Where is arrival dlc




















Take out the guard, grab the credits from the locker, and then go down the stairs and through the door. Battle through the waves of guards in this area, then follow Kenson to the control panel and watch her back while she hacks the system to ensure their escape.

Shepard has to fight multiple waves of Batarians in this scene. The bar at the bottom of the screen displays Kenson's life; the lower it goes, the less likely the pair is to get out alive. Run left to close the gates when instructed, taking out guards along the way, then return to deal with more enemies coming in from the other side.

It takes a few minutes for her to hack the system before she rejoins the fight. Once you're down the elevator, target and shoot the three explosive locks to open the hangar doors and use the shuttle to escape. Aboard the shuttle, Dr. Kenson confirms her plans to blow up the Mass and details her team's finding of a Reaper artifact , as well as proof that the Reapers would use the Alpha Relay to enter the galaxy, hence their plot to destroy it. Kenson and her team learned about the Reapers' plans from Project Rho, the Reaper artifact they recovered, and Shepard wants to see the proof.

Arriving at Kenson's base facility, a countdown clock reveals how much longer until the Reapers invade. When reaching Project Rho, Kenson locks Shepard inside with the artifact and dozens of men fire on them to protect the artifact. Kenson and her entire team have been indoctrinated. Eventually, Shepard is overrun by enemies and shot unconscious. Shepard will wake up later in the medbay; he was drugged, but the modifications to their body caused the meds to wear off quicker than anticipated.

Use the nearby console to control the LOKI mech and direct it to take out the scientist and the other mechs. Once they've been destroyed, blow up the power panel to open the barrier. This involves staying alive against several waves of normal batarians, who are nonetheless lethal if they're allowed to concentrate fire. All of the waves come from the door you entered the area through, and you'll need to shut that door to buy some of the time you need.

Once it's shut, backtrack to Kenson's position and hold the door against three more waves of batarians. When she gives you the nod, go to the elevator and ride it down to the shuttle bay. You'll need to manually shoot out the locks on either side of the bay doors, and the trick is doing so without exposing yourself to lethal weapons fire.

Try only to go after one of the locks in the breaks between waves of batarians, then board the shuttle once the doors are open. You'll be automatically taken to Project Rho. Follow Kenson to the artifact's storage area, and watch as hilarity ensues.

You'll now need to survive ten waves of increasingly difficult enemies, concluding with a battle against a YMIR Mech. If you manage to make it through all ten waves, you'll earn the Last Stand achievement, right before the artifact itself knocks you out. If they manage to kill you at any point—and they might; they're very aggressive and support themselves with pyros, flash grenades, and flanking tactics—it's not a game over.

Instead, it just advances you to the next area. In the sick bay, listen to the research log, then use the control panel to take control of a LOKI mech. Shoot the scientist, then the four other mechs between you and the power junction near the exit door. Approach it to open the shield, then blow it up with your pistol. Use the weapons locker outside the medical bay to reequip yourself, then get ready for a running fight, out of the sick bay into the living quarters.

Standard Project security personnel have submachineguns and flash grenades, and are frequently accompanied by flamethrower-wielding pyros, who have way more health than they look like they should have a Project pyro has no armor or shields at all, but is one of the only organic enemies in the game with enough HP to soak up a body shot from the Widow and who will flat-out charge your position.

Elites have shields, and Engineers have barriers and know Incinerate. Salvage some mech parts in the living quarters for credits, then go around the barricade in the hallway. Watch out for a pyro in the laboratory in the next room, then grab a research log and credits from the far side of the room.

The next area has an engineer and an elite, with element zero for the taking on a desk. Take them out, then proceed to the Project control room.

There are two pyros, an elite, and an engineer here, in addition to a few normal goons. Dispose of them carefully, then use the console for a conversation scene radio the colonists vs. To begin Mass Effect 2: Arrival , Shepard will need to wait until they complete the mandatory story mission on Horizon. When they return from the Normandy after this mission, they will receive a message on their Private Terminal from Admiral Hackett. They can also have a short videoconference in the captain's cabin, during which Hackett will explain Shepard's objective to infiltrate the batarian outpost and rescue Dr.

After the conversation with the admiral, Shepard should travel to the planet Aratoht. Once Shepard enters the prison and chooses the Sneaking In or Guns Blazing path, they will need to complete all the main assignments in the DLC before they can return to the Normandy.

Your most meaningful decision as a protagonist is whether or not to shoot this same person to cut off their monologue. Worse still, this is our first real glimpse into Batarian space, famously isolationist and cut off from all but a select few foreigners. Yet all we really learn about them is that their military bunkers are apparently barely functional flophouses made of decaying concrete.

Stand strong in the face of a big battle? Still get knocked out.



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