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.
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.
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.
With the gate open to the western half of the Arid Badlands you’ll certainly have plenty more places to explore. Not long after you open the gate, Zed calls you back to Fyrestone for a bit of a chat. He appreciates you opening the gate, but there are still bandits roaming the area and Zed knows how to remedy the situation. He offers you a reward all the same for doing the job.
Misc: Storage Deck Upgrade
Zed sends you to a friend of his Shep. Shep knows more about Sledge’s whereabouts in the area, so it’s best to talk to him to find out more. You can find Shep only a few feet west from the recently opened gate, in a little shack with a health vending machine. Say what’s up to this new quest giver. He’ll be offering three quests at the moment. You have more bounty board quests as well, but two are beyond your abilities currently, so it’s best to stick with what Shep is offering before you tackle more of the bounty board quests.
With the Catch-A-Ride station all fixed up you now have full access to Scooter’s vehicles. You start out with just the runner, but you can choose to equip it with a machine gun or rocket launcher mount and, as Scooter puts it, you can paint it with a bunch of pretty colors to boot.
While you may have a quicker means of transportation you still don’t have full access to all of the Arid Badlands. The bandits aren’t making it any easier either as they’ve put a gate across the main road leading to more of the Badlands. But, Scooter knows how you can get around this annoying obstacle, especially now you have access to a vehicle: you’ll need to jump the Piss Wash Hurdle.
First return to the Catch-A-Ride station you fixed in the Bone Head mission. Spawn a Runner and hop on inside. Follow the main road until you see the gate the bandits have placed across it. There is a small path from the main road heading southwest. This path will lead you to the Skags nest you cleared to get to T.K.’s food. There you’ll notice a massive metal ramp as you face west; this is the Piss Wash Hurdle.
Leave enough distance between you and the ramp to make the jump. Drive forward at full speed and as soon as you hit the ramp hit the boost button. You’ll be launched across Piss Wash, landing on the other side safe and sound. Time take care of those bandits and get that gate open.
Once on the other side you’ll need to turn right. Continue to follow the road until you reach the gate. Bandits will begin firing at you, but they won’t be your only problem. A skag nest is across from the bandit shanty town so expect some trouble from the nasty dogs. There are only a few bandits and some short tempered elder skags and whelps, so the situation is should be relatively easy to handle. Search the small shack for some money and ammo.
The objective marker will lead you to the switch to open the gate, as well as your way of handing the quest in. Congrats!
Alright, folks. You’re finally ready to take on Bone Head. He may be one level above, but with all of the leveling and gun collecting done with T.K. should leave you in pretty good shape to face-off with him. With your finest weapons in hand (fire elemental weapons will do extra damage if you have them) it’s time to head northeast from T.K.’s and then head due northwest once you come to the road.
Remember to take the narrow pass slightly off to your right. This will give you a small element of surprise over Bone Head and his crew, but the moment you start firing off shots you’ll grab everyone’s attention. You’ll be contending with bandits as well as couple of tougher bruisers. Siren’s can take advantage of their phasewalk ability and warp to different areas of the camp and staying on the move, taking out bandits and finally focusing in on Bone Head last. Soldiers will want to use their turret to keep Bone Head’s crew busy while you have the opportunity to focus all of your attacks on Bone Head. Berserkers will want to go right into rage mode and go straight for the bone clad leader. Hunters should keep their distance, using a sniper rifle and their carnivorous bird, Bloodwing, should enemies get too close.
No matter who you are or how you do it, use all of your resources at your disposal you will prevail over Bone Head. The digistruct module can be found in a chest in the northeast corner of Bone Heads camp. It will be flashing green, if you have trouble finding it. There’s also a hefty amount of cash for the taking as well.
With digistruct module in hand it’s time to head back to the defunct Catch-a-Ride station. Simply head back through the hidden pass and head back down the road, to the southeast, from where you came. Along with your standard monetary and experience reward, Scooter offers to show you how to operate the station and your first vehicle. We’ll cover this in the next part of the guide.
It’s off to Skag Gully again to do some work for T.K. The blind man needs your help collecting some Bladeflower seeds so he can grow some crops for winter. These seeds can be found in the intricate cave tunnels of Skag Gully.
Entering Skag Gully you’ll want to follow the downward sloping path from the first skags nest. This time you’ll want to turn right when you reach the bottom of the slope and follow the path northwest towards the quest objective. Along the path you’ll come across your standard fare of skags nest populated by mostly spitter skags and skag whelps. Dispose of them however you may see fit. Continue to follow the path north and you’ll come across a second, smaller skags nest. This time you’ll have an adult skag to deal with. These skags are much larger and much more ferocious than their smaller counter parts. Using your ability and best weapons will suffice in taking out the beast.
After wiping out the whole nest you’ll find the first Bladeflower seed to collect on your right as you’re facing north.
Continue following the path northwest through the narrow walled path. You’ll come to a ledge overlooking a clearing with a boulder in the center. More skags will be patrolling the area. As soon as they take notice they’ll charge up the path towards you. Take out this onslaught, then grab the Bladeflower seed at the turn in path that leads down to the clearing.
The third Bladeflower seed is sitting atop a small ledge overlooking the clearing you stepped down into. The small ledge will be to your right. Walk to the other side of the clearing to another raised ledge. This will give you a jumping off point to reach the small ledge and access to the third Bladeflower seed.
I know it’s going to sound like I’m repeating myself, but bare with me. Hop back to the raised ledge to continue north toward yet another ledge and another clearing. The drop is much higher, which means you won’t be able to backtrack once you hop down. Make sure have everything and jump down. There is a rather large skags nest with plenty of adult skags, spitter skags and skag whelps so get ready for one intense fight. Once the last of the skags has been killed you’ll find the fourth Bladeflower see, again to your right on a ledge. There are no special means to reaching it; the path will lead you to the seed.
After collecting it turn around back to the path, which will lead you to the mouth of the spooky cave. Okay it’s not that bad, but dealing with all of those skags definitely makes it seem like a nightmare.
The fifth bladeflower will be located at not far in from the entrance of the cave and will be located on your left, diverging just off the main path.
The sixth Bladeflower seed is located deep inside the cave. Follow the path south, but be careful. A group of skags will come down the path off to the right of the main path to ambush you. Kill them. If you want follow the path they came down from and you’ll find an opening covered up by grass. This will lead you to more skags, but also a nice red weapons chest which will definitely be worth your time. If not continue on the main path deeper into the cave.
The sixth Bladeflower will be on your right as you walk along the path with no fuss from any skags.
As you round the corner you’ll come to find the seventh Bladeflower seed. But, between you and it is a skags nest with one pissed off Badass Skag. Put together your best weapons and make sure your ability is fully recharged. Attack the badass skag first, dealing with the other, smaller skags as they come. Most importantly stay on the move. The badass skag has powerful swipe and can create devastating shockwave by pounding on the ground with his feet. When the beast and his minions are dead it’s time to collect the seventh Bladeflower seed on the other side of the nest.
Following the path up to the ridge over looking the nest you just cleared you’ll find the final Bladeflower seed tucked away to your right near a naturally made window. Grab it and be prepared to face-off with another badass skag. Use the same tactics as last time and stay on the move to keep distance between you and him. Jump down to the last skags nest if you need more room to fight him. With him dead take out the smaller skag whelps and spitter skags to clear the area.
At the end of the path you’ll come to a ledge, which leads you back to area where you found the first Bladeflower seed. Before you hop down loot the nearby chest for ammo and hopefully some awesome guns. From there head back to the Arid Badlands to collect your reward from T.K. Now your ready for Bone Head.
Weapon: Liquid Sniper
Okay, so you’re not quite ready to take on Bone Head, yet. It may take some more experience to hit that comfortable level 10 to take him on. Lucky for you T.K. has plenty of work for you to do. Pick up both quest, but go for T.K.’s Life and Limb first. T.K. wants you to get revenge on the bastard skag who took his leg. The pooches name is Scar and from what T.K. says about him he isn’t to be trifled with. Bring your best firepower as Scar won’t be wretching it up anytime soon and I’m sure you don’t want to deal with it coming out the other either.
Head to Skag Gully. Walk south, the same direction towards Nine-Toes hideout. Instead of continuing south under the arch, take a left from the skags nest you originally cross over. It will lead you down a sloped trail towards the quest objective. Continue in the northeastern direction and around the small mound jutting out from the ground. A skags nest lies on the other side with some tougher Skag Whelps and your first encounter with some Spitter Skags. The name explains it all. These vile little creatures hawk acidic spit your way which needless to say can do a number on you.
Once their dead continue along the trail. You’ll come across another nest as you head up a slope and two splitting paths. In order to reach Scar you have to continue following the north-northeast path. The path will bend north and you’ll be introduced to another new enemy type: the Rakk. These flying creatures will swoop down you in swarms dealing serious damage due to their sheer numbers. A shotgun is highly effect in covering their spread out formation when they attack. If you don’t have one available a rapid fire weapon will do well enough.
With them out of the way continue on. As the path slopes up two more paths will diverge. Take the path to your left to reach Scar, instead of the right which just leads up to a ledge. Although, if you’re a sniper it could be used for an excellent perch to get a few pot shots on Scar. Whatever method you decide to use Scar will begin charging you. Fire at the beast and stay on the move. If you’re a berserker do the opposite and charge right at him and use your fists. If you’re a siren put your best fire or caustic elemental weapon to use. He’ll have small gaggle of skag whelps and skag spitters fighting for him, but maintain your focus on Scar as he’ll reach you before any of them will.
Once you bring the beast down he’ll cough up T.K.’s leg. Kill the remaining skags that may be attacking you and start heading back towards the Arid Badlands to an appreciative T.K. and a lovely reward. Along with a lot of money and experience he will give you his prized shotgun T.K.’s Wave. The gun fires a blue energy wave that will devastate enemies. An excellent weapon for you soldiers and berserkers out there. Time for T.K.’s next errand, then it’s time to take on Bone Head.
Weapon: T.K.’s Wave
Last time you made the trip into the Wasteland you were given two new Bounty Board quests. One will bring you back to T.K. and he’ll provide some more quests for you. The other will introduce you to the vehicle generating Catch-a-Ride Station. You can choose either at your leisure, but I recommend setting up the Catch-a-Ride Station first so you can finally have access to vehicles.
Scooter, Pandora’s enthusiastic mechanic, crackles over the radio not long after you pick up the job. He maintains all of the Catch-a-Ride Stations on Pandora and the one in Fyrestone is on the fritz. But given he’s human and can’t be everywhere at once he’s going to need your help to fix it.
You’ll find the broken down station across from the Fyrestone Gate. After checking the station and running a diagnostic, Sooter was right. Now it turns out a nasty fellow named Bone Head (doesn’t entirely reflect his intelligence) has stolen the Digistruct. The only way you’ll get it back from him is, well, by doing what you always need to do in Pandora to get anything back: kill him.
You receive a small 108 experience award for this part of the mission. I would recommend moving on to some of T.K. Baha’s missions as taking on Bone head will be out of your league. Earn some more experience first then head back to take on Bone Head and his crew.