Should i attack cerberus or wait




















Warning: This is the point of no return for most activities in the game. Beginning this mission will lock you out of all Side Missions and other interactions outside of the Normandy. If you are interested in completing them at all, do them now as you won't get another chance afterwards. When ready, head for Cronos Station in the Anadius system. Once you choose to dock, you will have a conversation with Admiral Hackett via comms. He informs you that the Crucible is ready except for the Catalyst and launching an assault on the Cerberus base will likely cause the Reapers to take notice, necessitating that you see the plan to the very end once you begin.

This will be your final chance to back out if you still wish to complete other activities. Before actually beginning the mission, another forest dream sequence will occur. This time with another Shepard catching the child in an embrace before they burst into flame. The mission opens with the squad coming to a hard landing into the station's docking bay where you are immediately faced with Assault Troopers , Centurions and an Atlas Mech.

Beware of the constant deployment of smoke grenades and reposition as necessary. Watch out for the Nemesis who roams the upper platforms at the edges of the room.

Once you defeat the enemies, EDI will inform you that the hangar bay is about to be vented and asks you to find an active console to stop the process. Quickly run to the left of the room and find a ladder leading up to the upper platform where the Nemesis was. Turn right and go through the door to find a console on the right. Note that taking too long with this will cause the mission to fail as the venting process kills your team. After the scene, more enemies will swarm in from the other end of the room opposite where you came in.

Defeat them and follow the corner to the other side's upper platform and control room. More Cerberus forces will show up from control room as you get close. Be aware of the Nemesis who is probably sniping from the far end of the walkway. Once you make it to the room, activate the Rotation Controls terminal which rotates the fighter ship in the hangar towards the main blast door. Pick up the Med Kit in the small pocket opposite the controls then head out the back door of the room.

Before going down the ladder back to the main hangar floor, go through the door ahead and pick up the PDA for 5, Credits. Head back out and down the ladder, then launch the fighter using the console directly to your right.

It destroys the hangar door but an Atlas Mech appears from the wreckage. There is an unmanned Atlas Mech in a narrow pocket in the wall on other side of the hangar door. You can ride one of these to even the odds in the fight.

There will be other infantry attempting to take the other mech. If you can prevent them from reaching it, you won't have to deal with an additional mech. Head for the door's wreckage and pick up the M Falcon Assault Rifle on the ground to the left. Have EDI bypass the other door to the very left and then head down the ladder to the sub level.

Priority: Cerberus Headquarters sets the endgame events in motion. Heed the warnings below before you get started! You'll otherwise want to make sure you've done absolutely everything you want to do before this point, including DLC, character interactions, Side Missions and shopping if you have the Citadel DLC, use the Armax Arsenal Arena to earn cash.

Unlike the first game, you will be taken you back here after you've rolled credits, however you will lose anything you picked up after this point. If you haven't completed any of the DLC stories yet, they're a good way to quickly bump it up at this point in the game.

You'll need about Fuel to get there. Dock with Cronos Station to start the mission: it'll be the only place you can visit in this system. When you dock with it, you'll be taken to the Vid Comm with Admiral Hackett to confirm you want to begin: he'll make it absolutely clear that this will kickstart the final assault. When you're ready to go, dock with Cronos Station "We go now!

If you have Locked In a Serious Romance, you'll have a scene with them in the Captain's Cabin, which will be interjected with the final dream sequence where Shepard sees themselves burning with the child. After this, Shepard will wake up, and as they plan the attack in the War Room, EDI offers to come along given her familiarity with Ceberus protocols, something which Joker is quite concerned with.

After a dramatic entry through the fleet bombardment and into a hangar bay, you start the Mission ducked behind the Kodiak shuttle for cover. On the other side of the shuttle is a hangar full of Cerberus troops shooting at you. Centurions and Assault Troopers will flank you relatively quickly, so start thinning out their ranks before they can get to you. Once you get to the other side of the shuttle, there are more troops and an Atlas Mech , both of which enter the hangar on your left.

Be sure to look up -- there is a Nemesis sniping at you from the second level. Both the Atlas and the Nemesis are on the left side of the docking bay, so take cover accordingly. It's easiest to thin out the troops from cover, then take out the Atlas, and save the Nemesis for last.

If you can get past those forces though, there are not 1, but 2 empty Atlas Mech 's waiting for you on polar ends, just right and left of the fighter platform sitting back. As soon as you take out the last enemy, you'll hear an announcement about a security breach that's you! EDI translates for you: they're going to vent the hangar. Even though there's no timer, if you don't get EDI to an active console to stop the venting, you'll be sucked out into space and fail the mission.

Quickly climb up the ladder on the left side of the hangar up to where the Nemesis was, then go through the door on your right and activate the hangar bay compression controls at the window.

This stops the timer and prevents a Critical Mission Failure. After the short cutscene, reinforcements will appear on your left. Take them out, then continue down the hallway and cross over to the other side of the hangar on the second level. Halfway across you'll be greeted by the remainder of the welcome party: Assault Troopers, Centurions, and another Nemesis.

Once you're clear, continue to the far end of the catwalk and open the door. In the small room, activate the Rotation Controls to aim the Cerberus fighter inward towards the hangar doors use the View Prompt to see it in action. Head back into the previous room and go down the ladder. Ask A Question. Browse More Questions.

Keep me logged in on this device. Forgot your username or password? Obviously this hit me as strikingly similar scenario to ME2.

My quest is, how many units must you have to guarantee the best outcome when the least amount of people die in the final showdown? And: Are there any repercussions to waiting? User Info: madninja1 madninja1 9 years ago 2 You must have 5, EMS for the best ending and there are no repercussions if you wait but the best ending is just a different color explosion anyway There is only room for one boss User Info: VanDam VanDam 9 years ago 8 well, there is an achievement for bringing most the assets to war A small glimmer of hope for us ME3MP fans.

In addition to that one, there are two more empty Atlases in side alcoves on the left and right sides of the room. Two Troopers drop down from above and will attempt to man them; it's a good idea to take them out or disable them before doing anything else. The Atlas on the right is most easily hijacked if you want to risk making a dash for it—once inside, kill the soldier attempting to grab the left-side mech before turning your attention to the first enemy Atlas if it's still around.

Hop the wall in front of the gaping hole left by the fighter and then before taking the door on the left, snag the M Falcon ; you can also use this as an opportunity to change your squad's equipped weapons though not mods if you wish.

EDI must hack the door for you to enter and a short conversation ensues that confirms the value of having her along as well as previews the upcoming obstacles. Through the door, there will be a ladder that will take you straight into another fight, so be ready. Once down, immediately sprint for cover, as Cerberus troops are waiting for you.

You can flank by going forward from the ladder and taking the loop around and back, but you may run smack-dab into the Nemesis covering the area. Once you've cleared the hostiles, find a medi-gel dispenser and salvage a terminal for 5, credits on the far side near the ammo box to the left of the ladder you need to climb.

While shopping, listen to EDI and your other companion discuss Cerberus tactics. In the next room, you will find the first of four video terminals viewable during this mission. The first two consoles give you insight into two of Cerberus's biggest programs: the Lazarus Project , and EDI herself.

While not required objectives, the information on them reveals much about both the Lazarus Project and events immediately following Mass Effect 2. If you have a love interest and they are in your party, they will have some personal things to share with you at the Lazarus Project console.

Don't miss the Serrice Council Greaves in that room as well. Once you're done with this first terminal, head out and into the burning section. There'll be a drop, after which you should turn right; it's another spot where the way forward isn't visible until you're already taking it. You'll immediately be flung into a fairly challenging fight with a bunch of Combat Engineers , Turrets and Shield Pylons all supporting each other in deadly combination. Take this battle slowly and carefully.

Tech abilities and Power Combos definitely come in quite handy here, as can grenades and weapons that deal explosive area damage such as the Venom Shotgun as they can easily destroy Shield Pylons with collateral damage. Overload and its cousin Energy Drain will destroy a Shield Pylon in one hit, and Sabotage used against the pylons or their generators can turn them against Cerberus, draining all shields in range instead of recharging them.

Sabotage can also hack Turrets as well, making your life much easier. As you near the end, be prepared to deal with more smoke from several Centurions that drop in from the ladder that is also your exit out of here. Once through the two doors, go across the hall, ignoring for a moment the glowing blue hole in the wall, to find a Medkit, a Delumcore Overlay and the third lore console, this one about Kai Leng.

At this point the base will begin to tremble under the assault from the Alliance Fifth Fleet, which elicits a comment from your squad.

Once done, backtrack to the blue-lit hole and jump down. On the other side of the drop, you will find the remains of the Human-Reaper Larva that served as the final boss of Mass Effect 2. If you destroyed the Collector Base, only its heart will be present; if you spared it, much more of it will be there.

You must now fight your way up the catwalk surrounding the larva's corpse. There are Nemeses , Phantoms and really inconveniently-placed Shield Pylons. Take it slow, keep your shields up and don't be afraid to backtrack: things you can't hit from your current position may be open to other angles of attack.

Combat Tip: If you retreat as soon as the first Phantom enters once you step on the inclined portion of the gangway after the cutscene and take it out reasonably quickly, no additional enemies should spawn. Even if you don't exploit this, there is a small area behind where you dropped down that has decent cover positions including a tiny cul-de-sac behind a low barrier where Phantoms can't reach you.

There is the possibility of confronting two named enemies. Furthermore, if Shepard did not complete Grissom Academy: Emergency Evacuation , Jack will appear here as an indoctrinated foe - more or less like a Phantom.

Both characters must be fought and killed if met under these circumstances.



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