Borderlands 2 Dwarven Allies Gate Won 39;t Open

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Minette Mccandrew

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Aug 5, 2024, 5:18:36 AM8/5/24
to eancarover
Theres a big black hole in the middle of my Mines of Avarice map and I can't seem to uncover it. I've tried entering from the gated side in the canyon and from the dwarf fortress to no avail. I've tried hopping on the wall decorations, using the blue rune for extra melee power, solving the cube puzzle, and doing the other quests in the area. How do I uncover this last part?

I just accomplished this myself. Assuming you have already finished the main story mission for this area, return to the eastern portion of the map and kill the Gold Golem. Afterward you will notice the surrounding molten river will turn a greenish hue. Backtrack west to a small dwarven complex (which you had to pass through to reach the Gold Golem). You will notice a gate leading to the blocked area is now opened.


Dwarven Allies is a story mission in Tiny Tina's Assault on Dragon Keep given by Roland. It continues the journey to the tower of the Handsome Sorcerer through the Mines of Avarice, home of the dwarves.


The first stop towards reaching Ragnar is Camp Dwarf Torture, where orcs have taken over part of the mine and converted it towards the purpose of torturing dwarves. This area on a ledge can prove hazardous when battling the resident orcs, as their knockback attacks can send a Vault Hunter over the edge, or into one of the spike pits in the area. To make matters worse, their leader Warlord Turge can level himself and his fellows five times, transforming the orcs into far more powerful opponents. The orcs can be lured to safe fighting positions however, and most will follow almost to the safer battleground at the entrance if they are shot at to keep them chasing.


Ragnar can be found beyond the torture room, guarded by other dwarves, and with minimal other threats in the vicinity. The meeting doesn't go according to plan however, when Brick's influence leads to a Vault Hunter punching Ragnar to death instead of talking to him. As a result, the dwarves all become hostile for the remainder of the Mines of Avarice.


The way out is clear, and lies beyond a bridge at Wizard's Crossing briefly blocked by the wizard Claptrap. The gates remain shut, and can only be opened by assembling four dwarf runes. Claptrap holds the key to this information and by the time anyone catches up with the little robot, he has made his way to Stoneridge Crag. Although Claptrap gives up the first rune (unwillingly), the area is inhabited by Rock Golems that attack in sequence, followed by a Badass Iron Golem. Again, high clifftop ledges present a danger when fighting enemies with knockback attacks, so adventurers would be well advised to stay well clear of the edge while fighting.


The second rune is protected by more dwarves and a jumping puzzle. The puzzle consists of levitating rocks that provide stepping stones over a lake of lava to reach the stone on which the rune sits. These stones rise and fall, and ordinarily cannot be traversed to reach the rune, but after one fall into the lava new stones appear, providing an alternate path around to the right. These are mostly just timed jumps, although the second-to-last stone scrapes under another, knocking characters off if they are caught there. By waiting out this close pass between the two rocks before landing on the small one that passes underneath, a Vault Hunter can then land on it and have enough time to jump to clear before it passes underneath again. There is only one chance to reach the final rock, which provides one last easy jump to the rune.


In the event that players continue to fail the jumping puzzle, any fall into the lava results in a character respawn with no reconstruction fee. After repeated failures, a magical stone bridge simply extends to the rune, providing a simple walk. This bridge also appears if the puzzle is successfully completed, and with it comes another dwarf ambush.


The third rune is gained by completing another puzzle at the Gilded Forge. This puzzle is a memory puzzle. The cube is initially lowered by activating the surrounding six crystals in any order. Once lowered, the crystals will fire lightning at the cube. The crystals should then be activated in reverse order from which the cube indicates to successfully solve the puzzle. After the first failed attempt, an optional objective to punch the puzzle will circumvent any further need to complete it, however, if a Vault Hunter punches the puzzle, they will no longer be able to access the chest and vault symbol that resides on the other side of the rune.


The fourth rune is in possession of Greedtooth, a dwarf leader who appears to be trying to fill the void left by King Ragnar. He refuses to give it up and attacks in his Gold Golem. The fight can be halted by attacks on the Weird Ass Magic Globe, a magical tankard that flies around inside a force bubble. The entire bubble presents a target area, and can soak up a surprising number of hits before being destroyed. Destroying the tankard completes an optional objective to release Greedtooth from his curse, although this only results in a brief respite before Greedtooth recognises the king's killer and renews his attack.


The Gold Golem leaps onto the field of battle for three stages of the fight. It is a tough opponent with a long-range fireball attack and a mid-range energy beam supplementing physical blows. For each third of its life diminished it will return to Greedtooth's starting position and rain down fireballs while basic dwarven units rush out instead. Occasional Aerial Golems will also provide air support with energy beams of their own while the Gold Golem remains at a distance. Finally, with the Gold Golem's destruction, the way is clear to retrieve Greedtooth's rune and return to Wizard's Crossing.


A Game of Games is the final story mission in Tiny Tina's Assault on Dragon Keep. It is a multi-area mission starting at the end of the Mines of Avarice, proceeding through Hatred's Shadow and the Lair of Infinite Agony, before finally finishing with the assault on Dragon Keep.


The first stage of A Game of Games begins just inside the Mines of Avarice then continues the story through the ascent to the Handsome Tower. Initial enemies are orcs residing in the lower reaches of the area, presenting a strong case for Vault Hunters equipping themselves with incendiary weapons and being capable of dealing with targets at all ranges. The rocky canyons eventually give way to human fortifications where groups of knights are better handled with corrosive weapons, and again the open environments ensure that combat will be conducted at all ranges. One good news is that the orcs and knights will attack each other. Sorcerers can also be found among the knights in the upper reaches of Hatred's Shadow, unleashing potent shock attacks from within the knights' ranks.


An ambush awaits at the Hall of Hyperion, where knights of all kinds, and their sorcerer allies, pour into the chamber in waves. Defeating all of these opens the way to Handsome Bridge where the Handsome Dragon reappears, and a boss battle ensues.


The bridge is exposed to attacks from the dragon, but there is limited cover at the gate to it. By crouching down, characters can actually retreat back under the portcullis to relative safety if they need time to heal. If the character dies, the respawn point is on a ledge from which they can shoot at the dragon through the gate; weapons that fire homing projectiles can be useful here. The dragon attacks by pausing in its flight to bombard targets on the bridge with fire balls. It also periodically drops a clutch of young onto the bridge and these baby red dragons have fiery attacks of their own as well as their physical strikes. It is highly suggested to stay near the gate to reduce the chance of being knocked off the bridge by the baby red dragons. Roland again gets dropped into the action part of the way through the fight. He is able to withstand innumerable blasts from the Handsome Dragon and his Scorpio Turret provides frequent support fire.


The dungeon is formed with a long row of dark chambers, populated with spiders, skeletons, and wizards. Upon reaching the first lift (which is non-operational at this point), a fast travel station will appear on the right, which can be activated for easier access later. In each chamber, a switch with the appearance of a dwarven rune must be activated to open the door to the next chamber.


Characters will then enter the Chamber of Woe, which holds a puzzle corridor consisting of four platforms moving at different speeds between the ceiling and floor. Simply running over the top will ensure that a character is crushed against the ceiling, however gaps underneath the platforms also provide momentary safe zones to traverse the puzzle by a combination of running over the top and dropping underneath. The platforms have a cycle that has all four reaching the ceiling about the same time, so this provides a cue to start the run, and quick movement is essential to complete it before the platforms all line up again. At least one Vault Hunter must run through the puzzle to a lever on the other side which disables it. Being crushed will cause a Vault Hunter to respawn at the New-U station on the entrance side with the reconstruction fee.


Near the end of the dungeon, Roland will reappear and lead the way to the last boss fight area, and the Sorcerer's Daughter. When she is released, she transforms into a hybrid of wizard and spider and starts attacking. She will stay on upper area and fire spells at the Vault Hunters, often leaping down to leech health, an act indicated by the presence of green healing symbols in front of her. At times an orb will appear around her that blocks all attacks, and will only occasionally disappear, at which point she will become vulnerable. Large groups of various spiders will also emerge and attack throughout the fight. The entrance to Dragon Keep will appear when she is defeated.


Dragon Keep is primarily occupied by skeletons, but also has a few knights and wizards at various points up the ascent. Explosive damage weapons offer a universally effective weapon choice, and other elements are selectively useful on the various enemies. At the end of the spiral path around the outside of the Handsome Tower is a teleport pad that will transport the Vault Hunters to the top level to fight the Handsome Sorcerer.

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