Can you return to fyrestone




















Zed went back to med school and regained his license based on what he seemed to be planning during the Lilith DLC for BL2 , perhaps he has opened a full scale medical clinic or small hospital in Fyrestone which he never wanted to leave and that will play some part in a DLC.

As for T. Then the question is, where is it? Looking forward to going to Fyrestone again. Fyrestone is gone, as well as the other locations that got flooded with Eridium. Handsome Jack left a permanent purple scar on Pandora, as seen in the orbital view of the planet. I doubt Zed will have returned to Fyrestone, noone lives there anymore after Hyperion invaded the place.

K and his wave gun… The reason the gun proceeds to exist is because Hyperion stole his T. I may be wrong, but I coulda sworn I read that no one else lived there during the games, anyway. Zed seemed pretty keen on sticking to Fyrestone regardless- ya know, until the Loaders actually got there. You should be led to a "Catch-A-Ride" garage. These garages offer you the chance to spawn a vehicle. Simply interact with the garage's pole to complete the mission.

Note that you may need to complete the side mission "T. Baha "Hey, stranger! It can be completed by joining somebody else's game though.

Very simply, walk to where T. That'll probably be the easiest money and XP you'll earn in this game. When you've turned in this mission, you'll have two side missions available: "T.

Accept them both; we'll be doing them both concurrently as they're in the same area. Baha's Prosthetic Leg " "I used to be a go-getter like you I stabbed him through the eye, but it didn't kill him! I had another go after Dr. Zed whipped up a replacement leg, but Scar got that one, too! Pulled the thing clean off, and I was barely able to drag myself home.

Say, you mind getting my leg back from Scar? If you kill him while you're at it, I got a special gift for you! Has More Work Objectives: Find two more data recorders in Skag Gully "You've discovered a beat-up data recorder dropped by the bandits. The data is too garbled to be of any use, but there may be other recorders like this in Skag Gully.

Search for additional evidence, and take any you find back to the bounty board in Fyrestone. You should have picked up this mission when you first entered Skag Gully if you've followed this walkthrough. You can pick these data recorders up en-route to killing Scar. Those Skags have been up to their old tricks again, this time stealing poor T. He's asked for your help in retrieving it from a Skag named "Scar".

Head back to Skag Gully and travel southeast towards this location to pick up the first of the data recorders required for "Why Are They Here". When you've got this one, head north using the paths that wind around until you come to this waypoint to pick up the second data recorder.

You can now proceed to this area where you'll meet Scar and a few smaller Skags. The easiest method to defeating him is keeping your distance, picking off the smaller Skags first and then concentrating your fire on Scar himself. As soon as you take your first shot at any of the Skags, Scar will come storming towards you. Keep your distance as running from him will prove fruitless as he's a lot quicker than you.

If you find yourself face-to-face with him, pull out a Shotgun. When he's downed, he'll drop a boat-load of loot, so collect anything of value and pick up T. To the west of this location, there will be a red chest to loot, along with a set of stairs leading down to the lower level. Take these stairs to begin the "By the Seeds of Your Pants" side mission. Baha "I'll only survive the winter if I can plant my crops soon enough, but I'm out of Bladeflower Seeds.

I haven't been able to restock since I closed up Skag Gully. I used to get my seeds from the caves in there while I was hunting skag. Their vomit must make for amazing fertilizer. Blasted smelly piss mongers apparently are good for something. If you're willing to risk your life and personal hygiene to give a blind man a hand, I'll reward you.

After you've reached the bottom of the stairs, you'll be greeted by some Skags; nothing too demanding here, so kill them and head north. You'll be searching for Badflowers along this path, so be on the lookout. You'll have to battle with some tough Skags along this path, so keep looting Skag piles and defeated foes for ammo and grenades. Where the yellow marker is - Eighth , located here.

If you continue forward, or southwest from the eighth flower, you'll find a red chest to loot. After you've collected all of the Seeds, head back to T. Diagnostics report the primary Digistruct Module is missing. Without it, that station won't do diddly.

I'd hit up Bone Head and his gang. They got a camp just down the road a bit, tucked away next to Fyrestone. I bet those sons of bitches took it. Get the Digistruct Module back from them and reinstall it into this station. In fact, I'd recommend doing so. Bonehead himself is pretty tough, so it's recommended that you keep your distance, make use of the abundance of cover points and use a Sniper Rifle to take shots at his head.

If you entered his camp via the south, taking the left route will lead to a balcony with a small wall to hide behind ; this spot is ideal as you have a slight height advantage which makes sniping him a little easier. Bone Head will have a few level 10 lackeys to aid him, so be wary of these as they can be annoying, especially if you're trying to snipe him. Just be patient and keep aiming for his head. His shield and health will eventually deplete. If you're having trouble with his helper buddies, lead them down the southern passage where you entered to bottleneck them which makes it all the more easier to kill them all off.

It's a fairly useful weapon as it has a 2. There are also a few chests to loot in this area as well, just make sure you loot the silver chest to the north-east as this contains the Digistruct Module that you need to progress the mission.

As soon as you're ready, go back to the Catch-A-Ride garage and turn in the mission. Sledge's bandits put up a gate across the main road.

The controls are on the far side. To reach them controls, ya need get yourself a Runner from that there Catch-A-Ride, then drive up the ramp and jump the gully we call 'Piss Wash. After turning in the previous mission, interact with the computer screen at the garage and spawn a Rocket Launcher Runne r you can also choose a Machine Gun Runner, but the Rocket Launcher Runner has a more powerful arsenal. This will complete the "Get a Runner" objective. You'll now need to jump the Piss Wash Gulley, so head west towards the waypoint marker where you'll come to a large ramp ; this is what you'll need to drive up to complete the mission.

Go as far away from it as possible, line yourself up and drive towards it making sure you hit the LB button for an extra boost. This will complete the "Jump Piss Wash" objective. When you've completed the jump, you'll need to open the gate located here which is guarded by Bandits. Take these guys out and flip the gate switch which will complete the "Find the gate switch" objective.

Interacting with the gate will complete the mission and open the gate itself. Let him know you fixed the Catch-A-Ride and opened up the main road. He'll be happy to hear it. Squeeze him a little and I'm sure he'll cough up a little somethin' for your trouble. If he don't, tell him Scooter's gonna come out there and kick his quack ass.

Simply hop back into your runner and return back to Dr. Zed in Fyrestone to complete this mission. You'll probably find him in the old Headstone Mine, but you can't just waltz in there. The place is locked down tight. If there's any way to get inside, Shep Sanders knows it. He was a foreman for Dahl until they pulled out and left him here. You'll find him near the crossroads, keeping an eye on the bandits.

Grab a vehicle and head west, as always, following your waypoint marker. Now that you have a vehicle you can run-over your enemies which will count towards the "Get A Little Blood on the Tires" trophy which is earned by running over 25 enemies.

You can do this now, or just wait to get this through natural progression. If you want it out of the way, just roam around the Arid Badlands in your Runner looking for enemies to squish. As soon as you run over your 25th enemy, the trophy will unlock:.

Going back to the storyline, after following the road west you'll find Shep leaning up against the wall in the small hangar ; speak with him to complete the mission and receive your next mission.

The bandits may have control of the turbines for now, but I plan to take them back, and in the meantime, I don't need rakk flying into the blades and damaging the equipment. So, I'm willing to pay you to eliminate the entire flock of rakk. Head south to this location where you'll happen upon a Rakk nest with a few Rakk's flying above. You'll need to kill 10 in total; there are a lot more than 10 so meeting this total shouldn't be a problem.

Your vehicle won't be able to hit them as you cannot aim high enough, so jump out and kill them with your weapons. Once you've killed the desired amount, head back to Shep and turn in the mission. We've been running off generator power ever since. Since you're on some sort of anti-bandit crusade anyway, why not release those brakes and turn the power back on?

There'll be a reward for your trouble. There are three switches to release in total, named A, B and C. There is a large Bandit camp where these switches are located, so take your Rocket Launcher Runner in among them and wipe out everything in sight; using the vehicle is a lot easier and quicker than using any of your guns.

If your vehicle is taking a lot of damage, retreat and let it recharge its health bar; you don't want to have it blow up during combat. Once you've cleared the area of Bandits, you can concentrate on flipping these switches. Switch A is located here , switch B , here and switch C can be found here. When all three switches have been flipped, head back to Shep and turn in the mission. Good for you. I think you're crazy, but I'll give you a hand. You need the key. Last I checked, there was one down in the Zephyr Substation Office.

Of course, the bandits aren't going to make it easy for you. Continuing on with the story, follow your waypoint marker south until you reach the Zephyr Substation, which of course is heavily populated by Bandits, unless you killed them all during the last side mission "Braking Wind". After ridding these foes, head to the west of the office building and jump up to the roof via this route.

Jump down through the hole and into the office to find the Mine Key absent with a note signed by Sledge in its place. Interacting with the note will complete this mission and begin the next. You'll more than likely need to complete some side mission before starting this mission as its level Once you've feel confident enough, head towards Arid Hills which is to the north of Shep Sanders. After you've made the transition to the Arid Hills, you'll need to ambulate north to get to Sledge's Safe House.

Your first obstacle is a group of tough Skags. Use the barrels nearby to help out with killing these; you can also take shelter in the two small concrete tunnels as the Skags sometimes have trouble getting through them. Further up the hill will be a small Bandit camp, along with two balconies that overlook this camp. There will be two Bandits on these balconies, so take these out first. Once you've overcome this camp, there will be another to the north-west, but this can easily be avoided by staying to the right.

Heading north still and steering up the north-east path you'll venture into another Bandit camp with some easier-to-kill enemies. Once you've disposed of these, head into the transition to enter Sledge's Safe House. Inside, you'll be granted the "Discovered Sledge's Safe House" trophy.

You'll then be greeted with a Med and Ammo vendor, so heal and stock up. There are also barrels dotted about, so make sure you're shooting them for bonus damage.

Venture north in this area and then head east until you reach a room with some corpses hanging from the ceiling. Your route will be blocked off, so you'll need to head up the ramp to the left which will take you to the second floor. Notice the New-U pole up here, behind some metal fencing. Take out the enemies in this area and then proceed down into the basement. When in the basement, clear the area of enemies and then turn right when you get to the "T junction".

You'll see a red chest that you can loot, along with a broken Claptrap. Speaking with said Claptrap will present you with a side mission, so let's tackle this mission before proceeding with the main storyline. It looks like the bandits were pretty rough on him. Perhaps there is a Repair Kit nearby? From the broken Claptrap, turn around and backtrack upstairs and to where the New-U pole is. If facing the New-U pole, turn around degrees and look up; you should see the Repair Kit hiding on top of an air vent.

You may need to jump to be able to retrieve it. When you've collected the Repair Kit, head back down to Claptrap to complete this mission. You'll be rewarded with a Backpack SDU upgrade, which increases the number of items you can carry at any one time.

Going back to the main storyline and continuing the " Sledge: To the Safe House " mission, facing the newly-repaired Claptrap, turn around degrees and head east.

You'll enter a hangar-like room where you'll be greeted with a few enemies. You won't be able to proceed further until all of these enemies are downed. Once they are, the hangar door will open, allowing you to proceed. Keep heading east, taking out any enemies you encounter along the way until you reach a large circular arena.

Make sure you've stocked up on ammo and health before dropping down into it, as there's no way of getting back out until you've either killed the boss that's it in, or died.

When you feel ready, drop down and enter the arena. Here you'll meet a Roid Rage Psycho. He's a huge lump, but don't let that fool you; he is very agile and can move around very quickly. His main attacks consist of punches and a slam attack which will send you flying backwards. His ranged attack is the one you really need to watch out for though.

He boasts the use of MIRV grenades, which when exploded, spawn multiple smaller grenades. If you get hit with one of these, you'll certainly know about it. He'll also be joined be a host of smaller Psycho Midgets which are not unlike any other Psycho Midgets you've encountered previously.

The key to defeating him is to avoid his grenade attacks at all costs. You can kite him around the arena, keeping him close enough so as to not allow him to throw any grenades at you. Although he's wearing what looks like a fairly impenetrable helmet, aiming for his head will allow for critical hits, so make sure you're doing this. If you're feeling a little overwhelmed at any point, like when your shield is depleted, you can run back to the entrance and hide behind the wire fence for a breather; he won't be able to hit you down here.

Once you've killed him and his small army note that there probably won't be any loot of interest from him , hit the switch in the middle of the room that's hanging from the ceiling to reveal the Mine Gate Key finally! It's now a question of backtracking through the Safe House until you get back to the entrance.

The enemies will have respawned at this point, so don't go rushing through as you'll more than likely be killed. Once you reach the entrance, transition back to the Arid Hills and again, backtrack to the entrance until you reach the Arid Badlands. Once back in the Arid Badlands, you'll need to travel to the entrance to Headstone Mine, which is located to the west of the Zephyr Substation where we were earlier when completing the "Braking Wind" mission.

When you're at the entrance to Headstone Mine, the mission will be complete. Before proceeding through to Headstone Mine, there should be more side missions to complete.

It's recommended that you complete these first as the enemies in Headstone Mine are level around level For some reason, the rakk always flock over that one, so the whole thing is covered in rakk droppings. The turbine blades won't even turn! I'm offering a cash reward to anyone who goes out and shoots all that crap off. If you're currently at Shep, follow your waypoint marker west and you'll see a large, broken wind turbine to the right of the road you're on. In front of the turbine houses a Rakk nest, so make sure you kill off all of the Rakks beforehand, otherwise they'll just annoy you.

The goal to completing the mission is simple: shoot the Rakk droppings from off the turbine ; there are a total of 6 to shoot off. Once all the poop is cleared, head back to Shep to complete the mission. Having completed all of Shep's side mission, you still won't be of a high enough level to efficiently tackle the next story-related mission, so go back to the Bounty Board in Fyrestone to collect some more side missions. There should be 7 side missions to accept here; we'll tackle the mission in the Arid Badlands first.

Runnin' over every living thing that's stupid enough to wander in front of your grille. I bet you're squeamish, though. I bet good money you haven't got the guts to go roadkillin' yourself. This one is ridiculously easy to complete and can be used in conjunction with any of the other side missions that you've just accepted. To complete it, you'll just need to run over 10 enemies in a vehicle. When you've flattened 10 enemies, turn in the mission at the Fyrestone Bounty Board.

Listen to each one, and your ECHO device will record them. Once you have all five recordings, upload them to the bounty board. This is a simple mission: collect 5 data recorders that Patricia Tannis has hidden around the Arid Badlands. There really isn't much too it, just follow your waypoint market until you see them and pick them up.

The first one is located back in Bone Head's yard. Bone Head and his lackeys will probably be waiting for you again, but because you'll be a much higher level than the last time you met him, he should go down fairly easily. The data recorder will be attached to some scaffolding. After collecting the first data recorder, take a short drive south-west to this location to find the second data recorder next to a red chest the weapons in the red chest will probably be low-level ones.

To find the third data recorder, travel south-west until you're back at the Zephyr Substation. As you did earlier, take out all of the Bandits and Skags in this area to make life easier for yourself. Once it's clear, go back to the small building where we collected Sledge's note from located here. The data recorder can be found inside the door of the red dumpster on the roof of this building.

Drive back north to where Shep is hanging out and follow the road round to the east here. This is abandoned and restarting it is a useful way to get more quests. Tannis is not difficult to reach, but there are both Rakk and spiderants surrounding her camp. If you rush into her building the Rakks cannot attack you there.

The Path to Crazy Earl is not difficult and once there you can use the Fast Travel network to return. Blow up the containers in the archway that leads to Crazy Earl and then go and talk to him. He will give you the Get of My Lawn quest. In order to beat this simply go into the next area and kill three spiderants and 25 bandits. The Booze will be held by bandits so simply kill them until you have enough.

Ignore the diamond on the hud as it simply leads you to the middle of the area. Return to Earl and he will send you to fight Krom. This is also a good time to begin looking at completing some of the xbox achievements for borderlands as you should be near completing a few of them.

Krom is one of the easiest of the bosses to beat once you reach him, but reaching him is not easy. Krom himself is on a turret at the far end of a enemy filled valley. There should be plenty of places to hide here, but your best choice, if you are a good sniper is to kill Krom from the entrance of his area.

This is not easy because he is behind a wall, but a good sniper can kill him with little fighting at all. Once you have reached Krom the battle is more or less over. He has reasonable shields but unless you are simply worn down or too low of a level killing him should not be all that much of a problem and you can get the second vault key and move on to the third part of Borderlands.



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