or advancing Nomads or Goliaths.
Both regular and fire resistant types will be among the attackers.
Most are Psychos or Nomads but a Goliath or two will sometimes appear.
If you shoot a Goliath’s head, it can morph into a Raging Goliath, as likely to turn on his own as on you.
The most practical plan is to simply hustle through the valley once the immediate threats are eliminated, moving on toward the next “sign,” avoiding the Incinerator bandits pervading the upper platforms of the valley.
However, if you seek XP and loot, climb the stairs to the left and be ready battle it out with the tough bandits there.
This skirmish will draw numerous hostiles both there and into the valley below.
Once the upper platforms are cleared, you can then fire down on the emerging defenders below and across the bridge at those on the adjoining platform.
When you cross the bridge, expect more hostiles to come out of hiding.
Be aware that this optional foray will involve a lot of action.
A loot Goon will sometimes be among the enemy and you will usually find one or more bars of Eridium in the structure on the east side of the valley.
You can, however, just move on and not climb those stairwells avoiding the prolonged and unnecessary but productive skirmish.
There will be taunting at the second sign, and the Guardian Angel is surprised at the impertinence of the Bloodshots.
Spiderants and Marauders will battle it out in the low area.
Take down anyone nearby and snipe both sides from the elevated ledge or just mind your own business and kill the victors.
There may be Goliaths and they may turn into Raging Goliaths and turn on their own kind.
Pyros will join the fray.
Stay back sniping and deploying the Turret.
Pass into Blacktoe Canyon and make your way upslope to the third sign.
The fourth sign isn’t far and a mix that can include Pyros, Nomads, Psychos and Goliaths occupy the area.
Use the Turret and snipe from cover.
Continue up the long stairwells past the fifth sign.
Expect a pair of Badass Psychos accompanied by a couple of regular Psychos as you advance.
Use the Sabre Turret and incendiary or explosive weapons and grenades to put them down.
All seems quiet as you top the rise and reach the fifth sign.
Spiderants will appear from the high area to the left.
Don’t advance until you clear them out or, if you’re lucky, they begin to battle with the Bloodshots just ahead.
Start down toward the Ashmouth Camp after you take down any surviving combatants.
Expect an enemy wave of mostly fire resistant Pyro Nomads with flame throwers and Psychos to deal with in the Asmouth Camp.
If you stay on the walkways, you can snipe the enemy below but they will also be on the upper platforms.
Clear the complex of walkways and platforms and then the ground area and then push through.
Work your way to the sixth sign.
The Guardian Angel addresses you at the sixth sign warning of traps ahead.
A pair of Badass Psychos will charge in the narrow tunnel.
Deploy the Turret and supplement it with incendiary fire.
As you advance fire will shoot across the how to hack machines borderlands but it is easily avoided.
Start up the ice slope toward the last sign.
Jump over or go around the fire spouts and cross the makeshift bridge and then the narrow beam.
Hit the open switch and continue on to the Vending machines.
Equip a shotgun and fast-firing weapon like a machine pistol or SMG and move toward the waypoint to confront the notorious Firehawk.
You’ll see a deadly confrontation ahead.
You have now reached the Firehawk’s Lair and a pair of Bruisers looms ahead.
The Firehawk suddenly makes a fiery entrance, incinerating them both.
Lilith, AKA the Firehawk, has arrived but the strenuous ordeal has severely depleted her resources.
She needs to be revived.
She needs some Eridium.
The waypoint will lead you up the stairs to one of her strongboxes where you will find it.
Roland is gone, having been captured by the Bloodshots and taken to their stronghold.
An attack, however, is incoming as a wave of Psychos, some armed with firearms, flood into Lilith’s lair.
Lilith will phase blast the initial wave but some of the Psychos may get through.
Their attack will come from the north stairwell.
The next wave can be thinned out with grenades and eliminated with the Turret and small arms.
A Badass Psycho will join the fray late.
When yet another wave of Psychos charge from the west stairwell, toss a grenade or two in their path and get busy with your shotgun.
The skirmish will be topped off by a pair of Badass Psychos coming into the tussle together.
Just keep moving and hitting them with incendiary fire.
Deploying the Turret when it’s available.
When the battle ends Lilith will need another infusion of Eridium.
Grab it for her from her strongbox on the upper platform.
Once revived, she will speak of Roland’s abduction and the need for a swift rescue.
This interaction will complete the mission, “Hunting the Firehawk.
You receive a warning that there are some tough customers in the Bloodshot Stronghold and “A Dam Fine Rescue” is activated before she disappears.
Exit the Firehawk’s lair via the east platform.
There is a shortcut through a cave that is accessible from there.
You’ll be rewarded with a RED CHEST near the cave’s exit.
Jump down and sprint to the Fast Travel Station and get to Headquarters to speak to Lilith.
She will give you the multi-part mission “Cult Following: Eternal Flame” and “In Memoriam.
Completed: Lilith in Crimson Raider Headquarters in Sanctuary.
Comment: This mission will be pursued later.
The index will designate the mission’s starting point.
Type IM to locate the mission’s point of origin.
Start north toward the waypoint.
You’ll meet no resistance as you enter the Incinerator Camp to speak with the cult’s leader, Incinerator Clayton.
The Firehawk worshiping Incinerator Clayton wants you to serve the “mother” by bringing back the ashes of five fellow bad guys-his own guys, no less.
You will have to use incendiary slot machine guide borderlands 2 ps4 />Incendiary grenades or red explosive barrels to reduce your victims to ashes and some of the nearby enemy are fire resistant Pyros.
Equip both incendiary and conventional weapons to deal with all comers.
Lilith advises you to whittle any fire resistant enemy’s health down to a nubbin and then finish them with incendiary fire.
Head for the circular waypoint and enter the outskirts of the Blisterpus Camp.
You may encounter Psychos, Midget Psychos, Nomads and Goliaths and some will be Pyros.
Kill five and as many as need be to be able to collect the ashes and return them to Clayton.
Scorch, the Spiderant King, and his followers refuse to worship the Firehawk and the heretic and his minions must perish for their blashphemy.
The mission’s waypoint will take you south toward the frozen waterfall.
Go up the grade and under the fractured arched metal frame.
Deploy more info Sabre Turret against the mixed group of bandits.
If the Spiderants join the battle, let them battle it out and then kill the survivors.
Go to the far end of the camp and go down into the icy corridor to find Frozen Ant Lake and Scorch.
Spiderants will resist as you walk onto the frozen stream.
Scorch and his minions are fire ants and they will hurl fireballs and broadcast a concussive blast at closer quarters.
They are impervious to fire so use conventional or explosive weapons, grenades and the Sabre Turret.
Keep your distance and use the Turret to distract Scorch so you can get a bead on that weak abdomen.
His demise won’t end the hostilities so battle as you retreat.
Return to Clayton to receive your rewards and the next mission, “Cult Following: Lighting the Match.
Interact with it to release Matchstick and again to stash him in your backpack.
Matchstick is famous as the incinerator of a hundred and his sacrifice is sure to get the blessing of the mother-Lilith is obviously not impressed,; but hey, the ordeal might just aid the cause.
Move down to the Fast-Travel Station near the Vendors and travel to the Southern Shelf.
You have been here before so move out of Liar’s Berg after topping off on the cheap ammo sold there.
Start for the docks where you boarded Claptrap’s ship not so long ago.
Lay waste the small garrison at the foot of the slope and then knock out the ten defenders in the adjacent outpost.
The BLACK CHEST on the roof will have only low-level merchandise.
Cross the Bridge, drop down and repeat the battle with Boom, at his canon mount, and his Midget shotgun toting jet packing brother Bewm.
As before, sprint to the left behind the fin-like object.
Shelter there to damage Boom’s canon to drive him from the mount.
When Bewm presses you sprint into the sheltered area to the left of the canon.
Address Bewm and then continue to damage the gun mount to drive Boom off the pedestal.
Kill the brothers and then clear the compound.
This time the gate is open so proceed toward the waypoint.
Take out the survivors of the Raak attack to keep your rear secure.
Secur the gate area and begin the trek up the icy slope, battling the numerous Marauders along the way.
Don’t be fooled if you reach the waypoint and find only a BLACK CHEST.
You need to get onto the ship again.
Bear north and battle the enemy, passing through the narrow passage.
Stop and eliminate the combatants on the elevated pltforms and move along the largely linear route.
Begin taking out the enemy on the high platforms as you go upgrade and then start up the superstructure, clearing each area as you advance toward the hoist controls where you gave Claptrap a “lift” not so long ago.
Go up the ramp, following the arrow’s path and battle your way forward past the heavily defended ramp.
There are ammo chests and a gun locker, but the take is well below your level.
Move up the ramps toward the Captain Flynt battleground.
Use the cover provided by the corner and the elevation to snipe all the available targets.
You can kill at least eight of Flynt’s minions in relative safety.
When the resistance stops, jump down, turn right and get into the alcove to defeat Captain Flynt as he advances through the columns of fire.
Deploy the Turret and hammer him to bring him down before he reaches your hiding spot.
With peace restored, head toward the waypoint and offer Matchstick for the sacrifice.
Use the lever to complete the deed.
Adoring, gullible Matchstick is immolated and loving it.
You can drop off the ship and make the tedious journey back to Liar’s Berg or you can reset and be there without the wear and tear of the hike.
The first effigy to kindle is right there in camp.
Shoot it with a fire weapon to begin the festivities.
You now have two additional waypoints.
Go south and veer right before reaching the Vendors.
The effigy is in the camp atop the rise that you recently devastated on your way to teach Scorch and his minions a lesson on adoration.
You can just snipe the effigy or you can also battle the Marauders.
Oftentimes a Loot Goon will be present.
Start for the final effigy.
Once again you can simply snipe it by climbing the crates outside Clayton’s camp.
Jump onto the snow covered boulder and locate the effigy suspended above the canyon floor.
Once the effigies are lit, Lilith is really creeped out and says to return to Clayton to see what’s next.
She may just have to drop in to prevent things getting out of hand.
The enkindling ceremony will take place deep in the canyon so start through the lower canyon, avoiding the upper Blisterpus Camp and leaving it and its ample garrison in your wake.
Resistance will continue as you proceed south toward the waypoint.
Both bandits and Spiderants infest Blacktoe Cavern.
Stay atop the ledge on the left side of the canyon and snipe the heads of a Goliath or two and let them clear the canyon for you and then put them or anything still moving down.
Proceed around the corner and up the stairs.
You will encounter Marauders, a Pyro or two and a Goliath at the top of the long stairwells.
Once again create a Raging Goliath and stay out of sight while he clears a path, then put him down.
Move up the long stairwells and expect to meet two Badass Psychos, one at a time; at least one will be accompanied by a Psycho.
Top the rise and move through the shallow water.
If you’re lucky, just down the slope Marauders will be fighting it out with Spiderants.
Hold your position at the top of the grade and let them fight it https://us-park.info/borderlands-slot/borderlands-2-slots-jackpot.html />Expect a few of the Spiderants to come calling on you anyway.
You will see the kindling fire ahead as you enter Ashmouth Camp.
Incinerator Clayton will be gyrating before the fire and will invite you to pull the lever to begin burning the captives.
Lilith has had enough and threatens to poop the party.
The cultists, including Incinerator Clayton, become totally hostile.
Back off and put down the attackers which will include the tough Clayton.
You must now kill all the cultists and Clayton to complete your own cleansing.
Give ground before Clayton’s fireball attack and his fanatical followers.
If you’re pressed hard by the cult, Lilith may make a fiery appearance but only if you need her help.
When the cult is finished, return to Sanctuary to see Lilith for a special reward.
Rather than backtracking through the valley to the Fast Travel Station continue toward the Firehawk’s lair.
You will have to battle the two Badass Psychos and avoid the fire traps but you can once again take the shortcut off the east platform but you’ll have to leap across a gap that wasn’t there before.
Move through the cave, raid the RED CHEST if you have re-started since your first visit, and jump off the ledge.
Get to the Fast Travel Station and return to Sanctuary and see Lilith at Headquarters.
You will receive a high quality Legendary “Flame of the Firehawk” shield for your work.
This is the only Legendary item that is an assured acquisition in the entire game.
Completion: Lilith in Roland’s headquarters in Sanctuary.
The mission “In Memoriam” will have you eliminating Boll who has information on Lilith and is planning to sell it to Hyperion.
The ECHO recordings will expose her ruse, and Handsome Jack will pay handsomely for the information or just kill the gullible Boll.
Select the mission and get to the Catch-a-Ride and start south on the road veering left off-road when you are beneath the ship.
The entrance marked by “BEWARE” isn’t far from the road.
You will have to proceed on foot and this is Skag territory.
Shoot one of the Skags to gain their attention and then deploy the Turret when they charge.
Stay near the entrance and Boll will be among those Skags.
Once Boll and the Skags are eliminated, take the ECHO and you will hear a Hyperion representative wanting proof of Lilith’s status.
You must now acquire those three ECHO recordings that the late Boll was trying to sell to Hyperion and which Lilith must have to prevent another corporate offensive against her and Sanctuary.
The nearby waypoint is the anchor dangling from the ship.
Snipe or use the vehicle’s Turret to address any visible Marauders near the ship.
Shoot the anchor’s glowing shackle to bring it down and don’t search the snow.
The ECHO is on the anchor’s shaft.
Start north from the stranded ship.
Stop when you’re near the waypoint, a pumping unit.
Drive forward to draw out the Skags.
Use the vehicle’s Turret to kill them.
Near the pumping unit there is circular frame on a stone column.
Interact with the glowing valve wheel to allow the steam to expel the second ECHO recorder.
The next ECHO is located far to the south.
Stay briefly on the road and veer left into the ice tunnel.
Its entrance is marked by the large icicles.
Either lay waste to the low-level Bullymongs along the way or just drive past them.
You’ll see an overhead pipeline after exiting the tunnel-you have likely been here before.
Use the wooden crates and cargo containers to reach the ladder allowing access to the pipeline catwalk.
Jump onto the ladder to gain the catwalk.
The ECHO is on the support column near the BLACK CHEST.
Re-enter the ice tunnel and drive north to Sanctuary.
See Lilith in Crimson Raider Headquarters to give her the damning recorders and to complete the mission.
Completed: The Sanctuary Bounty Board.
Fill up on ammo and generate a vehicle at the nearby Catch-A-Ride.
Drive counterclockwise on the roadway to get to the large structure giving egress to the Southpaw Steam and Power portal.
Wipe out the ten or so defenders by deploying the Turret at the entry and then snipe anyone the Turret misses.
You can use the wooden box to get atop the cargo container, allowing access to the upper walkway.
You’ll find a BLACK CHEST there.
You can then access a system of walkways with loot containers on the roof.
The Southpaw Steam and Power entry portal is in the back chamber of the facility.
As you loot the entry area a crazed rant foretells the presence of a Crazed Marauder and his colleagues just ahead.
Stay atop the entry area and deploy the Turret over the rail to knock out the loitering Psychos on the lower level.
Remain near the entry to snipe anyone surviving below and those advancing on the walkway to the left.
Incendiary weapons are very effective against these Nomads, Psychos and Marauders.
When the resistance wanes, continue around the upper catwalk, taking out any additional attackers.
Move toward the roll door to the south to goad Wot and his Badass Psycho bodyguard into the open.
The Badass will charge but Wot will hang back.
Deploy the Turret to help take out the Badass and plaster Wot with incendiary fire to put him down.
Raid the containers and grab the ECHO, “Assassins Orders” that Wot dropped.
A massive reward is being offered for Lilith.
Proceed up the short stairwell.
From the opposite side of the chamber Marauders will appear, including Nomads if they didn’t get involved in the battle with Wot earlier on.
Use the stairwell as cover to snipe them and the volatile barrels.
Back away from grenades or the occasional charging Psycho.
Continue toward the waypoint and the Nomad Assassin, Oney, and his escort of Suicide Psychos that accompany him from the arched doorway.
Deploy the Turret to suppress the rush and to distract Oney.
He will advance and blast away with a shotgun while hiding behind a big metal shield.
Use an incendiary or explosive grenade to damage and expose him to additional incendiary fire.
Take his ECHO and listen to Jack’s baloney.
Start down the stairs toward the new waypoint, moving deeper down into the large facility in search of Reeth.
Pick off the defenders in the gloomy corridor and raid the BLACK CHEST and the other containers.
When you reach the better lit doorway, start sniping the enemy in the low area.
The doorway is a good chokepoint and is easily defended against the Suicide Psychos, Marauders and Nomads that will approach from the stairwell on the right.
When the opposition wanes, start down.
A few Suicide Psychos will still be active, so advance carefully.
Advance toward the waypoint.
A wave of Psychos will attack from the perimeter.

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Cheat Codes Extra Wub To unlock extra wub, go to the title screen where it says push start and do the konami code, up up down down left right left right O X start.
Under gameplay it will unlock extra wub, but sorry, it does literally nothing.
Glitches Slot Machine Glitch Go to the slit machine at Sanctuary and shoot the middle slot and you will get a legendary gun.
Item Duping Place the desired item s on a character, and ready or create a second character to take on as many of the item as you wish.
Start a two-player co-op game with the first character as player 1 and the other character as player 2, obviously.
Quit game from PS3 system menu.
Because the game doesn't save player 1 when player 2 leaves, nor when you quit from the system slot machine guide borderlands 2 ps4, continue reading both players have said item s.
Repeat as desired for faster duplication, transfer all copies of the item to player one, save-and-quit with both, and start over with the duplicates on player 1.
Related: Secrets The Warrior Trick When you first enter the area, go to the place where Jack and Lilth would be and off to the left is sheltered area with a ammo deposit behind it.
If you go under the shelter, the warrior cannot reach you with any of its attacks providing its on the side opposite to the shelter so you can just unload bullets into the thing.
But if the warrior pops up beside you, take cover behind the pillar and his fire breath will not hit you.
You also do not need to worry about getting to higher ground when the lava rises since the lava can't reach you.
The only thing you need to worry about is the flame cyrstalists since they can and will knock you into the lava with one of their attacks.
Badass Rank Farming To build a high Badass Rank, and gain all the perks associated with it, create a pair of new characters in co-op mode and have player 1 beat player 2 in 50 duels.
Save and quit, then start another new game, creating another new character for read article 1 don't bother messing with player 2's character.
Fight another 50 duels, with player 1 winning them all for 166 more Badass Ranks.
Repeat as desired, and delete the pile of unwanted characters when you're done.
If you set the controller configuration to something where you can just keep tapping the melee-attack button without ruining your aim at the other player, you can finish a duel-run like this in roughly 10 minutes.
Thus, over the course of one hour, you can build up 996 Badass Ranks.
Trophies Trophies: Captain Scarlett and Her Pirate's Booty DLC There is 1 Bronze Trophy, 1 Silver Trophy, and 1 Gold Trophy.

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The main mission, Plan B, for example, can be located by typing M005.
Optional missions require an X.
Symbiosis, for example, can be found by typing X005.
Oftentimes a mission is acquired but pursued later.
Typing the first letter of each word in the mission’s name will lead you to its point of origin.
The acquisition point for the optional mission, The Chosen One, for example, can be located by typing TCO, the first letter of each word in the mission’s name.
Rock, Paper, Genocide: Corrosive Weapons!
Rock, Paper, Genocide: Slag weapons!
While there was no treasure, no technology and no power or fame, the opening of the vault did, however, trigger the appearance of a new, potent and valuable mineral called Eridium.
The powerful and ruthless Hyperion Corporation, and its even more sinister power broker, Handsome Jack, have occupied the planet to mine the valuable mineral and the inhabitants of the Borderlands are superfluous.
The wealth has also attracted a new wave of Vault Hunters, and the intentions and perfidy of Handsome Jack is demonstrated when he sabotages their train.
It’s now game on between the Vault Hunters, the Hyperion forces, the local bandits, the mutants and the fearsome fauna in a relentless sustained conflict across the expanse of the Borderlands of Pandora.
Like the parent game, Borderlands, you will be able to choose one of four characters.
This walkthrough is detailed using Axton to pursue a solo campaign.
I believe his action skill is the best for a first-time solo campaign.
His Sabre Turret is straight-forward and potent.
The details will, however, work with the other characters as well.
This is a huge open-world game with highly varied environments and enemies.
Topping the original game was hard, but 2K Games has definitely done it.
The walkthrough will chronicle a solo game by Axton, the Commando, and all the weapons and items listed were found during that playthrough and are indicative of what you can expect to find.
This is a looter’s paradise like the first game; and the missions, even a majority of the “optional” ones, are oftentimes far more complex and lengthy than most of those in the original game.
This document will advise and detail a campaign designed to keep the “Vault Hunter” away from the New-U Station.
Extensive use of his action skill, the Sabre Turret, the use of cover, hit and run tactics and the use of advantageous sniping positions will dominate-not in-your-face, get you killed bullying tactics.
This doesn’t work in Borderlands 2 unless you are massively over-leveled or you don’t mind repeated costly New-U visits and frequent second-winds.
Of the four playable characters, Axton the commando is most similar to Roland in Borderlands and the easiest to adapt to for an experienced Borderland’s Vault Hunter.
A major difference is the importance of the new exotic and dangerous mineral called Eridium.
Eridium is sometimes given for mission completion but the lions share will be found by looting or by raiding downed enemies.
Eridium, not cash, is the only medium accepted by Crazy Earl’s black market.
With it you can purchase SDUs to expand your backpack carrying capacity and to increase your ammo, grenade or “bank” capacity.
This is likely more important than in the parent game because of the length and difficulty of many of the missions.
Because of Eridium, extensive looting remains an important part of the game throughout the campaign.
The old skin-flint Marcus, still alive after being shot by Claptrap in “Robot Revolution,” still sells weapons and ammo.
His ammo prices, however, get steeper and steeper as you progress to new levels.
A penny-wise Vault Hunter will soon realize that Marcus’ gouging can be avoided by using a Fast Travel Station to return to the Southern Shelf, or similar early-level locations, for ammo and grenades on the cheap.
This can save a Vault Hunter tens of thousands of dollars over the course of the game.
A new on screen map also greatly enhances navigation which can be tricky at times.
Waypoints are oftentimes confusing and the huge world of Borderlands 2 provides a lot options.
You also a limited ability to change the waypoint on your map.
The only major change is the quality of the items offered or won completing missions, especially optional ones.
Completion of the “Cult Following” series awards a Legendary shield-the only “Legendary” item guaranteed via game-play.
Legendary items, in fact, are much rarer in Borderlands 2 than in the original game.
During the slot machine guide borderlands 2 ps4 complete games played to prepare this document, I found only four Legendary weapons and three Legendary Grenade Mods despite intensive looting.
The “Flame of the Firehawk” shield, of course, is awarded for completion of the “Cult Following” series.
Only one Legendary weapon was found in a Red Chest.
The others were from Loney White, Old Slappy and one from The Warrior.
Excellent Blue and Purple quality weapons will, however, be a fairly common award for completion of missions.
As the game progresses so does the quality of the weapons.
Once again the “color” of a weapon is indicative of its quality relative to others of its level.
The lowest quality is White, progressing through Green, Blue, Purple and Orange or Legendary.
A Level 7 purple weapon, however, won’t likely be better than a Green Level 13 weapon, but it well may be.
The point is that you must evaluate each weapon by its stats, by its utility in battle and by your own personal likes and dislikes.
Each weapon can be examined by pressing the left thumbstick and its stats are displayed.
In addition to firepower, accuracy, etc.
The stats for shields and grenade mods are also shown in depth.
Being able to thin the enemy ranks from range is a big part of this walkthrough.
Incendiary Sniper Rifle: When incendiary Sniper Rifles become available at Level 7, the cold environments of Pandora are about to warm up.
Incendiary weapons are extremely effective against flesh and most of the early combat is against flesh and blood bandits.
Upgrading your Incendiary Sniper Rifle as new ones are available will be a priority as you level up or just find a better one.
Reserve an inventory slot for one.
Static Sniper Rifles: These are first seen at level 11 and are twice as effective against static shields as conventional, corrosive or incendiary types.
If you face an opponent with a potent static shield, using one will make the task much easier.
Static fire is also much more effective against the mechanized Hyperion Loaders than incendiary.
This is quite important during the “A Dam Fine Rescue” mission when corrosive weapons are not yet available for an on level Vault Hunter.
While carrying a Static Sniper is less important than Incendiary or Corrosive, having a static weapon of some kind in inventory is highly advised.
Corrosive: The corrosive Sniper Rifle is a must weapon.
If you see one at Level 13, grab it and upgrade it as often as possible.
When the mechanized Hyperion armored forces become common, these potent weapons can thin the opposition before getting into close quarter combat.
No other element can approach the “effect” of corrosive weapons on armor.
Don’t go to war without one-once they are available.
Slag: New in Borderlands 2 is the “slag” element.
They become available at level 15 and its damage effect is much like a conventional but if you manage to slag an opponent, additional damage by any non-slag weapon is doubled.
This effect will turn the “slagged” target purple for a brief interval.
Given the time this is a very effective tool-just not always feasible on a battlefield.
Conventional: Your first Sniper Rifle will likely be conventional and while they become less effective when the elementals are available, potent ones, especially ones with a high “critical hit” bonus can be very effective in the hands of a headshot artist-one shot kills are likely.
It is hard to pass on an exceptional one.
In the original Borderlands repeaters were weak sisters to both the very potent revolvers and fast-firing machine pistols, but they have taken a huge leap forward in Borderlands 2.
All of these weapons must be evaluated by both its stats and its feel in battle.
Repeaters, revolvers and machine pistols come in single shot, burst fire and automatic models.
They can be conventional or any of the elements.
Early on repeaters will be your primary weapon but they need not fade away as others become more generally available.
A potent conventional revolver with iron sighting can deal massive damage to a charging Suicide Psycho, a Skag or a Varkid or a Varkid Pod.
An elemental repeater can dish out “effect” damage to a Loader or bandit and a scoped one or one that magnifies when aimed can do it at medium range while one with iron sights can be handy for close quarters.
Repeaters will remain an important part of your arsenal throughout the game.
They vary from finger-fatiguing one-shot oftentimes heavy-hitters to automatic or burst fire conventional or elemental models.
Multi-barreled minigun types are also offered and if you find a good one it can be really good, especially an incendiary or caustic model.
More than any other type these weapons should be used to determine what value they offer.
A really good one can be a basic go-to weapon but many are not.
These weapons are effective at close and mid-range and they come in all elements and conventional.
Their fast fire rate and large magazines allow you to put a lot of lead on target.
You will likely be carrying several of these throughout the game; and an incendiary, caustic and fast-firing conventional are must have weapons.
Nothing beats a powerful scattergun for up close and personal engagements.
These weapons have poor accuracy but are potent and shoot a lot of projectiles.
Less potent but more accurate models are also available, and ones playing style can greatly effect the type of shotgun that is best for you.
For this walkthrough, I always opted for the more accurate models to keep the bad guys at a distance.
Both caustic and incendiary models that can reach out are excellent at keeping you away from the New-U Stations by knocking down Suicide Psychos or EXP Loaders.
Carrying several shotguns is never a bad survival plan.
They are powerful; but, unlike the parent game, the ammo is rare and expensive to purchase.
When used against “boss” types, they can minimize the pain of the battle.
A caustic rocket launcher is especially effective against the tougher of the armored Hyperion forces.
A static launcher can also help drop the shields of these same foes.
Carrying at least one launcher is a must.
Prior to entering Sanctuary, you may find Class Mods in containers or on kills.
After reaching Sanctuary, the Medical Vendors will usually have them for sale.
The vendors will have Mods for all of the playable characters.
Class Mods, like the parent game, provide a bonus to a character’s status or to his equipment that becomes more lucrative as the game progresses.
These Mods can provide new benefits or incremental status bonuses for things like health regeneration, maximum health, shield strength, elemental damage, ammo regeneration, etc.
Only one Class Mod can be equipped at a time, but you can have as many in your inventory as space allows.
This walkthrough features Axton, the commando, and the single most important acquisition he makes in the game is a Class Mod.
As soon as a “Health Regeneration Mod” is available around Level 8, buy it and upgrade it whenever a better one is available.
Having this mod makes you independent of health syringes-who likes needle-and allows Axton to “respect” his skill points to maximize the Sabre Turret.
The “Preparation” skill, leveling-up and syringes were the only other methods of health regeneration available before.
While other Class Mods provide very good see more, none can challenge the utility of a Health Regeneration Mod.
Always have one equipped or available in your inventory.
They can provide bonuses in shield strength, maximum health, melee strength, second wind time, grenade damage etc.
Only One relic can be equipped at a time but you can carry as many as space allows.
This walkthrough features Axton, the commando, and the most beneficial relic he can acquire is for the action skill “cooldown.
Other relics are also quite good, especially ones that increase caustic damage or increase the amount of XP kills yield.
Five possible categories are made available at a time, alternating them for each token obtained and spent.
These Tokens are earned by making specific kills, exploration, completing challenges and a variety of other actions.
The small bonuses provided will add up and enhance your abilities.
A shield-less Vault Hunter has no chance in the Borderlands of Pandora.
When you receive your first static shield in Liar’s Berg, upgrade it whenever a better one is found, won or for sale.
More than any other item a personal shield can be suited to the player and his tactics.
A close-quarters wade-in-with-a-shotgun player can wield a “Spiked” or “Nova” shield that will damage or kill anyone close.
You can use shields that absorb bullets, drop shield boosters, increases melee strength, reduce elemental damage taken, etc.
Unlike the parent game when “Healing Shields” were available as early as Level 2, Borderlands 2 does not feature these types.
Don’t only look at shield strength alone.
This is important but the time it takes to charge and the delay time before it begins to charge are also very important.
Use these items as well as your own playing style to decide what kind of shield is best for you.
They come in categories like explosive, incendiary, static, caustic and slag.
Grenade mods can simply enhance a grenades explosive effect, but some can release a caustic cloud, transfuse health, act like a blowtorch, home, spawn numerous smaller grenades, etc.
Slag grenades are new and if you can slag an enemy or enemies they will take double damage from non-slag sources.
Try new ones as the game progresses and choose the slot machine borderlands 2 cheat that best suits your needs and playing style.
Completion: Automatically transitions to the next mission.
It seems that the vault’s opening has spawned the appearance of the alien element Eridium all across the planet.
The Hyperion Corporation’s greed has triggered an all-out effort to monopolize the potent element, and total domination of the planet and its inhabitants is their goal.
Handsome Jack, the Hyperion Corporation’s powerbroker, has sabotaged the train carrying a new group of Vault Hunters.
He wants no competition.
The destruction of the train has left you, the new-era Vault Hunter, stranded, but alive, on a remote glacier with CL4P-TP-likely the last of the operational Claptraps on Pandora.
You are barely alive-10% on your health bar; and the talkative Claptrap chides you to follow him to his humble abode.
You can explore the windswept landscape but there is slim pickins’ in the frozen expanse.
Once again the Guardian Angel appears via your newly acquired ECHO device, saying you are there for a reason and she wants to aid your cause.
Follow your master, CL4P-TP, into his igloo-like domicile.
Take note of the scattered shattered Claptraps, remnants of the recent robot revolution and of Hyperion’s revenge.
Your looting will allow you to both build up your 10% health bar with the syringes in the containers and to build up an inventory of ammo-always prudent business in the Borderlands of Pandora.
As the loquacious Claptrap expounds on his and your predicament, Knuckledragger, the local Bullymong bully, crashes the get-together and steals the lonely robot’s only eye.
Completion: The mission will automatically progress to the next mission when you take the pistol from the cabinet.
The Guardian Angel again addresses you-seems like you are her new champion.
Completed: Interact with Claptrap in the Hyperion Barge.
Open the door marked with “piss off” to complete your first challenge.
Don’t miss the toilet’s items and the cash on the card table-every little bit helps a nearly destitute Vault Hunter with big plans.
Before departing, spend your “Badass Token.
If you bring up the appropriate screen on your HUD you can select one of the proffered categories to upgrade.
You can choose a category like “Elemental Effect Chance,” “Maximum Health” or “Gun Damage” to add a small increment to its standing.
This will add up over time as you earn tokens.
Meet Claptrap at the exit to begin the expedition to regain his eye.
Raid the ammo containers and before departing take note of the “Windshear Waste-Claptrap’s Place” Fast Travel Station.
It isn’t operation yet but it will be when others are added to the Fast Travel Network.
Impeded by being blind and on one wheel on an icy slope, Claptrap leads you blunderingly across the ice.
You are, of course, his seeing-eye minion, but he boldly rambles on ahead.
He suspects his eye can be found in Frostbite Crevasse where the Bullymongs thrive-the eyeball thief Knuckledragger among them.
When Claptrap blindly bumbles into a Bullymong pile and items tumble out, you’ll know what to do with those glowing mounds of “stuff.
The waypoint will indicate their general location and five Bullymongs will attack.
Waste them with your repeater as they straggle in.
These critters aren’t that tough, but remember that you’re not shielded and your health can only be replenished with health syringes or by leveling up at this early point of the game.
Grab whatever your victims dropped.
These can include instant health syringes, ammo and cash.
Notice the slight glow of some of the “rubble” piles.
Strike them a melee blow to access their contents.
A Hyperion induced earthquake shakes the glacier-a side effect of their intensive Eridium mining.
When Claptrap tumbles over the icy overhang into Frostbite Crevasse, stay atop it and deal with the group of Bullymongs that react to your incursion by climbing the crag to assault you.
The last arrival will be a much more durable Brat Bullymong.
With the enemy beaten, jump down and interact with Claptrap to get him out of his awkward predicament in the snow.
As Handsome Jack hurls ugly threats, Claptrap clears the route through a cargo container.
Grab the loot and follow him out of the container to trigger the arrival of Knuckledragger.
He is bigger and tougher than your prior assailants.
When he arrives, get back inside the tilted cargo container and blast him when he appears in front of you-don’t hunt him.
This tactic will largely protect you from his slashing attacks and from any objects he hurls at you.
He will jump away after taking damage but will return looking for more.
Keep whittling him down until Claptrap shouts that there are more Bullymongs coming out of the “wall sphincters.
You will now have to defend both sides of the cargo container to deal with the onslaught.
It will likely put a substantial drain on your ammo to defeat all comers.
Knuckledragger’s demise should level you up-restoring your health bar and extending it.
You will, however, still have to kill any Bullymongs still standing.
The big guy will drop a better repeater and his demise will also yield another “Badass Token”-spend it to further your cause a bit.
Grab the loot scattered on the ice which will include Claptrap’s eye.
You must locate his acquaintance, Sir Hammerlock, in Liar’s Berg for the optical surgery-after all you’re a Vault Hunter, not a surgeon.
It will then be in the battle area after you return to that location from the New-U Station in Claptrap’s abode.
When he fails to open the door on the Hyperion Barge, allowing you to pass, the Guardian Angel intervenes to save the day.
Loot the newly opened structure.
Take the shotgun from the RED CHEST.
Turn in the mission to an impatient Claptrap before departing to complete the mission.
Completed: Interact with Sir Hammerlock after the power is turned on.
The nefarious Captain Flynt also resides on the Southern Shelf, terrorizing the locals with his twisted antics.
Claptrap has been the victim of his sick games-games like “dodge the blowtorch” and “don’t get dunked in a pool of acid.
Handsome Jack has offered a million dollars for your apprehension and Captain Flynt really wants that cash.
Be aware that small colony Bullymongs lurk near the Liar’s Berg gate.
Drop one or two of the Marauders who have attacked and occupied the town by shooting through the openings in the gate as Claptrap opens it.
Enter the Berg and use the available cover to begin clearing the occupying Marauders-a wave of Bullymongs will soon join the skirmish, attacking both you and the bandits.
Maximize your XP by taking out as many of both as possible.
When you have secured Liar’s Berg, Sir Hammerlock, hiding in his house behind an electrified barrier, will agree to come out and help Claptrap regain his vision.
The anxious robot charges to the barrier and has a shocking experience, shorting out the electrical generator.
Take note of the gate on the nearby icy slope to the northwest.
Once opened it will be your route out of the town.
Move over to a convulsive Claptrap.
Meet with Sir Hammerlock as he comes down from his residence on the knoll.
Give him the robot’s eye.
Hammerlock will reinstall it, restoring Claptrap’s vision.
When Sir Hammerlock starts the generator, turning on the power, the nearby Fast Travel Station is added to the network.
Interact with Sir Hammerlock to complete the mission, “Blindsided.
He will also give you the new mission, “This Town Ain’t Big Enough.
Completed: Talk to Sir Hammerlock in Liar’s Berg after eliminating the Bullymongs.
Its starting point is indexed to that point in the main menu.
The interactive BME will allow you to access the acquisition point from the mission’s delayed starting point.
Go to the waypoint to the north.
You will see the clod throwing Bullymongs in the crevasse below.
Just stay atop the cliff and blast them, dodging the clods they throw your way.
Most will just hit the lip of the cliff anyway.
Just back off if your shield is damaged.
Jump down to grab the items they drop.
You will then have to go east to return to Liar’s Berg.
Smash those Bullymong piles as you go-you need all the loot you can get.
Make your way to the mission’s next waypoint and stay back near the water tower.
The Bullymongs will toss clods your way but some will charge right to the edge of town.
Retreat if needed but the legs of the water tower can prevent their clods from connecting but allow you to target them.
Some of these Bullys will be tougher Adults and Slingers.
Scavenge their drops and piles before turning in the mission, “This Town Ain’t Big Enough” to Sir Hammerlock.
You will receive a weapon, XP and cash as a reward.
You should now have surplus items-like your initial weapon as well as shields and weapons you have found but don’t need.
You can sell the excess at the Health or Ammo Vendors but if you go up the slope to Sir Hammerlock’s residence you will find a Gun Vendor.
Examine what you have and sell any surplus.
This will net you cash and will free up inventory slots.
You can also purchase a weapon if it is better than what you have-like something with a scope.
You can also purchase ammo, grenades, health syringes and shields from the other Vendors in town.
Completed: Interact with Sir Hammerlock in Liar’s Berg.
The town’s protective gate should now be open.
If not there is a switch on the platform overlooking the gate to open it if you didn’t follow Claptrap earlier.
Proceed north out of the settlement.
A small bandit outpost defends the area at the base of the slope.
Take out the four defenders and you will find an ECHO, giving you the mission “Handsome Jack Here!
This newly acquired mission is Level 3.
Make it your active mission and start back to Liar’s Berg.
The extra XP gained by doing it will be welcome at this point.
Completed: Interact with Sir Hammerlock after acquiring the troubling ECHOs.
It is in a dumpster on the outside of the fence.
Smash the lock with a melee blow or shoot it to acquire the first recording as a few carrion birds escape the open container.
The second ECHO is on the roof of Sir Hammerlock’s house, which is on the high ground overlooking the Berg from the west.
Climb the ladder, jump to the roof and to the roof above and smash the Bullymong pile containing the ECHO.
If the Gun Vendor has new stock or you haven’t visited it yet, hold off buying anything until you see what Sir Hammerlock offers for completion of your current mission-he might offer a scoped weapon; and the mission, “Shielded Favors” will also require you to have enough funds to purchase a shield to complete the mission.
The last ECHO recording is in the ice machine-bet it doesn’t need electricity-on the side of the hotel on the east side of Liar’s Berg.
The ECHO recordings reveal how reprehensible Handsome Jack is-he has Helena Pierce and her entourage slaughtered for no reason.
The reward for completion is meager but includes your choice of repeaters.
On occasion one will feature a scope-a great tool for one with no way to regenerate health except with syringes.
Sell any weapons that you won’t be using; and, if needed, top off your ammo.
Go out the town’s gate, moving left toward the waypoint.
If you have a scoped weapon you can begin targeting the bandits before jumping down.
Be aware that sniping from the ice shelf may attract a bandit patrolling on the ice to your position.
When you’re ready, jump off the ice shelf and start toward the objective, Ice Harbor.
As you approach, the enemy will scramble.
You can hit the red explosive barrel to aid your cause if an enemy is near it.
This tactic will pay dividends for the remainder of the game.
Move from the ice onto the elevated platform to eliminate the garrison of four.
You will generally acquire a grenade or two as you loot the premises.
The lift is on an upper platform but the power box needs a new fuse.
A new waypoint to the south of the outpost is generated.
From the rear of the structure you will see an intense electrical barrier on the platform to the south.
Once again a scoped weapon will give you a head start on neutralizing the garrison of half-a-dozen.
Take your time taking down the garrison.
One Marauder will fire from atop the main structure and these guys will oftentimes toss grenades-pay back the favor.
There are several explosive objects on the platform to aid your cause.
You must now get past the electrical arcing.
Don’t listen to Claptrap and try sprinting through it to get the fuse-that is not gonna’ happen.
Follow the elevated electrical supply cable back to a junction box.
Shoot the fuse box through the arcing to kill the power to the barrier-just aim at the interactive, “Electrical Fuse Box.
These outhouses are common items throughout Pandora and they contain loot-weapons, shields, mods, ammo and cash are all possible.
Take the “Power Fuse.
Go up and into the building.
You must purchase a shield to complete the mission.
Upgrade yours if the offerings are better than yours.
Don’t go by the shield strength alone.
Look at how fast it charges and how long that charging is delayed.
The “Item of the Day’ is oftentimes a quality one.
If nothing impresses you or you don’t want to sacrifice your funds, purchase the cheapest shield and sell it back.
You can also just leave the mission incomplete sacrificing the small amount of cash and XP.
Not completing a purchase, however, will also sacrifice the optional mission, “Symbiosis” which requires its completion.
You can also return at a later time to make the purchase and acquire the optional mission.
You should have acquired several other weapons that can be sold.
Compare stats and free up your inventory before starting back to Liar’s Berg.
Note that using the lift to get to ground level is optional.
Your character is capable of jumps from prodigious heights.
Interact with Sir Hammerlock to complete the affair and to receive the mission, “Symbiosis.
These skins will allow you to customize your character at the Quick Change Station.
Completed: Interact with Sir Hammerlock in Liar’s Berg.
Notice the large circles surrounding the mission’s waypoints on your map.
These circles indicate that the Bullymongs are simply somewhere in that circle.
This optional mission will be Level five, likely above your own level and it can result in a costly trip to borderlands 2 slots 3 vault symbols New-U Station if you are the aggressive in your face type.
The mission requires you to administer the coup-de-grace to four Bullymongs using a melee blow, rather than firearms, meaning you must get in close.
Proceed north toward the waypoint.
The small bandit outpost defends the way and it will be active if they have re-spawned or if you have re-started.
Kill them for the XP and the loot.
Continue out onto the ice.
The route will take you west across the ice-don’t fall in the frigid water-it’s fatal and a dunking will cost you a significant portion of your hard earned cash.
This level five task is only doable if you whittle down your victim’s health to near death before dishing out those lethal blows.
When you see the beasts in slot machine guide borderlands 2 ps4 distance, stop and advance only far enough to bring their health bars down, way down, with gunfire.
Do this to several, all four borderlands 2 how to cheat at slot machines possible before dishing out those blows.
Advance only after they are near death to administer the melee blows that yield a usable pelt.
If you don’t get four pelts, there are more Bullymongs beyond.
In fact, if you continue east you can harvest some worthwhile XP by killing another half dozen Bullys and you will find a RED CHEST and ammo containers on a ship frozen in the ice.
With the required four pelts in hand, just continue around the mountain and return to Sir Hammerlock to complete the mission.
Don’t take the shotgun offered by Claptrap, take Sir Hammerlock’s sniper rifle.
You should easily earn that XP by simply getting there, but a reset of the game will guarantee that the enemy on the route will be available “Vault Hunter” fodder, allowing you to unlock and unleash your action skill.
Use the elevator again to check the shields offered and for the loot lockers.
Sell off any weapons or shields you acquired on the way.
If you have hit Level five, unlocking the sniper rifle or if you have a scoped weapon, you can also start clearing the compound to the south by going out the rear door of the vending chamber and shooting from the heights.
Move into the compound to finish off the shy ones who come to the party late.
One will again snipe from atop the main building.
A reset since your last visit has refilled the OUTHOUSE ITEM ENCLOSURE as well.
While certainly not required, a return trip to the outpost to the north to off load items will clear inventory and the jaunt will be unopposed.
You can also start thinning out the distant Bullymongs with sniper fire from the rock shelf behind the Vendor.
Unlock your action skill as soon as it is available and don’t be shy about using it.
The Sabre Turret not only kills the enemy but it also distracts them from concentrating on you and it saves a lot of ammo.
Take the critters down and loot their lair beyond.
Be aware that a much tougher Badass Bullymong may be among this bunch or in the region ahead.
Enter the Southern Shelf Bay portal.
Start out and take down the Bullymongs on the ice below.
Use the Turret if it is available.
Smash the piles and you can then return to the Vendors to sell extras or to purchase health or ammo.
There are additional Bullymongs to harvest on the ice sheet and plenty of piles to smash.
If you go west and roam the remote areas of the glacier along the bay extending far to the southern part of the shelf, you can harvest enough Bullys and Raak to level up to Level 7 or 8 without much risk or trouble.
There will be an occasional Badass but there are enough piles to fill your inventory many times over.
At the most remote part of the shelf you will even find a BLACK CHEST near a ship stranded on the glacier.
This exploring, of course, is optional but these extensive areas won’t be visited during any regular missions.
If, you do make the full tour of the southern glacier, you will be able to jump onto several ice floes and be a short distance from the entry of Blackburn Cove.
The first action point will unlock it.
Place the next two points, temporarily, in “Preparation.
This gives you greater flexibility.
Once “Health Mods” become available, you can respect your points.
It has a missing section.
Use the lever to position the missing section and repeat the process to gain the far side.
Move up the staircase and loot the containers.
You will now come to another makeshift bridge.
Use your sniper rifle or other scoped weapon to kill the three man detail on the far side of the bridge.
Pull the lever to raise the bridge and move across into Blackburn Cove.
You must now get past a host of Marauders to locate and kill Midgemong, a Badass Midget riding an armored Bullymong.
As you cross this borderlands 2 rare slot machine locations are crude ramp entering the complex, a dead ended alcove on the left has several item containers.
Loot it and the first of numerous hostiles in the Cove will appear ahead as you advance slowly to draw them out.
Retreat and use the wooden barrel near the short stairwell as cover for sniping.
Most of the Marauders will keep their distance, using cover and sniping or throwing axes but watch for a brave one to charge.
If a grenade comes your way, scramble away from it.
The Turret and the sniper rifle will allow you to stay back while dropping all of the available targets.
Unless you have placed a skill point in “Preparation” you have no way to heal except by finding or buying syringes, so prudence and patience is the best policy in this bandit rich environment.
When hostilities cease in the initial area, loot the battle scene for ammo and health.
You will find an OUTHOUSE ITEM ENCLOSURE on the rear platform.
When you advance farther into the complex, another wave of Marauders will appear ahead.
Duck into the recess on the right, just beyond the outhouse, and use the Turret and sniping tactics to eliminate the enemy.
Some of them will snipe from or toss hatchets or grenades from the upper walkway.
Secure the area before pushing ahead.
Climb the two wooden stairwells to the east to get onto the elevated walkway.
If you see the graffiti: “THE BIZZARE,” you’re on the right track.
The nearby third stairwell is a dead end.
The large platform ahead affords the enemy decent cover, so stay back and pick your shots.
Numerous hostiles will appear as you advance to draw them out.
This group contains sniping Marauders, hatchet throwing Psychos and shotgunning Midgets.
Deploy the Turret and begin sniping until the platform is cleared.
You will hear the Badass Midget Rider taunting as you move across the deck to raid the OUTHOUSE ITEM ENCLOSURE.
At some point after you have secured the platform, Midgemong will emerge from a newly opened storeroom on the east upper platform and will gallop off.
Go east up the two ramps onto that upper platform, near the opened storeroom.
Midgemong will have an entourage of Psychos and Marauders on the lower level.
Some will come calling up the ramp as you try to locate the rambunctious Midgemong.
Stay atop the platform and begin clearing the lower deck.
You must also keep track of and kill Midgemong and his Midget Badass Rider.
A small circle will show Midgemong’s general location, but it will shift about as the duo flits about on the platforms below.
If you can get them to stand still, an incendiary weapon will quickly take the mount out but the Badass Midget Rider may survive.
If you can catch the duo near an explosive tank or barrel you can end the battle rather quickly.
When the battle is over, take care when entering the storeroom.
A pair of Badass Marauders will appear near the Vending machines.
Be ready to deploy the Turret and exit the storeroom to avoid battling the two in close-quarters.
After their demise, raid the RED CHEST and the OUTHOUSE ITEM ENCLOSURE outside the room.
Police your inventory at the Vendors.
Make your way back to your entry point by going down the ramps and then the stairs near, “THE BIZZARE” graffiti.
Clear the half dozen Marauders and you’ll find another BLACK CHEST on the north side.
Jump down to the lower platform on the east side and kill any sentry that has re-spawned near the bridge.
Cross the bridge and go up the stairs.
Stay atop the ridge and kill the re-spawned Bullymongs.
Their clods will be blocked if you shoot through the two metal spikes.
Let the Turret bang away to save some ammo.
Make your way back across the bridge and to the Southern Shelf portal.
Once again the enemy, both human and beast, will have re-spawned.
Take out the colony of Bullies near the entry.
The half-dozen defenders in the outpost will also need killing as will the Marauders in the adjacent guard post.
Wipe out the guard post at the base of the slope going into Liar’s Berg and get to Sir Hammerlock to turn in “Symbiosis,” Stock up on ammo and with “Best Minion Ever” selected, start out of Liar’s Berg with Claptrap.
It is time to get to “his” ship.
Approach the elevated structures beyond from the low icy ridge nearest the cliff to negate the high-ground advantage of the defenders.
The outpost is swarming with about ten bandits.
Scout the place and when an unsuspecting enemy is near a volatile barrel, snipe it to start the ruckus.
Most will snipe, some from the elevated platforms but a Psycho may come calling while others throw hatchets.
Be patient and snipe anyone visible before moving in to mop up any survivors.
Ransack the premises and don’t miss the BLACK CHEST on the rooftop.
You can jump from either the barrel or the short fence near the burning barrel to get onto the roof.
Claptrap will wait patiently to open the gate while his minion scavenges.
As the enemy rants, be prepared for a pair of charging Suicide Psychos as the gate opens and the ramp falls in place.
Drop down into the enclosed compound.
Boom, at a canon mount, and his brother Bewm, a Midget shotgunner, want to make your acquaintance.
After the cutscene ends, go left immediately and shelter behind the airplane-like fin near the short stairwell.
Boom will begin to shoot volleys from his turret weapon, which is located on the raised platform just ahead.
His shot-gunning jet-packing brother Bewm will come forward to hunt you down.
Boom’s canon is deadly but it takes a few seconds to reload.
Between shots, snipe or use a fast-firing weapon to damage it.
Don’t try for Boom, just damage the gun.
You can easily hit the large body of the canon between his volleys.
Stay behind that fin-like metal structure until Bewm becomes a problem.
If you kill Bewm too quickly you’ll get a rush of Psychos making things considerably worse.
If Bewm is becoming a nuisance or when the damage to Boom’s mount drives him off of it, run ahead to the narrow passage to the left of the canon.
If he is still on his gun mount, Boom can’t target you there.
Let Bewm pursue you; he may jetpack near or even behind you so be aware.
Once he goes down a wave of Psychos will surge into the battle.
If Boom is still firing, snipe the gun mount between volleys and Psychos.
Deploying the Turret in the narrow passage makes it all the more deadly.
When Boom leaves his mount, you must also put him down.
Like his brother, he has a jet-pack and can surprise you by soaring high into the air, possibly landing behind you.
When he goes down, finish any Psychos left on the field.
You will acquire a grenade mod during this battle.
On one occasion, I acquired a Level 4 Legendary Incendiary Grenade Mod-a real bonus so early in the game.
Equip whatever Grenade Mod you acquire to enhance your grenade damage.
With the battle won, Claptrap will tell you repeatedly and in no uncertain terms that you must use Boom’s canon to destroy the gate-when he, CL4P-TP, isn’t there of course.
Raid the compound and don’t miss the OUTHOUSE ITEM ENCLOSURE not far from the exit where Claptrap is still beseeching you to shoot the gate when he isn’t there while he stays right there.
Take out the gate with Boom’s canon and several waves of bandits will try to come through it.
Use the canon to stop the rush.
If anyone gets behind you, dismount and finish them off.
As usual, Claptrap will outdistance you out the gate.
He is off somewhere and is once again being assaulted by Flynt’s crew.
Jump down and raid the containers.
Several Marauders are battling Raak off to the right.
Eradicate both for the XP and to keep them off your tail as you proceed.
Start north for the ship, staying on the high ground.
About half-a-dozen hostiles will defend the gate.
Snipe a sentry borderlands 2 slots jackpot get someone to open the gate.
Snipe the snipers and hatchet throwers to clear the entry.
Jump down and move through the gate.
Start up the grade, looting and fighting your way forward.
There is plenty of cover to use as scattered pockets of Psychos and Marauders impede your progress as you forge ahead.
Captain Flynt will rave at Claptrap.
When you can turn north at the “PISS OFF” gate, don’t; make a side trip by continuing west up the grade to find a BLACK CHEST.
Return to and go through the “PISS OFF” gate and work your way north.
Check out the OUTHOUSE ITEM ENLOSURE on the right side of the passage.
Move through the skeletal arches and along the icy channel.
You will encounter several hostiles, including a Badass Marauder, on the low deck just ahead near the “Supplies” sign.
There is a well-placed Medical Vendor just before the deck.
Purchase health if needed and sell your extra gear to make space in your backpack.
There is a BLACK CHEST near the rail on the nearby platform.
Move through the open-ended container and you are invited by Flynt to become a lifetime torture victim with Claptrap.
There are about ten hostiles scattered in this cluttered area.
Some will be on the elevated platforms.
Take the time to methodically clear them out.
Make your way upslope.
Around the right turn your wise leader, CL4P-TP, is being walloped by three bandits.
Toss a grenade among them to kill his tormentors-it won’t hurt Claptrap.
Follow him and another large collection of bandits are defending the elevated platforms.
Most of the bandits will snipe from the structure but a Psycho or two may come calling.
Deploy the Turret and pick your shots to clear the way.
Climb onto the platform, but now Claptrap can’t negotiate the stairwell.
He observes that there is a crane hoist that will allow him to continue the journey if you can find its control station.
Go up the stairs and raid the small niche up the next set of stairs, descend and continue around the walkways.
Half-a-dozen Marauders defend the junction near the red arrow.
Continue past the arrow and around onto the deck plating and take shelter behind the metal plate.
Expect very heavy resistance here-about a dozen defenders.
One or two may fire from a platform to the right or even infiltrate from the rear.
Use the Turret and grenades to flush the bandits from the back area.
Move in to mop up.
There are worthwhile pick-ups in the back area including another OUTHOUSE ITEM ENCLOSURE.
The crane’s control lever is just up the ramp at the waypoint.
Activate the crane to get the impatient Claptrap to your level.
Follow him up the ramps, looting the containers and using the Ammo Vendor at the top if needed.
Follow Claptrap onto the deck below.
As you advance, Flynt will emerge and sic his boys on you.
He will man a canon.
Immediately retreat into the alcove near where you jumped down.
Start sniping his underlings as they advance.
When the Marauders throw grenades, back against the wall to avoid their blasts.
After most of Flynt’s henchmen fall, fire will begin to fountain from holes in the deck.
You can simply avoid the fire by staying in or returning to your hidey-hole near your entry point.
Flynt will then abandon his mount and personally join the fray as the fire cascades.
He may be accompanied by a wave of Suicide Psychos.
He is the priority target and he is highly resistant to incendiary weapons-so deploy the Turret to slow him down.
Pummel him with conventional or explosive fire and toss explosive grenades at his feet.
Even after Flynt goes down any of his remaining crew will have to be killed before Claptrap can open the gate, finally allowing access to the ship.
Follow Claptrap into the passage and pause to raid the RED CHEST and the other containers.
Follow Claptrap across the gangway and onto the ship.
Interact with him to end the long mission and to activate the mission, “The Road to Sanctuary.
There is trouble in the distance as the bridge is destroyed.
The Guardian Angel instructs you to get to the Catch-A-Ride and a waypoint appears on your map.
The surrounding cliffs make the passage under the demolished bridge span your only option.
Eridium is the currency needed to purchase SDUs on Pandora’s black market-they don’t take cash and Eridium can’t be bought.
Most of the Eridium you will acquire will come from containers or from fallen enemies.
Looting, therefore, will remain an important part of your activities for the balance of the game.
Put them down and move up grade through the canyon, scavenging the piles.
Several more Bullies will pour from their dens near the barrier fencing.
Make your way to the Catch-A-Ride Station.
It is one of Scooters digital vehicle generators.
You can use the Vendors, but you will find that the Catch-A-Ride system isn’t operational.
The Guardian Angel says that Scooter, who still runs the system, has deactivated the network for general use so the local bandits can’t use it.
However, if you can procure a Hyperion adapter from the nearby Bloodshot bandit camp she should be able to get it working.
The Bloodshots, a violent bandit clan, defend the property beyond the gargantuan Crab Worm skull.
Several stout Marauders called Nomads are among the dozen or so defenders.
Stay in the skull at the entrance and begin sniping.
Deploy the Turret near the skull entrance to help eliminate the bunch and watch for charging Psychos or Suicide Psychos.
There is a BLACK CHEST on a pier overlooking the lake.
Take the “Hyperion Network Adapter” from the remains of the mechanical contraption.
With the camp cleared, you can simply offload unwanted items for cash and return for anything you couldn’t carry.
You can even sell items you wish to keep to clear inventory slots, grab more loot to sell and then buyback what you want to keep, with no penalty, before departing.
She will then enable all the Catch-A-Ride Stations for your use throughout the region.
Deploy a runner with either a turret rocket launcher or turret machine gun.
You can zoom the selected turret weapon while in the gunner’s seat making targeting much more precise.
Your first task will be to boost yourself over the bridge that was destroyed right after your ship arrived.
Before entering the ice tunnel, investigate the area on the right.
You will find a few containers but if you use the bundle to get atop the cargo container and them get onto the next container, you can jump onto a ladder giving access to a walkway alongside the piping where you’ll find a BLACK CHEST.
It will likely contain loot above you’re current Level.
Walk the piping to reach your vehicle and then drive into the canyon, Thirty Below.
Continue toward Sanctuary, using the vehicle’s weaponry to kill the small pockets of Bullymongs you encounter.
You have unlimited ammo in the vehicle to easily dispose of them, but if you dismount and use your own weapons your XP haul will be much higher.
As you emerge from the ice tunnel onto the ice shelf, take the gunner’s seat to deal with the flock of Raak.
Fire on them to get their attention and they will attack.
They are easy pickins’ for the machine gun or the rocket launcher.
Drive the vehicle off the ledge and head for the waypoint, taking the snowy road on the left to the vending outpost at Snowbound Crossroads.
The offerings at the Gun Vendor will be level 7 to 9 items and it’s possible that you can purchase an Incendiary Sniper Rifle there to add to your arsenal.
Adjust your inventory regardless.
Continue northeast on the roadway toward the waypoint.
Use the vehicle’s weapons to soften-up the pesky garrison at the guard post near the gate.
It’s a bit difficult to shoot accurately over the fence so don’t get caught in the vehicle if it is destroyed-the trip to the New-U Station isn’t free.
It is possible to find your first bar of Eridium in one of the containers.
Use the intercom at the waypoint.
Roland comes on line and wants you to do him a favor.
Corporal Reiss has been missing since he left Sanctuary searching for a new Power Core for the town’s defenses.
A new waypoint indicating Corporal Reiss’ position appears to the south.
Start south on the ice covered roadway and bear left at the junction and continue past the stranded ship with the dangling anchor.
Harvest the Bullymongs near the waypoint.
You will find no Corporal Reiss, only Riess’ ECHO.
It seems that he is under attack by the local Bloodshots.
Roland asks you to find and assist him and to bring the power core to Sanctuary.
Drive a short ways south and go hard left.
A colony of Bullymongs will have to be put down before you can enter the Marrowfields on foot at the vehicle barrier.
A small pack of Bullymongs will confront you as you move south toward Corporal Reiss.
He is battling with the thieving Bloodshots.
Wipe out his three attackers and then shotgun the numerous Raak that will dive on you.
Riess is mortally wounded and he says that a Bloodshot Psycho has ran off with the power core.
Roland wants you to get the core and kill the Bloodshots as payback for Reiss’ death.
Backtrack and turn left into the nearby Bloodshot compound in the adjoining canyon.
There are numerous bandits to deal with.
Stay near the entry and start sniping.
Some of the Nomads will have static shielding.
Psychos will throw hatchets and Suicide Psychos will charge your position.
Use the Turret to help suppress the opposition as you pick your targets.
They will keep entering the skirmish from the elevated structures.
Twenty kills will fulfill the optional sub-mission’s requirement but there are many more bandits in the encampment.
As the opposition wanes, move down into the large compound and get the power core where one the Psycho has dropped it.
You can leave without the twenty kills but there are plenty of Bloodshots to harvest on the platforms.
An old RED CHEST can also be found on the highest platform on the northwest.
Exit the Bloodshot encampment and go northeast up the slope, through the Marrowfield and to your runner.
Hit the article source road going north past the stranded ship, past the Vendors and then veer right toward Sanctuary.
Once again the guard post will likely have re-spawned and will need to be taken out.
Exit the vehicle and use the intercom.
The gate slides open allowing you to use the Sanctuary portal.
The new waypoint will lead you to Lieutenant Davis.
He needs you to remove the depleted core and place the new core into the shield generator.
Talk to him to complete the mission.
He offers you your choice of two different weapons-a combat rifle or a shotgun.
It also initiates the new main story mission, “Plan B.
But Roland is missing after leaving Sanctuary on a reconnaissance mission.
Without him the Crimson Raiders are leaderless and the city is in peril.
The Guardian Angel wants you to find out what has become of him.
Your first task is to see Scooter in his garage just inside the city gate.
The door will open as you approach it.
Before speaking to Scooter, loot the upper level containers.
You will frequently find Eridium in one or more of containers in the garage.
Its bluish-purple glow is distinctive.
Scavenge the lower level and then talk to Scooter.
Roland told him to initiate “Plan B” if he ever disappeared.
It involves actually lifting the city from the surface of the planet.
He gives you four Eridium bars for the project.
You must also find the two fuels cells in his garage.
On cell is on a shelf on the lower west wall and the other is upstairs on a rack.
Get to the town’s central plaza and install the first two cells at the waypoints.
You https://us-park.info/borderlands-slot/borderlands-2-slot-machine-hints.html now have to acquire a third one from Crazy Earl, the towns black marketer.
Locate Crazy Earl at the waypoint-the building has a purple hue and a glowing green door, at least for this mission.
Purchase an SDU, the Backpack SDU is highly recommended, with the Eridium from Scooter.
Crazy Earl will throw in the third power cell.
You now have three additional inventory slots and the third power cell.
Earl also sells other SDUs, including ammo SDUs and the only use you’ll have for Eridium is dealing with Crazy Earl for those items.
Install the third power cell but the ambitious strategy to lift the city into the air fails miserably.
Roland has left a message for you in Crimson Raider’s Headquarters, which is now your destination.
Talk to the sentry to acquire the “Command Center Key.
This will complete the mission, “Plan B,” and will initiate the mission, “Hunting the Firehawk.
You are now Pandora’s best hope to stop Jack and his Hyperion thugs.
Loot the place and know that the locked gate with the visible RED CHEST won’t be available for a long time.
Like Scooter’s Garage, you will find Eridium rather frequently in the Headquarters so loot it whenever you reset the game.
Go upstairs to the Crimson Raider’s Command Center and interact with the glowing green safe.
You can access this safe whenever you are in Sanctuary and you can store up to six items which you can retrieve when needed.
SDUs extending the number of items you can store in the safe can also be purchased from Crazy Earl if you have enough Eridium.
Explore the city to see what all those exclamation marks indicate.
Zed’s place is just around the two corners, to the right, from Headquarters and he is still researching the local wackos.
In additional to the syringes and shields both he and his vendors are now selling “Class Mods.
This is probably your most important acquisition in the game, and is hugely beneficial, even essential, as the challenges become increasingly difficult.
Keep an eye out for a better healing Mod as your level increases and always invest in a better one when it is available.
Zed’s to acquire the optional mission.
Completed: Interact with Patricia Tannis in Crimson Raider’s Headquarters.
Zed to acquire the optional mission, “Do No Harm.
Zed in operating on the unfortunate fellow strapped down on the operating table.
Melee him when prompted to extract a shard of crude Eridium ore.
Zed says it’s nearly useless in this unrefined state.
He wants you to take it to Patricia Tannis.
Take the shard and go to Crimson Raider Headquarters to see Patricia Tannis.
Talk to her and the brief mission is completed when you interact with her again.
Axton’s Health Mod and Mods of all kinds are commonly available once you reach Sanctuary.
With the all-important Health Mod acquired and installed, go to Pierce Station.
Find the “Quick Change Station” and sacrifice 14% of your cash, allowing you to reallocate your skill points.
With the Heath Mod installed, you don’t require “Preparation” for healing, so unlock the skill and reallocate all yours available points to “Sentry.
They make the Sabre Turret, as Roland might say, “Its like havin’ another squad of soldiers on the field.
Talk to gruff old Marcus.
In addition to having plenty of guns and a dead serious policy regarding refunds, he gives you the mission, “Rock, Paper, Genocide: Fire Weapons.
Rock, Paper, Genocide: Corrosive Weapons!
Rock, Paper, Genocide: Slag weapons!
Initiated: Interact with Marcus in his Sanctuary gun shop.
Completed: Interact with Marcus in his Sanctuary gun shop.
You will have to shoot a trussed-up Psycho with fire, static, corrosive and, something new, slag weapons to demonstrate the effects of each.
When prompted by Marcus, you will have to equip the elemental weapon in the “Special Slot” located in your backpack.
You will then acknowledge each of the four sub-missions for your reward.
Only incendiary and explosive weapons are available before level 11 when static weapons can be found or purchased.
At level 13 corrosive weapons will be available and slag at level 15.
The corrosives will be especially effective against the mechanized Hyperion forces you will encounter later in the game.
It is important to acquire a caustic weapon or weapons as soon as they are available.
Try to carry a favored static weapon as well.
Scenarios will develop where having one could well be the difference between success and failure.
In Moxxi’s Bar you will be reunited with Sir Hammerlock who will offer the mission, “The Name Game.
He also wants you to kill fifteen of them.
The Sanctuary Bounty Board can be found just west of Crazy Earl’s place near Pierce Station.
Accept the Mission, “Assassinate the Assassins.
They can be found in the Southpaw Steam and Power facility.
Comment: This mission will be pursued later.
The index will designate the mission’s starting point.
Type TNG to locate the mission’s point of origin.
Comment: This mission will be pursued later.
The index will designate the mission’s starting point.
Type ATA to locate the mission’s point of origin.
Completed: Interact with Claptrap in his lonely little alcove.
You will acquire “Claptrap’s Stash” by interacting with him.
The stash is located just across the alley from him.
After listening to his list of the tasks he requires for you to find the stash, just take a few steps across the alley and interact with it.
The four-space locker can store four items for either you or for other players using the same gamer’s “Profile.
While so near his Sanctuary shop of horrors drop in to see Dr.
Zed again, who appears to have another mission.
He will offer you the mission, “Medical Mystery.
An acquaintance of his, Dr.
Mercy, doesn’t live up to that name and might know something about it.
Zed after “Do No Harm.
The index will designate the mission’s starting point.
Type MM to locate the mission’s point of origin.
Completed: Interact with sir Hammerlock in Moxxi’s Bar.
Move through the Three Horns-Divide portal.
The bandit outpost just outside of town will still be there-you can kill them again or just generate a vehicle and drive past them.
Drive southwest on the road toward the first waypoint.
Begin harvesting the required fifteen Bullymongs.
The commotion may draw some Raak into the tussle-take then out for the XP.
There are plenty of Bullymongs in the first waypoint’s circle, allowing you to harvest the fifteen Bullymongs and the five piles.
The Bullymongs and the piles don’t even need to be in the circles for them to count.
After you smash the five piles, revealing the beasts to have a primate’s sagacity, Hammerlock will grant them a more dignified name, “Primal Beasts.
He now changes his mind and calls them “Ferovores,” and he wants you to shoot three of their airborne clods which they are so fond of throwing.
Again he changes his mind, renaming them “Bonefarts.
There is no shortage of Bonefarts, so boost your XP by wasting as many as you can find.
Return to Sanctuary and turn in the mission, “The Name Game,” to Sir Hammerlock at Moxxis Bar.
In addition to the XP and cash, you have your choice of a random shield or a shotgun.
Zed after the mission, “Do No Harm.
Mercy to complete and acquire “Medical Mystery: X-com-municate.
Zed in Sanctuary to complete mission series.
If the guard post has re-spawned, take them out and grab a continue reading although you can just avoid them by going straight for the Catch-A-ride and speeding off.
Follow the road, driving southeast toward the southernmost of the two waypoints.
Although this is completely optional, stop near the stranded ship, dangling the anchor, and snipe the four bandit defenders.
There is a BLACK CHEST in the topmost shack on the structure, but it is guarded by two Badass bandits.
Approach that shack and deploy the Sabre Turret as you retreat.
You can give ground as much as needed to take down the two.
Raid their dropped items and the BLACK CHEST and then return to your vehicle.
A pocket of Bullymongs will challenge you as you drive to the portal.
Enter Three Horns-Valley and swing right up the slope at The Frostbite Springs.
Enter Shock Fossil Cavern on foot.
Take the passage on the left side of the generator.
Be prepared for about a dozen Psychos and Nomads.
Deploy the Turret and stay behind the cargo container and snipe the more distant of the enemy.
An occasional Psycho may get past the Turret or will do so when it is recharging.
Clear the area and move cautiously forward.
After you advance to the far side of the cavern, Dr.
Mercy will come out of his shack and he is hostile and deadly.
Deploy the Turret and quickly retreat, sprinting back to near the entry.
His Hi-tech weapon is deadly and it can knock out your shield quickly and you as well.
The Turret will hammer him and he will likely turn to address it.
Tag him with incendiary rounds when he is turned or just shoot anything exposed behind the big metal shield he carries.
His feet are small but vulnerable targets.
Incendiary grenades are also very effective on these non-static shielded types.
Retreat as needed because he will slowly but relentlessly pursue you.
When he succumbs, take his hi-tech gun.
Searching his body will satisfy the mission’s completion requirements.
You have acquired the “Bandit” which Dr.
Zed wants you to try out on some deserving local boys.
Equip the “Bandit” and try to get twenty-five kills on the charging Psychos before it runs dry.
If you’re short on kills just take some in the nearby installation or quit the game to reset them.
If the gun runs dry, a game reset will find you with 30 rounds when you begin again.
Zed, take the time for some mayhem and XP.
The large compound at Frostbite Springs south of Mercy’s cave has numerous bad guys for the taking.
Deploy the Turret at the entry and then snipe away.
The commotion might draw a few Skags from beyond the large structure.
Loot the compound and note that it contains the entry to Southpaw Steam and Power.
There is also a BLACK CHEST on the roof of a shack on the south side.
Use the bundle to get atop the cargo container and jump onto the corrugated roof-walkway and move around to it.
There isn’t much on the building’s upper walkways, but a sentry does prowl there.
Hop in your vehicle or spawn a new one at the Frost Springs Catch-A-Ride.
Drive the long clockwise loop to the abandoned Happy Pig Motel.
Who could possibly have ever stayed there.
Completed: Interact with the powered-up Three Horns-Valley Bounty Board.
Stuck onto the Bounty Board is an ECHO recorder.
The mission, “No Vacancy” is activated when you take it.
The Bloodshot Clan has slaughtered the locals and if you can activate the steam pump you can get the power on.
The nearby valve doesn’t do the trick and Scooter has a technical answer for the problem-it’s broke.
He suggests finding parts for it in the area.
You must find a valve, a capacitor and a gearbox to make the repairs.
The first waypoint is nearby at the noisy rig.
Scooter informs you that you must get to the top of the rig for the part.
Shoot the glowing green ladder to bring it down.
Once on the platform, you’ll get the interactive when the piston travels down.
The local miscreants aren’t happy about your theft.
Stay atop the structure and snipe them.
They will shoot and throw explosives, so be aware.
You can just jump down when https://us-park.info/borderlands-slot/borderlands-2-slots-all-vault-symbols.html zone is secured.
The next waypoint is to the northeast.
You will encounter a couple of pockets of Skags and a few Raak.
The Bullymongs like to den up in the equip housings.
As you near the waypoint a Badass Bullymong will need to be addressed.
Pummel it with the vehicle’s turret and then jump out of the vehicle to finish it off for maximum XP.
It will drop the gearbox.
Start south past the Happy Pig toward the next waypoint.
Numerous Skags will defend this final area.
There may be elemental Skags-probably a Shock Skag.
When the pack is cleared, interact with the housing and be prepared for the rush of Skags coming out of it.
Get into your vehicle to blast them.
One will drop the capacitor.
Head back to the Happy Pig.
https://us-park.info/borderlands-slot/borderlands-pre-sequel-4-gun-slots.html out the Marauders at the nearby pumping unit and then replace the capacitor at ground level.
Climb the long ladder to replace the gearbox.
Hop onto the ladder going to the top and replace the steam valve.
Jump down and turn the unit on.
Turn the completed mission in at the energized Happy Pig Bounty Board.
Completion: The Three Horns-Valley Bounty Board.
You now have access to the Vendors, the Catch-A-Ride and the Fast Travel Station.
The initial delivery will add fifteen additional seconds to the timer and each additional delivery will grant you another fifteen seconds.
Immensely complicating the job is the convoluted nature of the stilted structures and the garrison of about a dozen, including a Badass, that defend the complex.
You can greatly simplify the daunting task by accepting the mission and not picking up the first package.
Go to the complex and wipe out the entire bunch.
Return to get the first package by climbing the ladder onto the bus and try to get the five delivered before the timer times out.
It will probably take a try or two even with no opposition.
You will find an old RED CHEST on one the elevated platforms, and a couple of OUTHOUSE ITEM ENCLOSUREs on the piers how to slot machine glitch borderlands 2 a BLACK CHEST on another platform.
The bandits will eventually begin to reappear so if you fail a few times you will have to wipe them out again.
You will receive a worthwhile repeater as well as XP for completion of the two “Medical Mysteries” missions.
The road will wind through Three Horns-Divide, past the stranded ship and you’ll have to veer left or east over the makeshift bridge.
The Pyro Nomads here are highly resistant to fire damage.
Draw them out by entering and retreating, then deploy the Turret and snipe from near the entry.
Expect a late arrival or two as you loot the premises, probably a flame-throwing Pyro-Nomad.
Move through the Frostburn Canyon portal at the back of the facility.
The Check this out Angel will address you as you approach the Vendors.
The Firehawk may be in the vicinity and the screams in the distance certainly promise action.
Your sub-mission is now to follow the seven Bloodshot signs.
Expect the action to commence after you reach the initial sign.
Scout ahead; don’t rush headlong into the valley and watch your back as you pick your targets below.
Hostiles from the Incinerator Camp on the high ground, attracted by the commotion may pay you a visit.
Both regular and fire resistant types will be among the attackers.
Most are Psychos or Nomads but a Goliath or two will sometimes appear.
If you shoot a Goliath’s head, it can morph into a Raging Goliath, as likely to turn on his own as on you.
The most practical plan is to simply hustle through the valley once the immediate threats are eliminated, moving on toward the next “sign,” avoiding the Incinerator bandits pervading the upper platforms of the valley.
However, if you seek XP and loot, climb the stairs to the left and be ready battle it out with the tough bandits slot machine guide borderlands 2 ps4 />This skirmish will draw numerous hostiles both there and into the valley below.
Once the upper platforms are cleared, you can then fire down on the emerging defenders below and across the bridge at those on the adjoining platform.
When you cross the bridge, expect more hostiles to come out of hiding.
Be aware that this optional foray will involve a lot of action.
A loot Goon will sometimes be among the enemy and you will usually find one or more bars of Eridium in the structure on the east side of the valley.
You can, however, just move on and not climb those stairwells avoiding the prolonged and unnecessary but productive skirmish.
There will be taunting at the second sign, and the Guardian Angel is surprised at the impertinence of the Bloodshots.
Spiderants and Marauders will battle it out in the low area.
Take down anyone nearby and snipe both sides from the elevated ledge or just mind your own business and kill the victors.
There may be Goliaths and they may turn into Raging Goliaths and turn on their own kind.
Pyros will join the fray.
Stay back sniping and deploying the Turret.
Pass into Blacktoe Canyon and make your way upslope to the third sign.
The fourth sign isn’t far and a mix that can include Pyros, Nomads, Psychos and Goliaths occupy the area.
Use the Turret and snipe from cover.
Continue up the long stairwells past the fifth sign.
Expect a pair of Badass Psychos accompanied by a couple of regular Psychos as you advance.
Use the Sabre Turret and incendiary or explosive weapons and grenades to put them down.
All seems quiet as you top the rise and reach the fifth sign.
Spiderants will appear from the high area to the left.
Don’t advance until you clear them out or, if you’re lucky, they begin to battle with the Bloodshots just ahead.
Start down toward the Ashmouth Camp after you take down any surviving combatants.
Expect an enemy wave of mostly fire resistant Pyro Nomads with flame throwers and Psychos to deal with in the Asmouth Camp.
If you stay on the walkways, you can snipe the enemy below but they will also be on the upper platforms.
Clear the complex of walkways and platforms and then the ground area and then push through.
Work your way to the sixth sign.
The Guardian Angel addresses you at the sixth sign warning of traps ahead.
A pair of Badass Psychos will charge in the narrow tunnel.
Deploy the Turret and supplement it with incendiary fire.
As you advance fire will shoot across the way but it is easily avoided.
Start up the ice slope toward the last sign.
Jump over or go around the fire spouts and cross the makeshift bridge and then the narrow beam.
Hit the open switch and continue on to the Vending machines.
Equip a shotgun and fast-firing weapon like a machine pistol or SMG and move toward the waypoint to confront the notorious Firehawk.
You’ll see a deadly confrontation ahead.
You have now reached the Firehawk’s Lair and a pair of Bruisers looms ahead.
The Firehawk suddenly makes a fiery entrance, incinerating them both.
Lilith, AKA the Firehawk, has arrived but the strenuous ordeal has severely depleted her resources.
She needs to be revived.
She needs some Eridium.
The waypoint will lead you up the borderlands slot machine orange weapon to one of her strongboxes where you will find it.
Roland is gone, having been captured by the Bloodshots and taken to their stronghold.
An attack, however, is incoming as a wave of Psychos, some armed with firearms, flood into Lilith’s lair.
Lilith will phase blast the initial wave but some of the Psychos may get through.
Their attack will come from the north stairwell.
The next wave can be thinned out with grenades and eliminated with the Turret and small arms.
A Badass Psycho will join the fray late.
When yet another wave of Psychos charge from the west stairwell, toss a grenade or two in their path and get busy with your shotgun.
The skirmish will be topped off by a pair of Badass Psychos coming into the tussle together.
Just keep moving and hitting read more with incendiary fire.
Deploying the Turret when it’s available.
When the battle ends Lilith will need another infusion of Eridium.
Grab it for her from her strongbox on the upper platform.
Once revived, she will speak of Roland’s abduction and the need 2 machine slot hack a swift rescue.
This interaction will complete the mission, “Hunting the Firehawk.
You receive a warning that there are some tough customers in the Bloodshot Stronghold and “A Dam Fine Rescue” is activated before she disappears.
Exit the Firehawk’s lair via the east platform.
There is a shortcut through a cave that is accessible from there.
You’ll be rewarded with a RED CHEST near the cave’s exit.
Jump down and sprint to the Fast Travel Station and get to Headquarters to speak to Here />She will give you the multi-part mission “Cult Following: Eternal Flame” and “In Memoriam.
Completed: Lilith in Crimson Raider Headquarters in Sanctuary.
Comment: This mission will be pursued later.
The index will designate the mission’s starting point.
Type IM to locate the mission’s point of origin.
Start north toward the waypoint.
You’ll meet no resistance as you enter the Incinerator Camp to speak with the cult’s leader, Incinerator Clayton.
The Firehawk worshiping Incinerator Clayton wants you to serve the “mother” by bringing back the ashes of five fellow bad guys-his own guys, no less.
You will have to use incendiary weapons.
Incendiary grenades or red explosive barrels to reduce your victims to ashes and some of the nearby enemy are fire resistant Pyros.
Equip both incendiary and conventional weapons to deal with all comers.
Lilith advises you to whittle any fire resistant enemy’s health down to a nubbin and then finish them with incendiary fire.
Head for the circular waypoint and enter the outskirts of the Blisterpus Camp.
You may encounter Psychos, Midget Psychos, Nomads and Goliaths and some will be Pyros.
Kill five and as many as need be to be able to collect the ashes and return them to Clayton.
Scorch, the Spiderant King, and his followers refuse to worship the Firehawk and the heretic and his minions slot machine guide borderlands 2 ps4 perish for their blashphemy.
The mission’s waypoint will take you south toward the frozen waterfall.
Go up the grade and under the fractured arched metal frame.
Deploy the Sabre Turret against the mixed group of bandits.
If the Spiderants join the battle, let them battle it out and then kill the survivors.
Go to the far end of the camp and go down into the icy corridor to find Frozen Ant Lake and Scorch.
Spiderants will resist as you walk onto the frozen stream.
Scorch and his minions are fire ants and they will hurl fireballs and broadcast a concussive blast at closer quarters.
They are impervious to fire so use conventional or explosive weapons, grenades and the Sabre Turret.
Keep your distance and use the Turret to distract Scorch so you can get a bead on that weak abdomen.
His demise won’t end the hostilities so battle as you retreat.
Return to Clayton to receive your rewards and the next mission, “Cult Following: Lighting the Match.
Interact with it to release Matchstick and again to stash him in your backpack.
Matchstick is famous as the incinerator of a hundred and his sacrifice is sure to get the blessing of the mother-Lilith is obviously not impressed,; but hey, the ordeal might just aid the cause.
Move down to the Fast-Travel Station near the Vendors and travel to the Southern Shelf.
You have been here before so move out of Liar’s Berg after topping off on the cheap ammo sold there.
Start for the docks where you boarded Claptrap’s ship not so long ago.
Lay waste the small garrison at the foot of the slope and then knock out the ten defenders in the adjacent outpost.
The BLACK CHEST on the roof will have only low-level merchandise.
Cross the Bridge, drop down and repeat the battle with Boom, at his canon mount, and his Midget shotgun toting jet packing brother Bewm.
As before, sprint to the left behind the fin-like object.
Shelter there to damage Boom’s canon to drive him from the mount.
When Bewm presses you sprint into the sheltered area to the left of the canon.
Address Bewm and then continue to damage the gun mount to drive Boom off the pedestal.
Kill the brothers and then clear the compound.
This time the gate is open so proceed toward the waypoint.
Take out the survivors of the Raak attack to keep your rear secure.
Secur the gate area and begin the trek up the icy slope, battling the numerous Marauders along the way.
Don’t be fooled if you reach the waypoint and find only a BLACK CHEST.
You need to get onto the ship again.
Bear north and battle the enemy, passing through the narrow passage.
Stop and eliminate the combatants on the elevated pltforms and move along the largely linear route.
Begin taking out the enemy on the high platforms as you go upgrade and then start up the superstructure, clearing each area as you advance toward the hoist controls where you gave Claptrap a “lift” not so long ago.
Go up the ramp, following the arrow’s path and battle your way forward past the heavily defended ramp.
There are ammo chests and a gun locker, but the take is well below your level.
Move up the ramps toward the Captain Flynt battleground.
Use the cover provided by the corner and the elevation to snipe all the available targets.
You can kill at least eight of Flynt’s minions in relative safety.
When the resistance stops, jump down, turn right and get into the alcove to defeat Captain Flynt as he advances through the columns of fire.
Deploy the Turret and hammer him to bring him down before he reaches your hiding spot.
With peace restored, head toward the waypoint and offer Matchstick for the sacrifice.
Use the lever to complete the deed.
Adoring, gullible Matchstick is immolated and loving it.
You can drop off the ship and make the tedious journey back to Liar’s Berg or you can reset and be there without the wear and tear of the hike.
The first effigy to kindle is right there in camp.
Shoot it with a fire weapon to begin the festivities.
You now have two additional waypoints.
Go south and veer right before reaching the Vendors.
The effigy is in the camp atop the rise that you recently devastated on your way to teach Scorch and his minions a lesson on adoration.
You can just snipe the effigy or you can also battle the Marauders.
Oftentimes a Loot Goon will be present.
Start for the final effigy.
Once again you can simply snipe it by climbing the crates outside Clayton’s camp.
Jump onto the snow covered boulder and locate the effigy suspended above the canyon floor.
Once the effigies are lit, Lilith is really creeped out and says to return to Clayton to see what’s next.
She may just have to drop in to prevent things getting out of hand.
The enkindling ceremony will take place deep in the canyon so start through the lower canyon, avoiding the upper Blisterpus Camp and leaving it and its ample garrison in your wake.
Resistance will continue as you proceed south toward the waypoint.
Both bandits and Spiderants infest Blacktoe Cavern.
Stay atop the ledge on the left side of the canyon and snipe the heads of a Goliath or two and let them clear the canyon for you and then put them or anything still moving down.
Proceed around the corner and up the stairs.
You will encounter Marauders, a Pyro or two and a Goliath at the top of the long stairwells.
Once again create a Raging Goliath and stay out of sight while he clears a path, then put him down.
Move up the long stairwells and expect to meet two Badass Psychos, one at a time; at least one will be accompanied by a Psycho.
Top the rise and move through the shallow water.
If you’re lucky, just down the slope Marauders will be fighting it out with Spiderants.
Hold your position at the top of the grade and let them fight it out.
Expect a few of the Spiderants to come calling on you anyway.
You will see the kindling fire ahead as you enter Ashmouth Camp.
Incinerator Clayton will be gyrating before the fire and will invite you to pull the lever to begin burning the captives.
Lilith has had enough and threatens to poop the party.
The cultists, including Incinerator Clayton, become totally hostile.
Back off and put down the attackers which will include the tough Clayton.
You must now kill all the cultists and Clayton to complete your own cleansing.
Give ground before Clayton’s fireball attack and his fanatical followers.
If you’re pressed hard by the cult, Lilith may make a fiery appearance but only if slot machine guide borderlands 2 ps4 need her help.
When the cult is finished, return to Sanctuary to see Lilith for a special reward.
Rather than backtracking through the valley to the Fast Travel Station continue toward the Firehawk’s lair.
You will have to battle the two Badass Psychos and avoid the fire traps but you can once again take the shortcut off the east platform but you’ll have to leap across a gap that wasn’t there before.
Move through the cave, raid the RED CHEST if you have re-started since your first visit, and jump off the ledge.
Get to the Fast Travel Station and return to Sanctuary and see Lilith at Headquarters.
You will receive a high quality Legendary “Flame of the Firehawk” shield for your work.
This is the only Legendary item that is an assured acquisition in the entire game.
Completion: Lilith in Roland’s headquarters in Sanctuary.
The mission “In Memoriam” will have you eliminating Boll who has information on Lilith and is planning to sell it to Hyperion.
The ECHO recordings will expose her ruse, and Handsome Jack will pay handsomely for the information or just kill the gullible Boll.
Select the mission and get to the Catch-a-Ride and start south on the road veering left off-road when you are beneath the ship.
The entrance marked by “BEWARE” isn’t far from the road.
You will have to proceed on foot and this is Skag territory.
Shoot one of the Skags to gain their attention and then deploy the Turret when they charge.
Stay near the entrance and Boll will be among those Skags.
Once Boll and the Skags are eliminated, take the ECHO and you will hear a Hyperion representative wanting proof of Lilith’s status.
You must now acquire those three ECHO recordings that the late Boll was trying to sell to Hyperion and which Lilith must have to prevent another corporate offensive against her and Sanctuary.
The nearby waypoint is the anchor dangling from the ship.
Snipe or use the vehicle’s Turret to address any visible Marauders near the ship.
Shoot the anchor’s glowing shackle to bring it down and don’t search the snow.
The ECHO is on the anchor’s shaft.
Start north from the stranded ship.
Stop when you’re near the waypoint, a pumping unit.
Drive forward to draw out the Skags.
Use the vehicle’s Turret to kill them.
Near the pumping unit there is circular frame on a stone column.
Interact with the glowing valve wheel to allow the steam to expel the second ECHO recorder.
The next ECHO is located far to the south.
Stay briefly on the road and veer left into the ice tunnel.
Its entrance is marked by the large icicles.
Either lay waste to the low-level Bullymongs along the way or just drive past them.
You’ll see an overhead pipeline after exiting the tunnel-you have likely been here before.
Use the wooden crates and cargo containers to reach the ladder allowing access to the pipeline catwalk.
Jump onto the ladder to gain the catwalk.
The ECHO is on the support column near the BLACK CHEST.
Re-enter the ice tunnel and drive north to Sanctuary.
See Lilith in Crimson Raider Headquarters to give her the damning recorders and to complete the mission.
Completed: The Sanctuary Bounty Board.
Fill up on ammo and generate a vehicle at the nearby Catch-A-Ride.
Drive counterclockwise on the roadway to get to the large structure giving egress to the Southpaw Steam and Power portal.
Wipe out the ten or so defenders by deploying the Turret at the entry and then snipe anyone the Turret misses.
You can use the wooden box to get atop the cargo container, allowing access to the upper walkway.
You’ll find a BLACK CHEST there.
You can then access a system of walkways with loot containers on the roof.
The Southpaw Steam and Power entry portal is in the back chamber of the facility.
As you loot the entry area a crazed rant foretells the presence of a Crazed Marauder and his colleagues just ahead.
Stay atop the entry area and deploy the Turret over the rail to knock out the loitering Psychos on the lower level.
Remain near the entry to snipe anyone surviving below and those advancing on the walkway to the left.
Incendiary weapons are very effective against these Nomads, Psychos and Marauders.
When the resistance wanes, continue around the upper catwalk, taking out any additional attackers.
Move toward the roll door to the south to goad Wot and his Badass Psycho bodyguard into the open.
The Badass will charge but Wot will hang back.
Deploy the Turret to help take out the Badass and plaster Wot with incendiary fire to put him down.
Raid the containers and grab the ECHO, “Assassins Orders” that Wot dropped.
A massive reward is being offered for Lilith.
Proceed up the short stairwell.
From the opposite side of the chamber Marauders will appear, including Nomads if they didn’t get involved in the battle with Wot earlier on.
Use the stairwell as cover to snipe them and the volatile barrels.
Back away from grenades or the occasional charging Psycho.
Continue toward the waypoint and the Nomad Assassin, Oney, and his escort of Suicide Psychos that accompany him from the arched doorway.
Deploy the Turret to suppress the rush and to distract Oney.
He will advance and blast away with a shotgun while hiding behind a big metal shield.
Use an incendiary or explosive grenade to damage and expose him to additional incendiary fire.
Take his ECHO and listen to Jack’s baloney.
Start down the stairs toward the new waypoint, moving deeper down into the large facility in search of Reeth.
Pick off the defenders in the gloomy corridor and raid the BLACK CHEST and the other containers.
When you reach the better lit doorway, start sniping the enemy in the low area.
The doorway is a good chokepoint and is easily defended against the Suicide Psychos, Marauders and Nomads that will approach from the stairwell on the right.
When the opposition wanes, start down.
A few Suicide Psychos will still be active, so advance carefully.
Advance toward the waypoint.
A wave of Psychos will attack from the perimeter.

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Cheat Codes Extra Wub To unlock extra wub, go to the title screen where it says push start and do the konami code, up slot machine guide borderlands 2 ps4 down down left right slot machine guide borderlands 2 ps4 right O X start.
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Glitches Slot Machine Glitch Go to the slit machine at Sanctuary and shoot the middle slot and you will get a legendary gun.
Item Duping Place the desired item s on a character, and ready or create a second character to take on as many of the item as you wish.
Start a two-player co-op game with the first character as player 1 and the other character as player 2, obviously.
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If you go under the shelter, the warrior cannot reach you with any of its attacks providing its on the side opposite to the shelter so you can just unload bullets into the thing.
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Cheat Codes Extra Wub To unlock extra wub, go to the title screen where it says push start and do the konami code, up up down down slot machine guide borderlands 2 ps4 right left right O X start.
Under gameplay it will unlock extra wub, but sorry, it does literally nothing.
Glitches Slot Machine Slot machine guide borderlands 2 ps4 Go to the slit machine at Sanctuary and shoot the middle slot and you will get a legendary gun.
Item Duping Place the desired item s on a character, and ready or create a second character to take on as many of the item as you wish.
Start a two-player co-op game with the first character as player 1 and the other character as player 2, obviously.
Give desired item s to player 2 and have player 2 save and leave game.
Quit game from PS3 system menu.
Because the game doesn't save player 1 when player 2 leaves, nor when you quit from the system menu, now both players have said item s.
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Related: Secrets The Warrior Trick When you first enter the area, go to borderlands 2 slot machine hack cheat engine place slot machine guide borderlands 2 ps4 Jack and Lilth would be and off to the left is sheltered area with a ammo deposit behind it.
If you go under the shelter, the warrior cannot reach you with any of its attacks providing its on the side opposite to the shelter so you can just unload bullets into the thing.
But if the warrior pops up beside you, take cover behind the pillar and his fire breath will not hit you.
You also do not need to worry about getting to higher ground when the lava rises since the lava can't reach you.
The only thing you need to worry about is the flame cyrstalists since they can and will knock you into the lava with one of their attacks.
Badass Rank Farming To build a high Badass Rank, and gain all the perks associated with it, create slot machine guide borderlands 2 ps4 pair of new characters in co-op mode and have player 1 beat player 2 in 50 duels.
This gives 166 Badass Ranks.
Save and quit, then start another new game, creating another new character for player 1 don't bother messing with player 2's character.
Fight another 50 duels, with player 1 winning them all for 166 more Badass Ranks.
Repeat as desired, and delete the pile of unwanted characters when you're done.
If you set the controller configuration to something where you can just keep tapping the melee-attack slot machine guide borderlands 2 ps4 without ruining your aim at the other player, you can finish a duel-run like this in roughly 10 minutes.
Thus, over the course of one hour, you can build up 996 Badass Ranks.
Trophies Trophies: Captain Scarlett and Her Pirate's Booty DLC There is 1 Bronze Trophy, 1 Silver Trophy, and 1 Gold Trophy.