|
| Level | Money | XP | Gear |
|---|---|---|---|
|
17 |
$617 ($925 with Bonus) |
1451 |
— |
Fink’s Slaughterhouse
Things start to heat up a little in the second round, as you’re likely to encounter Psychos and Shock-Nomadics along with the always-pesky Rat Thief. The latter aren’t necessarily concerned with hurting you, but they do steal money, weapons, and even ammo and Eridium from your Backpack. Take them down, and quickly gather up all of the loot they have stolen from you. Note that you must manually pick up any stolen money.
One of the biggest threats during Round 2 comes from the plethora of Suicide Psychos you’re likely to encounter. Monitor the minimap closely at all times and watch for fast-moving red blips, as they’re either Psychos or Suicide Psychos and it’s best to not take any chances. Turn in their direction and backpedal away as fast as you can—and don’t forget that the grenade they drop upon death is still live!
Each wave typically ends with just two or three tougher foes. This is the most dangerous time because it becomes that much harder to get a Second Wind if you get knocked down. Be ever mindful of your shield and health levels, as well as your position in the arena versus that of the remaining enemies, and anticipate when you might be downed, making timely use of your Action Skill or a grenade.
Getting downed with nothing but a healthy Badass Midget in the vicinity? The odds of you getting a Second Wind aren’t too high.