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.
Most of these missions will be completed by Shepard working alone, so players should make sure they have a good loadout, the best weapon and armor upgrades , and proper specs before heading to Aratoht. Narratively, it seems to fit best here, especially as Hackett explains that Shepard will take the fall for civilian casualties sustained during this mission when they return to Earth.
Additionally, the final confrontation fits more naturally after the Suicide Mission than before it. That is, if you actually played it — which most players have only done for the first time with Legendary Edition. Remember how Redemption gave brilliant new insights into the world of Mass Effect? Well, Arrival tries — gosh it tries so very hard — to do the same thing. Now, on paper, this actually makes a ton of sense. The Mass Relays were built by the galaxy-devastating Reapers to streamline the evolution of species in the Milky Way.
It stands to reason that their tech is devastating when broken, especially in the case of Arrival as a meteor is thrown straight into it to prevent an early Reaper invasion. How are you? 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. When the door is finally closed, Kenson will say they are now coming up from the other side, so move it.
During the fight, keep an eye out as two more guards will show up. When this group finally falls, Kenson will say that she is taking down their orbital tracking network and say there are more guards coming from the other side up via more elevators, so get back and into cover.
Like the previous group, this group will stick to cover, so use it to your advantage. Again though remember you are alone, so shoot as needed. Also like the last group, another group consisting of an Elite and a Guard will come up after a period of time. Combat Tip: The fight with the enemies coming up the elevators can often be made much easier by standing at the edge of the large pit and hitting the tightly-grouped enemies with Overload or your Heavy Weapon as they appear on the elevator platforms, killing or disabling them before they even reach your level.
If you disable their shields, you can use abilities like Throw to knock them to their deaths. On the way up there will be a short cutscene where Kenson says that since the hangar doors are hard locked, they will need to get them open.
Shepard promises to take care of that. Be warned that as soon as the cutscene ends, you will engage in a fight, but you have Kenson back as a squadmate, so get into cover and fight your way through the hangar.
To survive this fight, keep to cover, and deal with the enemies as they come. There will be three waves of enemies, the first two consisting of just Prison Guards, while the last one will have two Guards and one Elite Guard. Once they are all down, and before shooting the locks on the doors, the next area is the previous crane room with a case of iridium and a datapad with the Medi-Gel capacity research project, if you didn't get them earlier.
Make sure to grab both before leaving. You'll need to shoot the explosive door locks, one on each side of the shuttle, in order to be able to leave. Note that once again the Geth Plasma Shotgun will not do any damage to the explosives, but you can hit them with a melee attack if you don't want to switch weapons.
When you are ready to leave, board the shuttle and enjoy the ending. Tip: It is possible to destroy both door locks without line of sight to them by using Shockwave which ignores intervening cover. In this way it's possible to board the shuttle sooner and without triggering the final wave of enemies with the Elite to spawn though you will still have to kill off any active guards in the area before you can board or Kenson will tell you that it's still too hot.
The cutscene shows Kenson and Shepard first accessing the shuttle, then Shepard turning around and looking behind them. The scene flashes to three guards waiting to ambush the two. Shepard then nods to Kenson and they quickly board the shuttle, incinerating the guards with its thruster exhaust. Onboard the stolen Kodiak, Kenson will engage the autopilot so they can talk and mentions it will be a while before the batarians get their systems unscrambled. Shepard then says that the charges were true, but Kenson says that's only half the story.
She says that she and her people were investigating rumors of Reaper artifacts on the fringes of the system. Her team calls it the Alpha Relay and from there the Reapers can invade anywhere in the galaxy. Shepard then deduces that, given the story, Kenson chose to destroy it.
She confirms that. It would stop the Reapers' invasion as it would take months or even years at standard FTL speeds to reach another relay. Kenson continues by describing what she and her team call "the Project. She finishes by saying that the resulting explosion could destroy the system. As the two take a seat, you can get some questions answered. After the questions, Shepard will say that they are still curious how Kenson learned about the invasion.
She will reply by saying it was from a device called Object Rho, which is a Reaper artifact they discovered among the asteroids around the relay itself. When they get back to Arcturus Station , she will explain everything and give Shepard all the notes they have on the artifact. You can then ask some more questions. Regardless, Shepard says that if she was willing to destroy a whole system over this, then the Commander must see the proof.
The base replies by saying that it is good to hear her voice and asks if she is coming home. She says yes and continues by saying that she has Commander Shepard with her. The base seems shocked by that and Kenson says to tidy up the lab and that Shepard needs to see the proof. The base replies by saying that they will work on it, and signs out. Kenson tells Shepard to relax and they will be there in no time. The shuttle approaches a very large asteroid and then enters a hangar inside of a large complex on the surface of it.
Shepard then asks about the clock over the door, and Kenson says that is their countdown to the Arrival. When it reaches zero, the Reapers will arrive. You can ask if that is certain, and Kenson will explain that there have been pulses coming from the artifact since they found it, and that their intervals have been decreasing at a steady rate. The artifact is reacting to the Reapers' proximity and when the clock reaches zero in just over 48 hours, the pulses will become constant as the Reapers will have arrived.
Finishing the conversation has Shepard saying that they could be at Earth in a little over two days, then there is no time to waste. Kenson then takes the Commander to the proof. She points to the door and says that it exits the hangar and that the artifact is in the central lab area. Then follow Kenson through the complex, and save your game at some point.
While walking through the complex, Shepard asks what it will take to get the project back up and running. If Shepard wants to slow down the Reapers, then the relay must be destroyed. When you have proceeded down the elevator, before opening the door save your game. Upon accessing the door a cutscene will play where Shepard proclaims that restarting the project is a priority and that it maybe their only chance.
Kenson opens the door and inside is Object Rho, which looks like several other Reaper artifacts. Shepard is shocked that they have it just sitting out in the open, but Kenson claims it showed her a vision of the Reapers' arrival when they found it. Shepard is apprehensive, but Kenson tells the Commander to give it a moment to show all the proof the they need. A short vision emerges of the Reaper Fleet approaching the relay, and then Shepard collapsed onto the floor.
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