Moving inside you will soon confront a few more Blood Pack in a small room; take cover and put them down beware the krogan. On the right you can find some spare parts 1, credits and some medi-gel.
The gel is valuable because the upcoming fight is a hard one. Go up the stairs and before opening the door save the game some PC users have found that this is the last place in the mission that the player can save the game. Once saved, open the door. When you enter you encounter an unusually talkative vorcha, who makes clear that he and his accomplices are in league with the Collectors. Once the vorcha are down, EDI will come over your comm and tell you where to start the ventilation process by inserting the cure, but you need to start the main system and inject the cure before continuing.
Before inserting the cure, save and put your squad into cover as noted above, some have reported being unable to save here and for the remainder of the mission [PC version]. As soon as you activate the main system by inserting the cure, vorcha and krogan will stream in from the general direction whence you entered. Vorcha Heavies will also appear on the catwalk across from your position above your original entrance. Usually you can take out the Heavies across the way first and let your squad deal with the Pack members streaming in.
Alternatively, if you clear the ground and advance on their position, you can approach closely enough that you are outside of their firing angle. If you are far enough away, they might not fire at all.
You must now turn the two fans on, one on each side, so after you've taken out the Heavies and other threats, pick the ventilation-control room to attack first.
Each of two ventilation-control rooms, where the fans are activated, flank the main system on either side, but on a slightly lower level. No matter which side you want to do first, the process is the same, but you have several strategies available:. Conventional Approach: Move downstairs toward a control room and quickly put your squad in cover; the control-room door will open on its own as several Blood Pack members will pour out.
There will be lots of Pyros, so don't let them get close. Shooting their flame tanks can make them explode and damage their friends. Likewise an Incinerate or Overload applied to a Pyro from which the armor has been stripped will instantly create a helpful explosion. Once you put them down, move into the control room and activate the fans for that side be aware that there's a medical station in each control room. Once the fan is activated, go back out of the room and take cover behind one of the nearest pillars—more enemies usually confront you here.
Don't try to advance back up the stairs until the enemies stop coming to you, as the other side will already be teaming with Blood Pack and multiple Heavies will have mounted the upper catwalks across from you. Approach the stairs carefully, because a krogan sometimes charges down them at this point, and a Pyro often spawns here as well.
Keep both at a safe distance and avoid coming up the stairs into target range of the Heavies before you've dealt with them. Now move up the stairs and take cover from the barrage of rockets which will be fired at you from the opposite balcony. Note that the first fans clearly cause strong winds; with well-used powers such as Pull , Throw , or Shockwave , the squad can knock enemies off their feet, who will then catch the wind and be blown around.
This tactic is particularly useful for getting rid of the Heavies on the catwalks, who can literally be blown away. In any event, once you can head down to the remaining control room, the door opens again revealing even more enemies. Once they are all down move in and activate the fans but not before claiming the medigel.
Your squad will say some things but you are quickly transported back to the clinic. Use the Terrain: When proceeding from the first control room to the second, it is possible to use the terrain to avoid having to fight the rocket-launching Boom-Squads at all. Once you've turned the fan on and fought your way through the wave of troops that spawns—taking care to make sure you've cleared any krogan and Pyro from the staircase area—run quickly across to the other side of the room, dashing under the balcony the heavies are on, which will prevent the rocket troops from being able to fire on you.
In this scenario you now only need fight whatever troops spawn from the second control room, and those are likely to be relatively sparse.
Once you turn on the second fan, the rest of the vorcha give up in frustration. Game the Spawn Points: One can also game the enemy spawn points to prevent the spawning of any more heavies. For this strategy one can proceed otherwise-as-normal, clearing each side wing with your squad, but not turning any fans on until both wings are cleared—there will still be a final spawn of vorcha and krogan on the middle platform after the first fan is turned on, but no heavies.
Super Methodical: Or, to take things even more slowly, remain on the main central level for as long as possible. Once you have cleared out all of the enemies on the main level you are on, you will be able to see both the left and right fan ventilation room paths on the lower levels.
Don't go down onto the lower levels yet! Place your squadmates into cover on either the right or left side on the higher level so that you can see a fan ventilation room door down below. Get as close to that door on the higher level as you can. Whichever fan ventilation room on the lower level you want to clear out first, it doesn't matter which one. Stick to finishing one side until you've cleared it out. Take Shepard and go slowly down onto the lower level you have picked.
Move forward towards the fan ventilation room door. As soon as you see it open, run back up to the higher level where your squadmates are located at and snipe or use powers to kill the 2 vorcha and 1 Pyro that came out of the door. If your squadmates are in cover far enough forward on the higher level, and in view of the door on the lower level, the enemies will stay in cover on the lower level and you can kill them easily.
Once the enemies on the lower level die, put your squadmates back into cover if they have come out of cover , go back down to the same lower level fan ventilation room door, and repeat the process again of drawing out the enemies, running back up to the higher level, and killing the bad guys. You will know the process is complete when no new enemies spawn when you approach the fan ventilation room. Reposition your squadmates to the opposite side of the higher platform once you have cleared one of the side areas leading to the fan ventilation rooms on the lower level.
Repeat the same process this time on the opposite side by having Shepard run down to the lower level, draw out enemies, run back up to cover, kill them, and repeat until they are all dead. You will know you are done when nothing spawns when you approach either fan ventilation room.
This strategy greatly reduces the amount of enemies you have to fight next when you turn on the fans and you can do this slowly and carefully without wasting ammo. The enemies seem less likely to show up in hordes if you clear both sides first.
The rocket-launching Boom-Squads on the balcony don't spawn in this variant. Save your game before you turn on the first fan if it will let you do so.
Before you pick a side to turn the fan on, get your squadmates into cover in the fan room on the sides of the doorway as enemies will spawn outside on the lower level when you turn on the fan. Some enemies will stay in cover, some will charge you depending upon how far forward you move on the lower level. If you get the enemies out of cover, run back to the fan room and use your squadmates for help.
Be patient! If you take your time, you can draw out and kill everything. Focus on krogan or Pyros when they show up as they will close quickly and kill you fast.
Normal vorcha are annoying but they tend to stay put in cover usually unless you flush them out by getting close to them. Clear everything out and then move over to the other fan room lower level. Take your time and watch your radar for hidden enemies.
Make sure you get any medi-gel or ammo you want before you start the second fan because it goes straight to the clinic when you activate fan two. Once back in the clinic Mordin tells you that the plague levels are dropping throughout the district.
He says that he is satisfied and ready to join your team; he mentions working with Cerberus and how unexpected it is that they are working with aliens. You can now head back to the Normandy or stay in the clinic. Stay if you want to get any of the things mentioned earlier, but you can also see and talk to several of the people you encountered earlier, if you saved them the sick batarian and Daniel or convinced them to go to the clinic the human refugees.
You can talk to many patients and employees for their new perspectives. When you are done, return to the Normandy. Mordin arrives ready to work. Jacob is there with the two of you and he brings the professor up to speed on the Collector situation; Mordin needs only a well-equipped lab, at which point EDI chimes in. After these interactions, you have access to the tech lab where you are able to research upgrades for the Normandy, for your squad, and for yourself.
Now is a good time to start going around and asking about upgrades. Start with Miranda because her upgrade makes planet scanning a whole lot easier, and much faster. If he survives, Daniel from the Omega clinic sends Commander Shepard an email with the header Things are quiet again, regarding the state of the clinic since Mordin joined Shepard.
I thought I'd seen the worst of people's anger and fear at Dr. Solus' clinic. I had no idea how much anger his work was keeping in check, how bad it really was. If not for you, I'd be dead. You'll have a few more dialogue options with Mordin, including telling him to send someone for the sick Batarian, and then he hands over a new heavy pistol, the M-6 Carnifex Handcannon.
He will also ask Shepard to keep an eye out for his assistant, Daniel, though that is not required to complete the recruitment mission. Leaving the clinic, head up the stairs and into the next fight with the Blood Pack. Take them out, and then find the gambling terminal, which can be hacked for credits. There is also a medical station to retrieve a medi-gel. Moving forward and toward the next flight of stairs, there is a staircase leading upward.
Hack the nearby terminal for credits, then go up the stairs where there are two doors. The door on the right continues the main mission, while the door on the left holds a few angry Batarians and Mordin's missing assistant. Talking to the Batarians is an opportunity to gain some Paragon points, while killing them will grant Shepard Renegade points. Take the other door and fight through hordes of Blood Pack mercs until heading down a set of stairs leading to the Environmental Control Room.
Fight through the waves and head down the stairs when they've been cleared to enter the control room. Upon entering, a Vorcha announces that they are in league with the Collectors, and the next rounds of battle commence.
Vorcha fire from the inaccessible upper levels, while Krogan join in from the stairwells leading down to ventilation controls. Take out the enemies on the first floor before heading left and down the first set of stairs, where more enemies will advance between the party and the control room.
Dispatch them and head inside the first ventilation control room to turn on the first fan. Head back up, across the room and down the other side, battling through enemies along the way to reach the second ventilation control room to turn on the other fan. Once both fans have been activated and Mordin's mission has been completed, Shepard will automatically return to the clinic.
Returning to Mordin's clinic, he will thank Shepard if they saved his assistant and note that plague levels are already dropping. Ready to join the squad in their fight against the Collectors, he will note that Cerberus working with aliens is unexpected.
Shepard can either leave the mission immediately and head back to the Normandy or remain a few moments to ensure everything was picked up at the clinic before departing. Making the renegade choice to kill Wrex in Mass Effect 1 completes the first step to save Mordin later on. Mordin's loyalty mission in Mass Effect 2 plays a big part in the overarching genophage storyline. The mission, Mordin: Old Blood, culminates in a confrontation between Mordin and his former pupil, Maelon. At the end of the scene, Shepard has a few options for what to do with Maelon's data.
To keep Mordin alive in Mass Effect 3 , the data needs to be destroyed which will ultimately also kill Eve, the only surviving Krogan from Maelon's attempts to cure the genophage. Finally, if Mordin survives until Mass Effect 3 , Shepard will need to be careful about what they tell their team on the way to the mission Priority: Tuchanka. Before the mission, Shepard will be contacted by Dalatrass asking them to sabotage the distribution of the genophage cure in exchange for Salarian help in the game's final battle.
To save Mordin, don't tell anyone about sabotage plans. After fighting through the mission, Mordin will tell Shepard that Eve is dead and that he needs to go up to the top of the shroud to help.
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