|
| Level | Money | XP | Gear |
|---|---|---|---|
|
30 |
$674 |
3945 |
— |
*Money and XP may vary based on player’s level at start of mission.
The Wrath of Mr. Boney Pants
After a long and tiring journey, you, uh…arrive instantaneously at the Unassuming Docks of Potentially Little Importance. Travel east down the Sandbar of Infrequent Walks, battling new Skeleton Swordsman and Skeleton Archer enemies.
When you approach the town gates, Tiny Tina spawns in a boss dragon that promptly destroys you. Don’t waste any ammo trying to fight it—it’s unbeatable. When called on her Bunker Master excesses, Tina sheepishly replaces the dragon with Mr. Boney Pants Guy, a midget skeleton who has a lot of HP but little else to fear. He isn’t even resistant to fire like his comrades are.
Inside the small hamlet, continue east past the houses and up the hill toward the mountainside keep. There are plenty of treasures and secrets here in the Unassuming Docks, but for efficiency’s sake, you can read about those later, after you pick up a few side quests that also take place in the area.
A multitude of skeletons spawns in to stop you as you head up the sandy path to the gates of Flamerock Refuge, but you can always run ahead to the transition point to shake them.
The ol’ RPG stand-by of skeletons being weak to fire doesn’t fly in “Bunkers & Badasses”—in fact, fire is the one element skeletons are resistant to.
So, whose pants are boney now? Huh? HUH?
You’ll be back to explore soon enough. For now, move on to Flamerock Refuge to advance the introductory quest.
The Mad Whims of Mr. Torgue
In Flamerock Refuge, speak to the designated villager, who sends you to talk to Eleanor (aka Ellie). She’s standing just a few feet away—or at least, she will be when Tiny Tina remembers to put her on the board.
This concludes the speaking-to-townsfolk part of the adventure, but do make it a point to speak to the other denizens of the city; many have amusing things to say.
As always, Torgue makes a compelling argument.
Eleanor’s directions send you northeast to The Forest entrance in Perception Overlook. There, Davlin the gatekeeper lets you into The Forest. Or, at least, he almost does, until a last-minute change of plans inserts Mr. Torgue (of Mr. Torgue’s Campaign of Carnage) into your game. Hoo boy. As the newly minted gatekeeper, Torgue isn’t going to let you through until you prove your worth by, uh, blowing up the scouting blimps that protect the town.
The blimps are too far away to shoot directly, but all are tethered at the end of a pier, with Incendiary Barrels carelessly placed directly beside them. Grab your sniper rifle, and get to work!
For your next test of badassocity, make your way back to the town square where you met Ellie. Just to the north is Moxxi’s Grog & Girls—or at least, that’s where it’ll be when Torgue and Tina get around to writing it into the adventure. Talk to Moxxi, who asks you to bounce a pair of problem customers. After you punch each one, Torgue deems your efforts insufficient and demands that you punch one of the fleeing patrons so hard he explodes.
Travel north to the end of the pier with the “Closed for Your Safety” sign to target the first barrel.
The second blimp is tethered at the end of a pier in the Streetwise Wharfs to the south.
Return to Torgue to complete the mission, and Tiny Tina then wrests back control of her campaign by sending Torgue to the stocks and returning Davlin to his old position. You can follow Davlin into The Forest to begin the next story mission, but now is a fine time to pick up some side quests and take a good, hard look at Flamerock Refuge and the Unassuming Docks.
You won’t catch the patron by chasing after him. Instead, note the circular course in which he’s running and position yourself in his path, ideally on a thin bridge where he won’t be able to slip by you.
Flamerock Refuge
Flamerock Refuge serves as the hub city of Tiny Tina’s campaign, and it’s here you’ll pick up many of its side quests and find services like vending machines and a Quick Change station. There are also Challenges to pursue, including three Cult of the Vault symbols to discover and 10 pumpkins to smash. Because, you know, reasons.
The first batch of quests includes “Post-Crumpocalyptic” and “Critical Fail” from Moxxi, “Ell in Shining Armor” from Ellie, “Fake Geek Guy” from Torgue (now in the stocks in the town square), and “Roll Insight” from Sir Reginald Von Bartlesby.
Cult of the Vault
Travel east from the town square, and use one of the bridges to cross south to the ridge that has two houses. The symbol is on the east outer wall of the western house. Jump up some rocks to reach it.
In the Streetwise Wharfs, a thick rope tethered to the ground (west of the Seraph merchant) connects to an otherwise inaccessible elevated house. Climb up the rope, and drop onto the bedrock around the house; the vault symbol is on its foundation, below both balconies.
Smashing Pumpkins
There are 10 pumpkins growing in the northern part of this map, and destroying all 10 completes the second Challenge in Flamerock Refuge. Their locations are marked on the map and all 10 are in plain sight, so there’s no need to overthink this one.
Tiny Tina’s Lootsplosion
You can enjoy a new variety of slot machine at Moxxi’s Grog & Girls. As with previous models, Tiny Tina’s Lootsplosion machines offers a chance to win rare weapons by scoring the correct three-of-a-kind match. But her version also offers the possibility of winning them with a die roll if the slot machine turns up three dice (which seems to be its most frequent outcome). The prizes include cash money (three rainbows), a four-pack of Eridium (three BARs), grenade mods (three cupcakes), shields (three teapots), Seraph Crystals (three crystals, or an 18 or 19 on the die roll), and weapons of varying rarities. You’ll get a blue weapon from three detonators (or 13-15 on the die roll), a purple weapon from three rabbits (or 16-17 on the die roll), and a legendary or pearlescent weapon from three vault symbols (or a 20 on the die roll).