Destroy that which you hope to save




















If you destroy the facility and dispose of the Cardinal: The Angara held captive there die, but the facility is destroyed and that makes the Moshae pretty happy.

Jaal will initially be angered by your decision, but will eventually come around, which is pretty ice cold. As with a lot of other choices in the game, this decision is really less about the narrative consequences and more about determining what kind of Pathfinder you'll be.

Will you negotiate with the Kett to save innocent lives, or will you insist on total war and no quarter? Likewise in the room with the node there is a corner on the near side of the node where Shepard can easily become permanently stuck. In the room with the node are more Thorian creepers; now you have two options on how to deal with this problem. However, you lose out on the experience points they provide, and the node's health is directly proportional to the number of living creepers "attached" to it, so it will take longer to kill while the creepers are still alive.

The other option is to shoot the node and when the creepers rise up then deal with them, then get back to shooting the node. When the node is dead move up the rubble and to the next level.

The next room contains even more creepers and another clone. If you are sneaky enough, then you can throw the clone off and then you only have to deal with the creepers. Move into the room and take out the creepers and then look to your left as you can see the node from here.

The best way to deal with it is to shoot it from this room and deal with the creepers as they come, otherwise you can get overwhelmed very quickly. Put your squadmates in cover near the door and start shooting the node and then deal with the creepers as they come down the tunnel.

Eventually you will run out of creepers and the node will run out of health and blows up. Move into the room where the node was and then put your squadmates in cover near the door as the next room has more of the same.

Just shooting down the tunnel should be enough to attract their attention. So deal with the creepers and the clone as they come. When you are done head into the large room and decrypt the medical station at the other end of the room before going into the room with the node. When all the creepers or the node is destroyed, head up the rubble and onto the next level. Remember that each time you destroy a node a new clone will spawn, so it's often wise to wait for her before advancing.

If you can see on the radar that the enemies aren't advancing on you, a few shots fired in the air will often get them going. When you get up you can throw the clone or a creeper off the ledge. Unlike the rest of the rooms this one opens to the right and has a lot less enemies than the three previous ones. Take down the clone and creepers as they come, throw a few off for a few laughs, and then turn around and shoot the node.

You can even do that first but remember you will lose the exp. Once the node is destroyed head down where the node currently blocked you and you arrive at the first staircase.

Tip: Assuming you shoot this node before proceeding forward, the batch of sleeping creepers on the stairs ahead will awaken in your midst. However if you proceed forward to the sealed doorway and then return to shoot the node, these creepers will never awaken. So depending on whether you are going for maximum experience points or minimum risk, you can choose the scenario you want. Head up the stairs and then you will be forced to deal with those creepers that you had to bypass earlier.

They will wake up, in droves, and attack along with the clone while you are trying to climb the staircase to the last node.

Take them down with shotguns, powers, gunfire, and any grenades you have left. When all the enemies are on the ground, resume climbing the stairs and onto the final level. Once on the top there are two rooms with creepers, and a final clone. Take down the ones in the middle and then get into cover and use the same tactics as before, or whichever tactics that work best for you. Note: You can avoid the spawning of the seventh Asari Clone by shooting the final neural node at a distance from the next room and never approaching close to the room the node is in.

This makes the final section a bit easier but lowers your experience reward. When you have dealt with the final creepers, finish off the node and you are treated to the nodes you destroyed collapsing and the Thorian falling into the abyss.

Then the scene jumps to a pod like structure and another asari - but this time violet-skinned instead of green - falls out. She starts talking and she introduces herself as Shiala and she served Matriarch Benezia. Talk to her and you will learn that Saren came to get the Cipher and understand the disjointed images from the Beacon on Eden Prime. She will tell you that Saren gave her to the Thorian in exchange for the Cipher and then tried to kill the Thorian to keep Shepard from getting to it.

Apparently Saren knows that Shepard is searching for the Conduit and is doing everything possible to stop Shepard. She will give you the Cipher and then her fate is in your hands. You can choose to kill her, or allow her to help the colony to recover, which will affect the colony's survival chances. Either way you head back up to the colony automatically when the dialog ends.

The ExoGeni personnel are here from their bunker, and will greet you with either respect or distrust as you learn the consequences of your actions for the colony's future. Your results here can be predicted by a simple formula, as follows:. Colony health is cumulative, so 11 surviving colonists and three sidequests nets a health of 14, for example.

Colony leadership is not cumulative; if Jeong agrees to help, it doesn't matter what you do with Shiala, you still only get 12 points. So, for example, if you kill Shiala and Jeong, you need to spare at least 13 colonists, or spare at least 9 colonists and complete all four sidequests. If you convince Jeong to help, you only need to do one sidequest or save one single colonist. Meet this bar and the remaining colonists will thank you for your help and cheer about the colony's newly bright future.

Fall short, and they'll dejectedly explain that the colony is being shut down. With this conversation done, you can talk to the various people left, trade with Ledra if he survived , give Gavin his data if you recovered it but delayed turning it in , or simply head straight back to where the Normandy is docked and leave this planet behind.

If you have Liara in your party she will offer to join your minds again to try and make sense of the vision, but the meaning will remain elusive. You can also choose to report to the council or not. If you do they make comments about the Thorian and how it was a problem and they should have been informed. Also they comment about if the colony was saved or not.

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If you choose to destroy the facility, Jaal will shoot the Cardinal instead. Your team and the Moshae arrive at the facility's Rooftop, where you will have to fight many kett. This is also the final autosave in the kett facility. Head to the end of the roof to await evacuation and battle against Chosen and Anointed.

Despite being weakened, the Moshae puts up an angaran bioelectric field reminiscent of the biotic specialist's bubble in Mass Effect 2 's Collector Base: The Long Walk , though her field is more about greatly increasing shield regeneration.

The Moshae can get hit and she may complain about being injured, though she technically cannot die in this segment. She moves forward as a certain number of enemies are killed, always beelining for the nearest cover. When there's nobody left she turns off her field and runs for it. Unlike in Mass Effect 2 there are no Seeker Swarms to worry about if you leave the bubble, so feel free to mow down enemies at your own pace.

If you have been playing multiplayer , the level topography is similar to Firebase Vertigo 's, give or take a few things. There are no lootable nor scannable items in the rooftop, just strategically-placed supply caches. When your squad and the Moshae have reached the other side of the rooftop, instructions dependent on your decision about the exaltation temple are relayed to Commander Heckt. More Anointed emerge from the way you came in, and now they're bringing a Fiend possibly more, if it is defeated quickly.

A 1 minute 29 seconds timer for shuttle arrival starts shortly after the deployment of the Fiend. Simply do your best to survive until the ship arrives. The Moshae will put up a field again to help, but if she gets shot or the Fiend or Fiends manages to reach the platform, she will move further toward the back, taking her regeneration field with her.

As with the Cardinal, stay out of a Fiend's melee range as it can deal insta-kills. No wonder even the Moshae is spooked. Once the timer is done, run to the shuttle that has appeared. If you opted to destroy the base, the kett tower explodes behind you. Back on the Tempest, the Moshae is in the medbay. She informs Jaal and Ryder that the facility is for "exaltation," which involves the kett stealing and manipulating the genes of other species. She adds that, despite the purpose of the facility, she was instead regularly questioned by the Archon about Remnant tech.

She knows that Ryder wishes to see Aya's vault, and agrees to take them. Note: You're free to roam the accessible parts of Heleus once you regain control. The only requirement to finish this section is to land on Aya.

The Moshae is allegedly happy to answer any further questions you may have, but she'll spend one session in the Tempest recuperating in the med bay and isn't actually in a talkative mood. If you have other destinations beside Aya, the Moshae will be able to talk by the time you return to the Tempest after debarking and conducting your business elsewhere.

You can use this time to check up with the Tempest crew and some people beyond the ship, since a lot of them will have opinions on exaltation. On emails, you will receive four messages. When you land on Aya, a cutscene ensues where you'll have four chances to steer the conversation. Paaran Shie greets the Moshae's return along with Evfra and a number of onlookers. The outcome remains the same: Paaran declares that Aya is open to the Initiative from now on, and you may now explore Aya freely.

Two objectives will appear later in the journal: Follow the Moshae to the Aya vault and Investigate the Aya vault. These are automatically completed since the next few moments after taking the shuttle are expository cutscenes where you'll have some chances to comment on the unfolding reveals. When Ryder lets SAM activate the vault's console, it shows a galaxy map where all vaults are connected to a central vault called Meridian.

Unfortunately, the Archon has already been there, but has not been able to figure out how to use it, according to Moshae Sjefa. She promises to gain Evfra's cooperation to combat the Archon. His trail leads to Kadara Port. The priority mission Hunting the Archon starts automatically. Ryder lets Tann know that Aya has opened an embassy for the Initiative. There will also be an angaran delegation on the Nexus. After the Moshae's rescue, concerned citizens show up on the Nexus and request the Pathfinder's opinions.

In the Common Area below the stairway near Avina a woman harbors some doubts about the angara. You can encourage her to have some trust in two slightly different ways. In Operations below the stairway near Nakmor Kesh 's office, a salarian wants to know if there can be peace with the kett. Destroying the facility provides no benefit for the final mission. From: Kallo Hello Ryder, Quite the rescue! The Tempest isn't intended for these kinds of operations, but she's performing splendidly.

Not that I encourage you risking your life for stress tests or anything. Still, well done. I spoke to the Moshae when I happened past medbay. She left an impression, I must say. Patient, but remarkably driven.



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