

Shooting a giant scorpion-esque monstrosity in the face is the ur- Borderlands, after all. Some of Borderlands 2’s best writing comes in the form of repurposed genre fiction, as evidenced by the Lynchwood and Captain Scarlett story arcs, and a hunt seems like the perfect, low-key excuse to shoot guns at terrifying creatures. On the one hand, I understand the desire to use the safari adventure story as a jumping off point. The “witch doctor” enemy class brings a touch of the Magical Negro stereotype, effectively rounding out Big Game Hunt’s problematic vision of indigenous black people.īorderlands 2: Sir Hammerlock’s Big Game Hunt (PC, PlayStation 3, Xbox 360 )ĭeveloper: Gearbox Software, Triptych Games The premise sends our intrepid Vault Hunter to the yet-uncharted continent of Aegrus, which is populated by dark-skinned, facepainted, spear-wielding “savages,” whose vocabulary consists of “ooga” and “booga.” Sir Hammerlock’s Big Game Hunt, the third downloadable campaign for Borderlands 2, has the dubious honor of bringing that tradition into the new year. Trotting out tired, well-worn stereotypes about poor people in Ireland and the American South is picking low-hanging fruit. These depictions are offensive at worst, and boring at best. I was disappointed to find the illiterate, incestuous, and NASCAR-obsessed Hodunk family roaming the Dust I expect that Gearbox’ Irish audience weren’t thrilled to see the Zafords depicted as whiskey-addled leprechauns.

Grab one and head back to Sir Hammerlock to earn your reward for all your hard work.It’s a good thing that Borderlands 2 doesn’t often touch on real-world culture over the course of its kitschy, ostentatious sci-fi romp - the times where it does have tended to be low points.
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Inside will be a vending machine with shields in plentiful stock. The elevator will descend will bring you to the safe house. With the fuse in hand head back to the elevator and plug it in. The group will consist of brats and adults so stay on your toes while taking them out.

The angry apes will charge down from their nests as soon as you pick up the fuse. Grab it and get ready to fight some bullymongs. The fuse to the elevator is near the fuse box you shot. Shoot out the fuse box hidden behind the field and the electric wall will disappear. You’ll just end up hurting yourself and looking like an ass. Don’t listen to Claptrap when he tells you to run through it. Blow up the tank and he should no longer be a problem. There is an explosive gas tank up on the balcony with him. One will nest himself in the red and steel gray building to the left of the electrical field. As you move further into the camp more bandits will show up. Take the bandits off guard by destroying the barrels, then heading in and sweeping the rest of them clean. Follow the same tactics as the Crimson Raiders outpost you cleared. There are couple elemental barrels in the vicinity. This bandit outpost is crawling with marauders, psychos and some killer marauders to make things more difficult. It’s short way south from the outpost and you’ll notice it by the massive electrical field flashing nearby. The robot attempts to defend himself over the ECHO, but also, more importantly, points in the direction to find the fuse to the lever. According to Sir Hammerlock, ClapTrap had attempted to “integrate” with the machine. Then you’ll only need to take out the remaining two bandits which should be relatively simple since they’re only low level marauders.Ĭlimb the steps to the second level and on your right is the lever to the elevator you need to reach the shields. This will ultimately kill both guards, if not make them easier to kill. When the two guards are both within range of the barrel shot it or lob a grenade to deal some incendiary damage. Keep your distance from the outpost so the guards remain unaware of your presence. There is an incendiary barrel on the lower walkway. Two on the lower walkway and two on the upper walkway. The outpost will be crawling with four bandits. Hop down to the field and continue towards the outpost. Several bandits will appear to prevent you from reach the ice field, but put your guns and grenades to good use and they’ll be dead in no time. The outpost is located west across an ice field follow the path down to a small bandit out post. Leave Liar’s Berg by way of the northwest gate. The old Crimson Raiders outpost carries such equipment and Hammerlock points in that direction. With every nasty beast and bandit gone from Liar’s Berg, Sir Hammerlock suggests a new shield would do you good for the trials ahead.
