|**Rewards:** 948 XP, 89 dollars, Class Mod|
It’s time to enter Concordia, so make sure you are in Serenity’s Waste and get ready to jump across the broken bridge. While a vehicle will likely assure your safety, it is also possible to jump the gap normally. However you do it, once you cross over, head into the building and onwards to Concordia.
Follow the path until you come to a Claptrap unit called CU5TM-TP. After a few choice words, he hands you a ticket, so grab it and then follow him until he stops and you’re told to give him the Orbatron. With that out of the way, head on through and complete the decontamination process. This involves going into the chamber, getting hurt, then taking the health from Nurse Nina.
Once you finish with this, you can head into the town. Feel free to explore, but there isn’t much you can do right now, so head to the elevator and take it. Unfortunately, halfway up the elevator will stop and you’ll be forced back down. It turns out the Meriff doesn’t want any visitors, but Jack knows someone else who can help.
Head over to the bar and you’ll find the person not there, but Jack mentions some ex-Vault Hunters are hanging around. Talk to Roland and he says he can’t help and to talk to Moxxi. You’re introduced to her, so go talk and she’ll mention to place some transmitters around town to triangulate the position of the jamming signal.
The bad thing is she doesn’t have any on her, but she mentions to go to the customs and retrieve some Moonstones for her. Head to the first marker, which is the bank, where you can store items for that character only. The second stop is the customs locker, where you can store items that can be accessed across all characters you make.
Of course, it turns out the CU5TM-TP had the Moonstones on him the entire time, so grab them from his hand and head to the next marker, which is the Black Market. Here, you can trade Moonstones for upgrades, such as increasing the max amount of ammo you can carry for any weapon type, as well as other things. For now, pick any upgrade and you’ll also get the transmitters.
Attaching the Transmitters
It’s time to attach the transmitters, with the first one marked on your map. If you can’t find a way to get up there, Moxxi will pinpoint a location telling you how she would start climbing your way up. There’s an awning you can jump on in the north part of the town that’ll lead onto the roof, where you’ll eventually reach the first spot.
Attach it, then hit the transmitter, although the signal will be too weak. Stick to the rooftops and make your way to the second spot, only to find it protected by an electric field. Make your way to the switch nearby and use to shut the field, then attach the second transmitter.
There will be one more to plant, but it’s on the tower above the Meriff’s office. To get to it, you can jump and boost to get onto the area that’s just below the tower, then using one of the machines on there to jump to the tower area. Once you land there, three turrets will appear and begin firing, so destroy them and plant the last transmitter.
It seems the relay drive gearbox was damaged, so Moxxi says to look through the debris of the turrets to find another one. Grab it and place it on the spot, then everything will be all set. All that’s left to do is head to the control panel and activate it to start tracking the jamming signal.
It turns out it’s in a place called Crisis Scar, so head to the waypoint and attempt to get out of the city, only for the Meriff to chime in and lock down the place. Head back to Moxxi to find her missing, but you get told she’s in her secret room, so go to the marked slot machine and pull the handle.
Press the device inside the machine, then go into the secret room to talk to Moxxi about a secret exit. She’ll agree to help you, as long as you don’t tell anyone about what you saw. Talk to her to finish the mission.