Monthly Archives: September 2012
You’re going to need to prepare yourself before you can go looking for the Mine Key in the arid hills. Time to complete some more of those bounty board quests. We’ll be searching for the lost diaries of Patricia Tannis, a scientist who came to Pandora searching for the vault. As you listen to each entry you’ll find out more about the vain doctor as well as witness the loss of her sanity.
The first journal can be found in Bone Head’s hideout. Follow the main road to his hideout and you’ll find the journal attached to the camp’s generators on the northwest side of the camp. You may have to deal with Bone Head and his bandits again if you’ve been away from the area for a long stretch of time. Pick it up to listen to the mad doctor’s first rant.
Head south to Nine-Toes bandit outpost to find the second journal entry attached to a steel pillar near the Fyrestone Coliseum. Tannis gives her less than favorable opinion of the locals in this entry, which isn’t all surprising given her personality.
Zephyr Station will be housing the third entry. Find yourself a Catch-a-Ride Station if you’ve been on foot thus far. Head towards the station and be prepared for a fight with more bandits. Clear them out of the area and claim Tannis’ third journal entry.
The Fourth Journal Entry can be found near the gate that leads to the western part of the Arid Badlands. The diary is at the top of the set of ramps leading to an outpost tower. The journal can be found in the tower when you reach the top.
Tannis’s fifth and final journal entry can be found to the far west beyond Zephyr Station. The location is a shanty town hidden behind a large bandit fort. Instead dealing with every enemy in the fort grab a runner and follow the main road drive off into the path that leads to Zephyr Station. Instead south, follow the path west that runs along the cliffs edge. Check your map and follow the objective marker and you’ll get there in no time.
A group of bandits and a flock of rakk will be guarding the area so get to work on killing them. Use shotgun against the rakks and use your best weapons against the bandits. With the area clear you’ll find the last journal lodged between a group of grey barrels.
Head back to the bounty board for your reward as well as some advice from Tannis on how to forget what you heard.
Allo, readers, gamers and gamer-readers (it’s a real word). If you’ve been following my Borderlands strategy guides, you’ll be pleased to know that I’ll be creating a strategy guide for Borderlands 2 as well, so it will be more relevant than the Borderlands guide. If you’re looking to follow this extensive guide you’ll be able to follow it at Non-Fiction Gaming, under my alias, Senior Stiv.
My first post will go live sometime this week, all depending on when I receive the game in the mail (today, hopefully). I will continue to provide Borderland strategies here at The Stick and The Button. I hope you all enjoy the new strategy guide and find them just as useful as the ones I write here. Peace!
Image Source: incgamer.com
With the rakk dead and the turbines turned back on, it’s time to head back to Zephyr Station to fulfill the last mission and your main objective: finding the mine key to Headstone Mine.
Head back south from Shep Sander’s location to Zephyr Station. Getting inside can either require you walking in without any trouble or another gun battle with the bandits. These two scenarios depend on how quickly you head back to the station after finishing up the “Braking Wind” quest. Heading back immediately will make getting inside a breeze while turning off the game to come back later will bring back every enemy. If the latter happens to you simply follow the same tactics for getting into the area from braking wind.
Take a runner and follow the trail around the right side of the station. Wipe out all of the skags along the road leading to the station. This will keep them from harassing you while taking out the bandits. After the skags are done with start taking on the bandits around the outside of the station. Go from the right side of the station to the left side of the station, so you can sweep them all from the area. One Badass character may appear when attacking the right side. Your other threat will come from above by two raiders on top of the station. Take them out quickly so they no longer pelt you with annoying shots.
Go around to the left side of the station to finish off the rest of the bandits and you’ll be left alone to find the key. However, once you go inside the station instead of a key there is a note on the table (from Sledge of course). Turns out he took it to the Arid Hills to one of his secret hide outs. Looks we’ll need to pay his friends a visit.
Time to make more moves on the Zephyr Substation. However, you won’t be going after the Mine Key. Shep needs you turn the power supply in the substation back on. It seems the bandits who took over turned on the emergency breaks to the turbines, cutting off power to much of the Arid Badlands. Since your a seasoned bandit killer this job is well suited.
Head south from Shep’s shack and then drive off the main road south-southwest following the trail. You’ll come across the turbine on your left positioned on top of a hill of rock. There is also several skag nests along the road near the hill. Use your runner to run the lot of them. If you’re on foot use standard run and gun tactics to kill them. Be wary though; a random Badass skag may appear to make your life hell. The runner may help more in this situation, but if you don’t have one use your best weapons and your ability to take down the beast.
Once the coast is clear head up the steps on the west side of the rock hill to reach the controls to the first turbines break. Hit the switch and the turbine will turn back on, blades spinning.
The second turbine is located southeast from your current position. This will take you further into the bandit encampment, so be prepared for the heated fight ahead. There is mostly loaded with bandit outlaws and killers, but expect a few tougher raiders and brutes to make your situation more difficult. Some of the bandits have taken to the roof. Be sure to take them out. They’re not particularly strong, but they can become a nuisance if not taken care of quickly. When you reach the turbine the controls will be on the other side of it up a small flight of steps leading to a platform. The objective marker will point the way to it. Hit the switch and another turbine is turned on.
The third and final one will be positioned slightly west of your location. If you didn’t kill all of the bandits on your crossing to the second turbine, you’ve likely killed most of them, making the trip to the last one slightly easier. The switch is in the middle of the bandit shanty town. You may have to contend with a few outlaws, bandits and a single raider, but the defenses are fairly light at this moment. When the area is clear walk up the steps and hit the switch.
Shep appreciates all the help returning the power to the Badlands and offers a nice reward for your troubles.
Additional: Random rare shield
Image Credit: WN.com
It’s time to get familiar with Shep and the key to Sledge’s mine. To begin clearing out the southern area Shep needs you to take out some of the rakk in the area. You only need to take out ten so it isn’t much of a challenge.
Head south from Shep’s outpost and take a slight turn southeast towards the objective marker. You’ll come to a rakk nest and once your close enough the little, winged buggers will start popping out. If you want to stick with the shotgun strategy I suggested earlier for killing rakks, but there much better way that won’t get you hurt or killed. Take a runner (specifically with a machine gun mount) and climb into the mounted turret when the rakk appear. Lay your finger on the trigger and unleash a maelstrom on the flock. You’ll rack up ten kills in no time.
Once every rakk is dead head back to Shep to claim your reward.
We’ll go on a nice relaxing drive and keep this post simple. This bounty board quest comes from Scooter and allows you to get some more practice taking the vehicles out and about. This time you won’t be learning how to accomplish acrobatic leaps across massive gorges. You’ll be running down critters and bandits with your car.
The task is simple: find some bad guys (or critters) and run them down with your runner. You need only ten. One of the best spots is a stretch of the main road a little further west of Shep Sanders hovel. Several skag nests are along the road which will create more than enough targets to hit ten of them. Once you enough skag guts on your wheels head back to the bounty board to claim your reward.