Thankfully, there are a couple of Medi-Gels within to help resuscitate fallen comrades. The other set of charges brings you lower into the ruins and through a Destroyer. Charge through them and navigate through to the control room above to operate the shutter controls. This opens up the door below, making way to the second set of charges, Medi-Gel and power cells.
Remember to scavenge the area for Iridium outside—there should be two caches. The geth have amassed in numbers and are waiting for you back outside. You can flank them at the top, but you play a dangerous game that way since the top level catwalk is baked entirely in sunlight. This, at the very least, takes care of the Heavies present.
Once calm has swept over the area, plant the charges on the blockade and get out of the way. The door leads to a slew of goodies: tons of credits to be had and a Kinetic Pulsar upgrade. The real goal here is to communicate directly with Tali via the communications console. Tali unlocks the previously secured door, allowing you to proceed on with the geth annihilation.
The door slides open, and at first, you see a Medi-Gel station, but a little further down you encounter some recon drones with built-in camouflage features. Hopefully, your other squad members can zero in on these little buggers while you concentrate on the fast-approaching Primes.
Fight your way to the other side and step through the door. When you examine the controls, the shutters open and reveal a very deadly foe: the geth Colossus. It is as self-imposing as it seems.
Speak to him to learn the lay of the land and discuss the angle of attack. There is a large middle area that separates you from the Colossus. While the Colossus has the luxury of following your every move and shooting fiery projectiles in your direction, you will have to work to get close to the giant.
In the meantime, geth enemies in all shapes and sizes inundate the battlefield. The sunlight is also still an obstacle. We found it relatively easy going up the left side in the safety of shade and slowly advanced on the Colossus. The geth were annoying to deal with, but as long as you duck behind cover they do go down without too much of a problem. Your teammates should also be close behind, and they will help you finish off some of the stragglers.
Unload your best weapon on the Colossus. You need only blow through the self-regenerating shield. The rest is history. Tali unlocks the massive door behind it. Enter the room to pick up some extra credits from the damaged geth and speak to Tali. As soon as the new Normandy team is assembled as stipulated by the dossiers, the Illusive Man wishes to speak with Shepard this may also happen when you recruit only Tali and one other.
Take not that once you decide to step into the debriefing room to initiate the meeting you will go through with the mission immediately. In this meeting, you learn that a Collector ship has been disabled by some turians during a fierce battle.
He would like the Normandy crew to board it and investigate, as this is the best chance for gathering any information on this threat, especially information regarding their homeworld. As you navigate through the eerie and gloomy interior of the ship, EDI reports that this ship is the same one as the one that attacked Horizon. Perhaps there are survivors onboard?
The crew finds an empty pod that may have been used to house the human prisoners. More astonishing news awaits you at the control terminal, revealing the true lineage of the Collectors.
Afterwards, you rummage through a stockpile of weapons and are given a choice of upgrading your skill in using a current weapon or attaining weapon proficiency for a weapon that you normally are unable to use. Just a few steps farther down you get to hit up a weapons locker, replenish heavy weapons supply, and pick up a nice batch of Element Zero. Continue up into the larger room, where your attention is turned toward the ceiling. Hundreds of pods dangle like lifeless bats from the ceiling—a very disturbing image indeed.
Press on toward the incline and inspect the Collector technology at the top for some credits. Stay true to this path and veer to the right to a computer terminal, which yields the Ablative VI upgrade. The path ahead slopes steeply upward, bringing you higher and higher up on the ship. Keep your finger on the trigger and prepare yourself, for no place ever remains as calm as this when Collectors are involved.
The command console ahead is the final trigger that springs the trap, leaving Shepard and crew clawing their way out of this one. Collectors have been lying in wait and now launch their attack in full-scale. Several platforms float in to meet yours and plop several drones and Guardians on your plate. Blow through these guys as quickly as you can although never compromise protection from cover in favor of getting off that last shot. EDI is tasked to full capacity, as she is battling hacks from every which direction; be patient as she works to get you out of there.
In the meantime, remain under cover and prioritize killing the Harbinger first should he arise. Recall that the Harbinger is only able to synchronize with nearly dead troopers, so kill off any Collector with only a sliver of health.
The Collectors may keep you under the illusion that their numbers are endless which, in all honesty, could very well be true , but they will eventually stop coming. There are power cells on the far platform if needed. EDI asks you to manually re-connect her with the system, so return to the panel glowing green.
The Collector ship has begun to regain power, and so the time has come for you to jettison. Hop off the platform and run through the tunnel. On the way, pick up the Medi-Gel and credits. The Collectors will not let you off the ship without a fight. Collectors swoop in from all over and fill the cavern with sounds of their clicking and gunfire. Husks and Abominations are thrown into the mix as well.
There are Element Zero, a Medi-Gel, and power cells to be scavenged in the area. EDI forces open a door that will allow you to escape, but those plans are temporarily put on hold when a Praetorian rears its ugly head in the fight. The strategy for dealing with this hindrance is exactly the same as it was when you first encountered it back on Horizon.
It regenerates its shield and pursues you with dogged perseverance. We suggest weaving up, down, and around the two ramps and adjust yourself accordingly to protect yourself from fire. EDI pulls through with a brilliant door hack. Stay on course to obtain credits, a Multicore Amplifier upgrade, and the last Collector push before you successfully escape.
Collectors quickly converge on your position and attempt to pin you down, but patiently battle it out as you have been and you will be able to continue on. Fall back as the horde grows, but use Biotics as they become available to tear these things up. Run toward the shuttle and make the great dramatic escape. The Illusive Man explains that it was a necessary evil, but also that he believed Shepard would be able to succeed. And succeed he did.
Cerberus now has intel on a derelict Reaper ship. Before that, we highly recommend forging stronger relationships with your crew members by taking on their loyalty missions. Not all of them require completion, but would be highly recommended. You will be dealing with a Husks and Abominations.
After entering the ship itself, it activates its shields, preventing crew extraction from the Reaper ship. Eventually, the path narrows out onto a catwalk littered with combustible explosives—a good indication of the ambush to come. Husks start hauling themselves onto the catwalk. Run forward and trigger their appearance to gather them all, then run back and wait for these horrors to run by an explosive, prompting you to finish them all off in one swift move.
You will want to utilize this strategy for dealing with Husks as you progress through the Reaper ship. Some useful Biotics for mowing down Husks also include Incinerate and an area of effect Pull. Pass through the Husk-filled area only to be met with more Husks, but they are purposefully dispatched by an unidentified sniper. This friend or possibly foe? Nearby you can pick up a Cerberus sniper rifle, some credits, and valuable Platinum. Ready your weapons as the going is about to get tough.
Further ahead hordes of Husks along with a Scion pick a fight with you. Wait as long as you can to demolish all the Husks at once with an explosive and keep backpedaling to gain distance between you and the approaching enemies. Abominations are also a target here, and the resulting splash damage from killing one can inflict damage on Husks as well. Biotics like a fully upgraded Charge, Pull, Slam and Incinerate should work quite well here.
Check the far back of the area for a Medi-Gel and a Lattice Shunting. Turn onto a diverging catwalk to a locked door. What you find beyond the locked door should surprise you, but attending to more threatening matters takes precedence: Husks pull themselves onto the walkway and start lumbering toward you. Not long thereafter, a Scion files in behind as well. Fall back to the wider, more open space to properly maneuver around this madness. Biotics work best at ripping apart the Husks instantly.
Progressing along this area only calls forth more Husks, Abominations, and eventually a Scion. At the very least, you have several Medi-Gel stops as well as a number of credit terminals.
Check near the bottom of the stairs for power cells and a Cerberus shotgun for a boost to shotgun damage. After inspecting the terminal for credits, you start heading down only to be stopped in your tracks by the approach of not one but two Scions as well as the usual flood of Husks and Abominations.
Afterwards, bypass the security door and head inside to take the Reaper IFF. The mysterious sniper from earlier is hunched over the Reaper core, frantically working on something as he is assaulted by Husks. He fends them off with ease at first but eventually becomes overwhelmed and unconscious. This is where you step in to mop up the remaining mess. Husks and Abominations clamber onto the platform from both sides. Eliminate them all, check the laptop on the left side, and then target the Reaper core.
The Reaper core closes its protective shield after sustaining some damage and unleashes legions of Husks. Keep whittling away the health of the core until it is completely destroyed. Shepard and crew decide to bring the stranger they meet onboard the Normandy. Miranda, Jacob, and Shepard argue over what to do with the hitchhiker. You decide his fate. He would make a welcome addition to this powerful team, offering a number of useful techs.
However, be warned that embracing him as a companion may close down social avenues with Tali. If you still want to activate him, head to the Crew Quarters and enter the room beyond Dr. Once the very last mission is underway, you will not be able to change the events that are about to transpire. We highly recommend that you delay it until you have upgraded all necessary things, secure loyalty for all crew members or making amends with those who have not pledged their loyalty , and generally done all that you plan to do.
The outcome of the final mission can change significantly depending on these factors. Joker recommends that Shepard and his crew use the shuttle to reach the next mission, but things go horribly awry. The Normandy finds itself in incredible peril once again. Shepard is away, and Joker must be the one to save the ship. Guide Joker through the ship, following the lighted path, while the rest of the crew sacrifice themselves to keep Joker safe.
EDI makes an inappropriate joke in this time of crisis—great, an AI with a dire sense of humor. It is risky business, but you must steel yourself against what is to come if you are to ever rescue your crew—nay, the galaxy. First, before going to the Omega 4 Relay and partaking on the suicide mission, we highly recommend that you delay the mission until any still pending loyalty missions have been completed and you purchase all available Normandy upgrades.
Every Normandy upgrade you do not get results in the loss of a crew member en route to the Collector base. We also advise that you upgrade your own weapons and armor to their full potential if possible. Caution: There may be major spoilers ahead, but the following information is of paramount importance to achieving success.
He has no more relevant information for you that would be any aid. Some laser-shooting space sentries called oculus assault the ship, and it is during this crisis that—if you neglected to upgrade the Normandy—you start losing team members permanently, up to a total loss of three initially with the real potential for more soon. From hereon, too, your squad choices will determine who survives and who dies. We speculate that those crew members whose loyalty has not been gained may die first.
During the battering of the Normandy—on two separate incidents—an oculus breaches the ship, and Shepard must deploy a fire-team to face it. Depending on who you choose to be on your fire-team each time is a major determinant for who dies if without upgrades. The oculus wields a powerful laser and often disappears in the midst of the battle.
During this brief stalemate, rummage around for ammo if you need it. The armor covering the oculus is impervious to Biotics and can only be taken down by maxed out weaponry or heavy weapons in general. A trained technician must infiltrate the base via the vents to open the central gates for the attack squad. A second fire-team must help keep the technician safe. At this point, you have to choose the most ideal candidate for these roles. For the trained technician position, the obvious choice falls on either Tali or Legion, depending upon who is alive.
If neither is alive, the person you send may meet an unfortunate end. For the fire-team leader position, prior experience in combat situations is a plus. Miranda, Jacob, or Garrus fits the bill perfectly.
When choosing your own squad, know that this mission pits you against enemies with Biotic barriers and armor. Bring anyone with Biotic powers like Warp, Incinerate, Overload, etc. Head away from the landed shuttle and begin breaching the base. The Collectors are on their way and meet you in the big room.
Torch these small fry and vault over the obstacles to get moving. Your technician informs you that he or she in our case it was Tali requires some assistance in removing a blockade.
You need to disable a total of eight valves in a timely manner. If pressed for time, ignore them and hit the valve button first. Rush through to hit the remaining seven valves and save your game before you activate the last one. The next leg of the mission summons the powers of a skilled Biotic user to protect the squad from the Collector swarms. Samara or Morinth or Jack would be qualified for this task. Again, you will need to assign another fire-team leader. And once again, Miranda, Jacob, or Garrus would do just fine.
An escort needs to accompany the survivors back to the ship. Anyone who is loyal can carry out the task, but we recommend Mordin as this guarantees his survival even if he is loyal he has been known to kick it. Your Biotic specialist it was Samara for us creates a massive dome-shaped Biotic barrier to keep the swarms out and only the swarms.
Bullets can still freely pass in and out of the shield. You must stay within this barrier throughout the long walk. When enemies show up, the Biotic specialist is kind enough to hold steady while you take care of the threats. Later on, you start encountering Husks, Abominations, and a Scion. As you near the door to the central hub, the Biotic specialist begins to tire—holding up a barrier of that magnitude is quite taxing—but simply move forward to advance to the next sequence. Next, the team gears up for the final showdown, but some preparations need to be made first.
Some people need to stay behind and hold the defense line. When you choose your own fire squad, pick the weaker, non-defensive types like Tali, Jack, etc. Keep in mind that this hand-picked crew will stay with you for the remainder of the game. The people you do not pick remain behind to watch your back.
The stronger the defensive skill of the crew members that stay behind, the stronger the likelihood that the entire group as a whole lives.
Your personal squad hovers away on the platform. Other platforms spiral in and bring waves of enemies, a scenario that should be reminiscent of the encounter back on the Collector ship. The last platform holds two Scions and some Abominations. Conserve your ammo here as much as possible, using a combination of Biotics and well-placed shots to take down your foes. Afterwards, activate the end platform to move toward the center of the station.
The full horrors of what the Collectors have been doing are realized and must be stopped. You must now destroy each of the four feeding tubes that empty its contents into to the massive central structure. The tubes become vulnerable intermittently when the protective shutters open up and expose its orange contents, usually after a round of Collectors arrive.
Once all the feeding tubes have been destroyed, the Illusive Man interjects and forces you to once again make a choice that will certainly have sweeping consequences on humanity. Choosing to save the technology gives you a myriad of Renegade points, whereas destroying it garners a wealth of Paragon points. Either way you still have the monstrous creation to deal with. Empty all your weapons on the mechanical abomination at one of several places: the eyes, the mouth when it charges up its primary laser beam attack, or the chest cavity.
When it charges up its laser beam attack as evidenced by the large mass of energy collecting at its mouth , you have a couple of seconds to unload on its mouth before the attack goes live, at which point staying behind cover is the wisest choice. The monstrosity tends to duck down and pull itself back up in cycles. Any weapon whittles away its health, although the biggest hitters are, of course, weapons like the particle beam, the Cain, etc.
Mission complete! You have the option to continue tying up loose ends in the current game like side missions and whatnot , or starting a new game plus with the same Shepard. Well, now her past has finally caught up with her, and she desperately beseeches your help. Her contact Lanteia is on Illium at the Eternity Bar.
When you speak with her, she notifies you of the plan to get Oriana to safety. After the conversation, you must choose your third crew member since Miranda will obviously be a mainstay for this mission. We recommend bringing someone like Garrus to round out your squad.
A welcoming party at the warehouse takes an aggressive approach at first, but stays their ground in the hope of a peaceful negotiation. Work your way through to the elevator in the back of the warehouse.
Miranda has been withholding some details and fills you in on the missing parts. The elevator drops your team off at the shipping yard. Ingress further to trigger the appearance of a half-dozen or so Eclipse enemies on the other side of the conveyor belt. A few explosive containers sprinkled in close proximity will ease the weight of this battle. Continue on to find a Medi-Gel, the Microfield Pulsar upgrade and some credits from a locker. Locate the security terminal in the opened container to the right to glean a few credits.
Scan the downed soldier as well for an upgrade to increase your Medi-Gel-carrying capacity. The next area features the standard enemy fare, but be sure to give a thorough search through the opened containers here for refined Element Zero as well as some easy credits from the PDA and the security terminal on the wall.
The path to the next elevator door becomes riddled with the likes of Vanguards, who are much more aggressive and protected than their peers. If needed, there is a Medi-Gel station right next to the elevator and some power cells near it. Things turn out in ways Miranda had never imagined. Overcome with the feeling of betrayal, Miranda turns her pistol on her most trusted friend. Now is the time to deal with Enyala.
Enyala is not alone. She has her whole cavalry at her beck and call, but some of them can be dispatched almost immediately by shooting the cargo of explosives moving overhead. Enyala is sporting a barrier and armor protection combo, so expect her to absorb quite a bit of firepower before taking the real damage. You must kill off all the enemies within the area to advance the storyline. Scope out the area once the battle is over to find credits from the security terminal and a locket lying atop a crate nearby.
This locket belongs to an Asari near the entrance to the trading floor back on Nos Astra. Board the elevator to watch the rest of the cutscenes and conclude this mission. When you go to see Jacob, he seems very distraught. He requests that you take him to the site for further investigation. When you reach the planet, you need to scan the planet surface for the distress beacon. Dispatch the probe once you have and land the shuttle.
Some very strange things have befallen the Gernsback crew, as evidenced by all cryptic messages from the voice logs and the holographic beacon. Head around the corner along the grassy path to find a woman—she has trouble articulating her exact thoughts due to some mysterious neurological degeneration. The conversation gets cut short when some feral hunters appear.
These guys are rather tough despite not wielding any protective equipment. After spilling their blood, check around to salvage parts and continue up the hill to land upon a small settlement. Continue through the camp to see what else you can turn up. Get the mech to explode on the blockade and free up the path. Continue the trek along the cliffs, past the LOKI patrols, to some spare parts, power cells, Medi-Gel station, and ultimately an expanse featuring walls of barricades posted all over.
You can expect more hostiles, although this time not from fodder like the LOKI mechs but from more formidable opponents, such as brainwashed survivors and a YMIR mech. The YMIR mech should instantly top your kill list, so cut through this troublesome machine quickly before the humanoids get the chance to close on you.
With the immediate threat neutralized and all enemies out of the way, forage the area for Element Zero and credits from a PDA. Head through the door and follow the path all the way to a spaced-out Ronald Taylor.
Through this encounter with his father, Jacob finally closes this saddening chapter in his life and is ready to commit himself fully to the mission at hand. Back on the Normandy, Jacob discovers who exactly forwarded him the beacon signal from Gernsback. With this, Jacob has his Barrier Biotic unlocked. She has traced her old Cerberus facility back to a planet called Pragia and wants to go there as soon as possible. Jack confides that her intentions for going are anything but nostalgia-related.
Jump to the Dakka system and set the course for Pragia. Descend the ramp to enter the seemingly empty facility. The terminal in the back still functions and releases credits when you override the security system. Be sure to plunder the still functional devices for credits as you move through the facility. All is disturbingly still and silent, other than the soft pitter patter of the rain gently pounding on the building surface. Just when you thought it was safe to lower your gun you can vaguely hear howls of varren.
Put down the galloping varren and continue past the courtyard. After checking the security log in the hallway, proceed down to find a fresh varren kill. This facility was supposed to have long been abandoned. Bypass the door next to this varren to find a crate of Element Zero. So much for being alone. Perfectly live Blood Pack scum begin to open fire when you step foot in the next room.
You may have some questions for them, but this is certainly no time to be mulling over these puzzling circumstances. The gunship does not need to be destroyed yet, as it will quickly withdraw, but you can sometimes get a pot shot in just to damage it.
Past the spot with the Vanguards, the docking bay widens out and is full of the usual Eclipse enemies including Heavies. You can then dash across it to reach a good position for taking on the Eclipse emerging at the other end of the bay. In the room after this fight is over is another power cells and another medical station with medi-gel. If you didn't collect the M Scimitar Assault Shotgun before, this is the second location one is available for pick up. There is a Data File you can listen to with audio from Elnora in which she admits to killing the volus, which can be later given to Detective Anaya.
After another auto-save point, Shepard's team emerges at another docking bay with a trio of LOKI Mechs and power cells directly ahead. Once the mechs are down, the way forward is a hackable door on the far side of the area reachable only by crossing a bridge.
However, the gunship from earlier will return to do battle with Shepard when you are halfway across the bridge, so don't cross until you're ready to take it on. This gunship behaves more or less like other gunships, alternating between volleys of rockets and its mass accelerator cannon, both of which should be avoided.
It flies back and forth around the area, occasionally flying away from the docking bay, then returning to hover in the air close to the ground. After the battle with the gunship, grab the power cells if you hadn't already done so, then cross the bridge. There are several thermal clips scattered around the docking area, as well as a med-kit with medi-gel to the right of the hackable door.
Bypass the door to continue after you've picked up everything you need. Inside the room will be a Shipping Manifest that confirms that Pitne For was smuggling Minagen X3 and red sand for the Eclipse, which initiates the Smuggling Evidence assignment. Moving onto the next room there is a drugged volus named Niftu Cal , who is a captured employee of Pitne For.
The Eclipse apparently injected many drugs into him. He is amusingly delusional and believes he is a biotic god. Shepard can encourage him to charge Captain Wasea , the local Eclipse commander for Renegade points or, using a Paragon interrupt , Shepard can knock him out for Paragon points.
Moving forward into the next area, there will be a weapons locker, a medical station with medi-gel , and the third and final chance to pick up the M Scimitar if you still have not picked it up. The next area is a boss fight.
Captain Wasea is protected by both a barrier and armor. Once both of these layers are down, disable her with an ability like Pull before she has a chance to raise her barrier again. Note that she can't recharge her barrier while she still has armor.
She will also have several Eclipse Heavies and Sisterhood Initiates with her; on higher difficulties the Heavies have shields while the Initiates have barriers. Throughout the battle, Captain Wasea will throw toxic canisters at you, exploding where you are, requiring you to move and change cover as your toxicity meter gets high, so keep an eye on this.
She also uses many biotic attacks. Eventually after the battle continues for a while, Captain Wasea will lift the heavy cargo containers behind her and retreat up to a new area where there are even more toxic containers to throw around, and more enemies. Note: If Captain Wasea is killed quickly, the heavy containers won't get moved, and the area will remain closed to the player. There are no credits or other items available in that area so there is nothing to be missed if you kill Captain Wasea quickly.
Combat Strategy: The best strategy is to focus on taking down Captain Wasea as fast as possible rather than killing the weaker mercs first, as the weaker enemies continually respawn, entering the area from an elevator on the far left of the starting room or the far right of the rear room once Wasea retreats there.
Hitting Wasea immediately with Stasis if you have it will stun her long enough for you to unload a lot of damage and possibly take her out right away. Heavy weapons such as the M Avalanche or Arc Projector can be effective at neutralizing the other mercs in the area.
The Avalanche is particularly effective as it will freeze but not kill the other mercs, preventing new enemies from spawning while you deal with Wasea. Alternatively, firing the M Cain at Captain Wasea the moment the battle starts will instantly obliterate her and any other mercs present, but be careful as getting hit by biotics or rockets will interrupt charging the shot.
On the desk where desk Captain Wasea originally stood before the battle started is a datapad that Shepard can pick up with the information Samara was looking for. Pitne For is standing outside the police station. If Shepard talks to him, he will ask if Shepard found a shipping manifest. You can choose to give it to Pitne For to finish the Smuggling Evidence assignment for 9, credits and 5 Renegade points, or hold on to it. If you saved Niftu Cal earlier in the mission, then he will be present as well and you can talk with him.
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User Info: wikikiwis wikikiwis 11 years ago 2 listen to the dialogue. Samara says that Pitne For is involved somehow, so it's time to have another chat with him. When you return to the Police Station grounds, talk to Pitne among the crates to press him for what he knows.
Pitne For admits he doesn't know the name of the ship, but gives you a copied passcard so you can find out. You'll also learn why the Eclipse killed his business partner Dakni Kur: they sold them a drug called Minagen X3 that vastly increases biotic power, but taking too much will kill you they neglected to mention that part.
Minagen X3 is also incredibly illegal, hence why Pitne wants to leave before Samara finds out by being around the crime scene. That's pretty much all you need, but if you wish you can head back inside the Police Station and talk to Anaya and Samara for a bit more dialogue.
To continue, head into the elevator door to the right of the entrance to the Police Station. As soon as the elevator doors open, a lone LOKI Mech will assault the party while they're still on the elevator, so quickly do away with it. Then, get off of the elevator and head left through the door. Remember that hazardous substance Pitne For told you about, Minagen X3?
That stuff is in containers all over the place here. Shooting it can hurt enemies, but it can also poison you. If you walk into the orange smoke, a meter will appear at the bottom of the screen. Exposing yourself for too long will kill you, so be quick when you need to run through! Your best bet is to avoid blowing those containers up at all, but that's not always avoidable. When all is quiet, head into the room at the far end and check the right-hand corner.
Here you can find a Scimitar Assault Shotgun , and a Weapons Locker nearby you can use to sort out your loadout. Now face the way forwards, towards a staircase. Check to the right of the staircase to find a door you can open, where after a lengthy and investigative cutscene you'll talk with an Asari called Elnora. Once you run up the stairs, breach the door and have your weapons at the ready moving forward.
There's more of that Minagen X3 stuff in containers all over the place, including near your position, so be certain you don't stand in front of it, or stray bullets will strike them. You'll also want to avoid hitting any while you're fighting, since the damage potential to yourself is too high.
Move forward, using cover as you kill enemy after enemy. When the path swings leftward towards an office, expect the last remaining LOKI Mechs and Vanguards to attack you with full force. There's plenty of cover to use, thankfully, but again, those Toxic Canisters can be a real pain. If you're forced to run through the gas, just be sure your toxicity level doesn't fill the entire bar, or you'll perish before long. With the enemy contingent here effectively nullified, you can breach the office-like room where most of the enemies were streaming out of.
Directly on your right will be a staircase leading up, but before you use it, be sure to explore for loot:. Then, climb, climb away, where you won't find much that you've already dealt with. The tight constraints of the field of battle here mean that you'll be more in danger than ever of getting struck with the toxic gas all around you. The peskiest enemies at this particular location is no doubt the LOKI Mechs at the far end of the room.
You can reach them on foot, so you'll just have to shoot from from a distance. To continue, head leftward and you'll spot yet another staircase leading up. Before taking it, though Next you'll have to go over one of the staircase bridges to cross to the other dock and to the doorway where the enemies are coming from, downing the Eclipse along the way.
As for that Gunship, we'll deal with it soon enough. Makes sense in a way: after all, Pitne let you know that all Eclipse sisters must kill to earn their membership. Once you're done feeling either vindicated or a bit guilty, go through the door in the back of the room, then down the tunnel and through another door.
Remember that Gunship we told you to ignore just a little while ago? Well, you're going to be dealing with it soon.
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