Aratoht is the second planet. When you arrive, the Kodiak will drop you off and then quickly depart. Fortunately, there is a conveniently-placed power relay next to the door, solving this problem and opening the door. Head down the hallway until you come to an impassable obstacle -- a. At the bottom, you will encounter a Batarian War Beast a.
After it is dealt with, Shepard will say that this must be where the batarians send prisoners to die and that the Commander needs to get Kenson out of there. Activating the control here activates the bridge, so head back up and across.
Both sections contain similar information, but are more specific depending on which approach you plan to take. Warning: From this point until you rescue Kenson, engaging a batarian will cause you to lose the "Covert Action" Achievement if you don't already have it.
You can engage the two War Beasts you find, but don't shoot at the batarians. Furthermore, firing a shot at all or activating an ability even, rather counterintuitively, an Infiltrator 's Tactical Cloak can preclude you from getting the achievement, if you're too close to a batarian. As you continue, you will notice more dead varren all over, but keep moving. Head into the side room and up the ramps at the end of the hallway. When you reach the top, there is another power relay, and another War Beast.
Take down the War Beast before dealing with the power relay. Cutting the power here will disable some of the security lasers, but not all of them. Head down the hallway to the left, and as you round the corner you will see a door close and Kenson being lead into an interrogation chamber while telling the guards to get their hands off her. Remember also not to fire on any batarians or you will lose the Achievement as well.
Eventually you will reach a dead end, but turn right and shoot the explosive hanging under the pipe. This will cause a small explosion and the venting gas to ignite. Note: The Geth Plasma Shotgun will not damage the explosive—you'll have to switch to a different weapon. Rather, turn the valve to divert the gas so you can continue.
Head through the now open section and you will have two options: heading straight, or heading left but deal with the War Beast first. After you've picked these up, head back out, redirect the gas again by turning both valves, and then head up the ramp. As you get closer, you will hear two Prison Guards talking about something.
One of them says that someone wanted to crash an asteroid into a Mass Relay. The other says that it doesn't matter as they stopped them. Head through the door. Doesn't that rainy, fresh air feel good? Keep in cover. To your left are the two guards, talking about how interrogating a human is a waste of time and that it would be easier just to kill her.
Make your way around to the small passageway behind the truck, and disable the security beams in the gap leading to the platform above.
Once the beams are down, climb onto the truck, then onto the platform, and make your way into the structure. Stay on the second floor and head to your right. Once you have the iridium, go back the way you came and head down the other path, and move down and then back up the stairs.
Another guard will say that humans will do anything to them, and the first replies that they need to make an example of one Kenson. Keep to the walls for cover, and on the backside of one of the walls, an open door, but do not go into the room because if you set a foot over the threshold, then you will attract the attention of the guards.
Head carefully down the catwalk and into the hangar. When you enter the hangar, there's an announcement that a shuttle is incoming and to clear the hangar. Head through the door on the left and into a storage bay. Inside you will hear a guard talking about how he heard there was an artifact in the asteroid belt and asks another guard if he thinks the humans found it. The other guard replies that if they did, then they probably swarmed in and planted flags all around it. Inside the next room, activate the crane controls to clear your path, but don't go down yet.
Move over to the crane controls and activate the center button and then the left one to bring the crane over a crate. Activate the right switch to lower the crane.
Reactivate the right switch again to lift up the container. Now activate the vehicle lift to continue. Head to the door. Remember not to cross the beams. Cut the power, listen to the log, and grab the credits before moving on.
In the next area there is an open door to the left with two guards inside the room. Once you are past them, head down the hallway and into the interrogation room to rescue Dr. As you continue, you will see dead varren all over, but keep pressing on, into the side room and up the ramps. Take the latter down before dealing with the former. Head down the hallway to your left, and as you round the corner you will see a door close and Kenson being lead into an interrogation chamber, while telling the guards to get their hand off her.
It is also in your best interest to be stealthy as you will encounter less varren and unaware guards. Eventually you will reach a dead end, but turn right and shoot the thing hanging under the pipe. This will cause a small explosion, and gas to ignite. Head through the now open section and you will have two options, heading straight, and heading left, just deal with the War Beast before you make your decision. Head back out, redirect the gas again, by turning both valves, and head up the ramp.
Keep in cover and to your left are the two guards, still talking and apparently interrogating a human is a waste of time and that it's just easier to kill her. You can either shoot them, or just bypass them, however it is better to just deal with them now. They either have light shields and health, or just the latter depending on difficulty level.
When they are down, remember those security beams you saw on the way down the stairs, there is a power relay that will disable them nearby, just remember that crossing them leads to problems. When you are done, move on by heading to the back of the area, dropping down and heading up the steps into the next building. Take cover and then proceed to take out the two guards inside. You can also swing around the door, as the guards have their backs to you and take out the third guard, then deal with the other two.
Inside the next room, activate the crane controls to clear your path but don't go down yet. Activate the left switch to move the crane to the left. Then activate the right switch to lower the crane. Remember to not cross the beams, so cut the power, listen to the log, and grab the credits before moving on. As you proceed down the hall, there is an open door on your left with two guards inside. There is a closed door a little further down, but take advantage of the open one to get a few shots in.
They will try to run out the open door, so be ready for that. Inside is another security log, and you have a chance to listen to the interrogation. Time to put a stop to this, so head around the corner and put an end to it.
Shepard knocks out the guard, and you humor Kenson's reactions at the turn of events. Kenson heard that the Commander was alive and that Hackett must have received her message. You can choose how to respond to that, but Shepard will release the doctor and she will respond to your comment appropriately.
Either way, diplomacy is the least you have to worry about. Kenson will then tell you that if you can find a security console, then she can hack it and find an escape route. During the conversation, Shepard hands Kenson an M-4 Shuriken submachine gun. As the conversation ends, the alarms go off and a guard will be shown walking down the hallway. Kenson is now a squad member, and she has access to the Shuriken for her weapon, and the powers Incinerate and Overload.
Note: You will not be able to access the squad menu to inspect or change her powers—she is just what she is. Head down the stairs and through the door. Inside are more guards, so keep to cover, and since you have a squadmate, now make sure to use Kenson to your advantage.
When the first group of three is dealt with, move up, but keep to cover as a window will open ahead of you and show two more prison guards and an Elite Prison Guard.
The elite is armed the same, but has stronger shields, and has access to Tech Armor , so keep your eye on him and remember to stay in cover. When all the guards are dealt with, head to the console they were guarding and Kenson will begin to override the system. At this point Kenson will tell you to guard her while she hacks a way out. You will lose her as squadmate at this point, so plan your tactics accordingly.
You will get a health bar in the lower right hand corner for her health, so make sure to not let that deplete. Enemies consisting of three prison guards will come from the left. Heavy weapons will discourage them from storming past you. On higher difficulties, this section can be very challenging for players who are used to fighting from cover. This can be mitigated by retreating and taking cover in the hallway closest to the doctor.
The enemies should stop charging and take cover behind a nearby table, where they can be safely taken out. Once they are down, Kenson will say that the door needs to be closed, and at this point a second wave arrives of three guards arrives. Not your father's Xbox controller Brush up on your driving skills in Forza Horizon 5 with the controller the pros use. Accepting the Admiral's request, Shepard tackles this mission on his own, dropping down onto an alien planet at the edge of the galaxy, all for the sake of one Dr.
Amanda Kenson, a scientist working on a project that could buy the universe more time to prepare for the Reaper invasion. If it fails, the countdown clock will hit doomsday far ahead of schedule; critical mission failure to the max. Playing solo Shepard isn't quite as fun as playing him in a group, unless you pretend he has space madness.
My maxxed-out Renegade Shepard kept referring to invisible teammates that did not exist as I infiltrated the Batarian compound where the good doctor was being held. While a few random enemies patrolled the hallways of the compound, for the most part combat events were confined to certain scripted points. Aside from a protect the non-player character while she does something segment and quasi boss fight against the same giant mech BioWare pulls out whenever they want to delay the story a little longer than usual, the action is limited to a number of firefights that felt as if they were only there to make it take longer to get from point A to point B.
We learn of Dr. Amanda Kenson's work, why it is important, and what it could mean to the future of the galaxy. Topic Archived. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts.
Boards Mass Effect 2 How long does Arrival last? User Info: FoxxyGolem. User Info: Lemmingology. In terms of just the combat, probably about the same as LotSB. You're missing it! I'll climb out on their bodies!! User Info: AranShiizaa. User Info: sLe7in. Kasumi's Stolen Memory was worse, and even then it's still alright. How exactly do I keep both Jacks and Mirandas loyalty? Build 5 Answers Aria's cache of goodies? Side Quest 3 Answers On illium who should I have liara kill? General 7 Answers.
Ask A Question. Browse More Questions. Keep me logged in on this device. Forgot your username or password? User Info: Trambient Trambient 10 years ago 2 On a lower difficulty, probably about an hour or so.
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