When Can You Get “The Good, The Bad, and The Mordecai” in Borderlands 2?
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The side quest “The Good, The Bad, and The Mordecai” in Borderlands 2 becomes available after completing the main story quest involving Wilhelm and his power core. Specifically, once you defeat Wilhelm, retrieve his core, and turn in that quest back in Sanctuary, you will trigger Chapter 9 of the main storyline. Immediately after this, the “The Good, The Bad, and The Mordecai” side quest will become available at the Bounty Board in Sanctuary.
How to Initiate “The Good, The Bad, and The Mordecai”
Step 1: Complete “A Train To Catch” and “Wildlife Preservation”
Before you can even think about pursuing “The Good, The Bad, and The Mordecai,” you’ll have to work your way through several main quests. This includes the quest where you first encounter Mordecai atop a tower in the Tundra Express area called “A Train To Catch”, and then the Wildlife Preservation story quest where you get the Claptrap upgrade from Bloodwing’s collar.
Step 2: Defeat Wilhelm
The next crucial step is facing and defeating the imposing robot boss, Wilhelm. This story-driven encounter is a mandatory part of progressing through Borderlands 2. Successfully defeating Wilhelm is pivotal for triggering the next chain of events.
Step 3: Return to Sanctuary
After your hard-fought victory against Wilhelm, make your way back to Sanctuary. This return is not just for celebration; it’s necessary to advance the story.
Step 4: Turn In the Quest
Once you are in Sanctuary, find the NPC that gave you the Wilhelm quest. Turning it in is crucial! This action not only advances the main narrative but also unlocks new content, specifically the side quest we’re focusing on.
Step 5: Check the Bounty Board in Sanctuary
After turning in the main story quest, the Bounty Board in Sanctuary will feature a new side quest titled “The Good, The Bad, and The Mordecai.”
Step 6: Accept the Quest and Begin
Once you’ve located the quest on the bounty board, simply accept it. This will officially initiate the quest, allowing you to follow the quest markers and begin your adventure.
What to Expect in the Quest
“The Good, The Bad, and The Mordecai” is an engaging side quest that takes you through a series of challenges and environments. Here’s a brief overview:
- Travel to The Dust: Your journey starts by fast-traveling to The Dust.
- Locate the ECHO Recorder: You will need to locate an ECHO recorder in The Dust that provides further instructions to proceed to the Friendship Gulag.
- Fight through the Friendship Gulag: Navigate and battle through the enemies in the Friendship Gulag.
- Find the Final ECHO Recorder: You will then need to find another ECHO recorder in the Friendship Gulag which will direct you to the cemetery on Boot Hill in Lynchwood.
- Head to Boot Hill: The final leg of this quest involves travelling to Boot Hill and dealing with more enemies before completing the quest.
Frequently Asked Questions (FAQs)
1. Can I start “The Good, The Bad, and The Mordecai” before defeating Wilhelm?
No, you must complete the main story quest involving Wilhelm and turn it in at Sanctuary to unlock this side quest. The game is designed to gate this content behind that progress point.
2. Where exactly is the Bounty Board in Sanctuary?
The Bounty Board is located near the center of Sanctuary, often close to Scooter’s Garage and the fast travel station. It’s a large board with blinking lights and posters of wanted criminals.
3. What level should I be to attempt this quest?
It’s generally recommended to be at least level 20 or higher to attempt “The Good, The Bad, and The Mordecai.” This level range ensures you can handle the enemies and challenges within the quest.
4. Does Mordecai appear in this quest directly?
While the quest is named after Mordecai, he doesn’t appear directly within the quest itself. You are following clues and ECHO logs left behind to unravel the story.
5. Is this quest part of the main storyline?
No, “The Good, The Bad, and The Mordecai” is a side quest. It is completely optional but offers good loot and story details.
6. What kind of rewards can I expect?
This quest provides good experience, cash, and a chance to obtain useful weapons, sometimes unique items, as loot from enemies.
7. Is there a unique weapon tied to this quest like “Rakkaholics Anonymous”?
Unlike “Rakkaholics Anonymous” which rewards the unique Sloth sniper rifle, “The Good, The Bad, and The Mordecai” does not guarantee any unique weapon as a direct quest reward.
8. Can I repeat this quest?
No, like most side quests in Borderlands 2, “The Good, The Bad, and The Mordecai” is not repeatable on the same character.
9. What are the primary enemies in this quest?
You’ll encounter a variety of bandit-type enemies, including psychos, goliaths and midgets, throughout the quest, particularly in the Friendship Gulag and in Boot Hill.
10. Is this a difficult quest for solo play?
The difficulty of the quest depends on your character’s build and gear. It can be challenging for low-level or poorly equipped solo players but remains achievable with proper tactics.
11. Is “Rakkaholics Anonymous” related to this quest?
Yes, indirectly. “Rakkaholics Anonymous” is a different optional side quest given by Mordecai which also becomes available after completing Wildlife Preservation so both can be completed around the same time. However, they are separate.
12. Where can I find Mordecai after the Wildlife Preserve quest?
Mordecai can be found in Sanctuary after the Wildlife Preserve quest. However he is also at the top of the tower in Tundra Express where you first meet him for the “A Train to Catch” quest.
13. Does completing this quest affect any other side quests?
No, completing “The Good, The Bad, and The Mordecai” does not interfere or affect the availability of other side quests in Borderlands 2.
14. Does this quest contribute to any in-game achievements?
No, this particular side quest is not tied to any specific in-game achievements.
15. What kind of ECHO logs are in this quest?
The ECHO logs in this quest provide story background and add to the Borderlands 2 narrative, often telling stories of bandit behavior and schemes.