THE STORY OF HUMAN HISTORY. SINCE TIME IMMEMORIAL- Wait, wrong game. Welcome back, fellow Psychos, to my liveblog of Borderlands 2! In the last installment, we took care of all the sidequests in the area, and are now making our move against Captain Flynt. We begin by notifying Claptrap and Hammerlock that we’re ready, and the three of us set off. (Only Claptrap actually moves anywhere, but I suppose Hammerlock is with us all the same.)
Flynt contacts us and explains very clearly how this is going to go down; his first mate Boom Bewm (of the ‘Ripper’ Clan. As in, fleshripper.) is gonna kill us, Jack’s gonna pay him and he’s going to play hopscotch in my chest cavity. Sounds fun. We make our way through the first bandit camp we ever entered as Handsome Jack calls us, bragging about some diamond horse he has and asking if we’ll freeze to death. Now, apparently, ‘Piss-for-Brains’ was his first thought for a name, in honor of us of course, but he opts for ‘Butt Stallion’ instead. Joy. We reach a new camp, with a… Claptrap, when you told us a minute ago you had your own ship, I hope you didn’t mean the one cased over by ice. Apparently, he didn’t. That’s Boom Bewm’s ship.
BOOM
AND HIS BROTHER BEWM
Bewm’s a midget, by the way. The fight itself could be tricky, but it’s trivial for us. There’s three or four factors that you need to remember during the fight. Firstly, Bewm’s got a jetpack so he’ll hop around to you a small bit. Secondly, Boom is in a giant cannon. Yeah. Thirdly, destroying the cannon causes him to get out and toss around explosives. Finally, Psychos. Only a couple, but still. An explosive weapon and a little Buzz Axe Rampage fixes the problem quite quickly. Once that’s done, we discover the path is blocked by a large gate, Claptrap has the best idea ever – get on the cannon, which still works pretty well after being hammered at with an explosive shotgun, and shoot the gate down ONCE HE GETS OUT OF THE WAY.
Yeah, like we’re fucking waiting. The gate goes boom with Claptrap, and we proceed to blow up about a wave of assorted Marauders and Psychos from the cannon rather than getting out. After that, we proceed onward, one robot less, to the… oh god. Claptrap, I hope the giant barge with a mock dragon created on top was your ship. Speaking of, he’s alive. Greeeat. So begins a particularly lengthy escapade to Claptrap, who is being mugged, then to the top of the ship. I’d bother covering it if there was much of anything to cover, but there isn’t, other than us reaching Level 8.
Once we reach the deck of the ship proper, we begin the fight against Captain Flynt and the rest of his forces.
CAPTAIN FLYNT
BURN, BABY, BURN
The fight against Flynt and his men was rough. He hangs out above the deck proper for a bit, a group of marauders hammering away at you as Flynt tosses grenades. Kill the marauders first, because when you damage Flynt enough, he drops down and opens a door, letting out Burning Psychos. Kinda self-explanatory there. He then lights on fire and charges you as several vents on the deck spew fire periodically. Thankfully, while his defense against bullets was increased, his defense to axes was not, and our Buzz Axe Rampage took quick care of him. Once that was done, Claptrap directs us to his ship, a small boat in the back suspended by chains.
Now, forgive me for this episode being a third of the standard length of my previous installments, but this felt like a nice place to stop and I was particularly tired today, so the less I’m obligated to do, the better. Next time, we’ll be reaching Sanctuary proper... or will we? Stay tuned...