Borderlands: The Pre-Sequel (Xbox 360) achievements

Borderlands: The Pre-Sequel (Xbox 360)

4.1 from 2362 votes

There are a maximum of 63 Borderlands: The Pre-Sequel (Xbox 360) achievements (50 without DLC) worth 2,658 (1,370)

28,595 tracked gamers have this game, 1,438 have completed it (5.03%)

3.8 from 35 votes

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3,094 tracked gamers have this dlc pack, 1,176 have completed it (38.01%)

There are a maximum of 10 achievements worth 574 (245)

There is 1 review | Estimated completion: 5-6 hours

Achievement Details

Secret Achievement in Borderlands: The Pre-Sequel (Xbox 360)

Secret Achievement136 (50)

Continue playing to unlock this secret achievement. (Secret)

  • Unlocked by 1,277 tracked gamers (41% - TA Ratio = 2.71) 3,094  

Achievement Guide for The Gift that Keeps on Giving

Mobius Evalon
407,360 (206,041)
Mobius Evalon
Achievement won on 27 Mar 15
TA Score for this game: 2,658
Posted on 27 March 15 at 11:51, Edited on 12 April 15 at 19:25
This solution has 25 positive votes and 2 negative votes. Please log in to vote.
Warning: this achievement is testy -- for the time being I'm going to hazard that it is host-only or buggy. I completed all 9 modes and 9 modifiers with a friend as host and I did not receive the achievement when he did. I had to complete all 9 modes and modifiers again on my own before the achievement unlocked. I have a theory where dying during the round means you receive no credit for those modifiers if your coop buddies finish the round, the problem is that I did not think to specifically record which ones I was alive for while playing and was unable to test this. If you're cooping this achievement then I recommend you keep a list of the ones where you were actually alive at round end, since if this theory is correct you will only have to re-play a few modifiers instead of all of them.

After you complete the campaign, a new side mission pops up that requires you to take a dongle from Deck 13.5 to The Cortex. After doing so, the bossfight area at the end of the campaign becomes a 3-round arena. To play one match of the arena, you must choose one modifier from the two outer consoles, choose a difficulty from the center console, then pay a toll of $14,450 to begin. This means you'll need a bare minimum of $130,050 if you never fail a round, since you must pay the toll again even if you run with the same modifiers. Obviously you'll lose more cash for dying as well, since dying is the only way to fail.

The achievement text is slightly misleading in that there are simply 18 modifiers that change how the arena plays as opposed to any unique modes, etc. The lowest difficulty is the cupcake, and you are not required to play on any higher difficulties for any reason unless you want to challenge yourself.

On the left console, you have the choice of:
Half gravity: does what it says on the tin.
Operation vacu-suck: the arena is an oxygen-less vaccuum. At the time of writing, this modifier is apparently broken because the arena still maintains atmosphere and does not deplete your oxygen.
Mag density: every weapon has 3x as many bullets in the magazine but takes 4x as long to reload.
Hyperspeed: weapons swap and reload almost instantly. Movement speed is also increased for every mob in the arena, but the enemies seem to get a much larger boost than vault hunters do.
Flow: moving faster deals more damage.
Acid shoes: the hardest modifier by a long shot. The modifier tooltip specifically says "being on the ground causes corrosive damage", but this is more accurately described as constant, stacking acid damage if you have no vertical velocity. It doesn't matter if you're standing on level ground, the corner of a wall, or the razor-edge of the blue shielding -- coming to a stop to stand on anything causes damage. To make matters worse, shield immunity to acid damage does absolutely nothing to help. I tried using an alkaline shield and it made no difference whatsoever. Others report shields that can regenerate faster than the acid damage hurts you, but I can't independently verify that. The way I ended up getting around this one was just camping on the jump pad just outside the arena entrance to the right, so I was constantly yo-yoing up and down for the entire match.
Vampires: your health constantly depletes and killing an enemy refills it to maximum. At the time of writing, a second wind kill does not refill your health and requires an immediate kill thereafter, so you could be looking at a long chain of DBNO's ending in an insta-death.
Bloody good: using your cn_LB action skill drains your entire shield and two-thirds of your health over a period of approximately 10 seconds. At the time of writing. the health drain effect also extends into DBNO state and has the capacity to insta-kill you.
Glass turtles: health is reduced to 10% but shields are buffed to 300%.

On the right console:
Butt slayers: increased slam damage.
Rocket arena: decreased rocket damage (approximately halved I think), but faster reloads and infinite ammo for rocket launchers.
CQB: shotguns, laser splitters (the guns that fire three beams simultaneously like a shotgun), and melee attacks (including e.g. tossing Athena's shield) all receive a damage boost.
Rangefinder: sniper rifles and laser railguns (the ones that fire one beam) receive damage boosts.
Torgue approves: all Torgue weapons deal increased damage.
Laser show: all laser weapons receive a damage boost.
Spray and pray: damage boost when hip firing.
Critpistols: increased critical hit damage when using a pistol.
Moar DOTS: elemental weapons receive a higher chance to inflict their effect, plus elemental damage bonuses when a single enemy is affected by many elements.

There is a possibility for the third round to be a boss fight instead of a simple wave of enemies. The game also requires you to loot the chests inside of the consoles before you can turn in the mission to get any credit for the modifiers used, so you'll be doing a lot of selling or tossing junk onto the floor.
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