Just to help develop their relationships with eachother in the narrative, and make sure everyone had something to do before the suicide mission aside from their loyalty thing. Though there's probably a bunch of reasons that wouldn't have worked. Kelly dies if you do not start the mission immediately.
If she is taken, and you go do something else, she dies. Please Log In to post. Bring back the main forum list. Use your keyboard! This page of IGN's Mass Effect 2 wiki guide is all about the The Reaper IFF Mission in the Hawking Eta cluster, including how to get through all combat encounters, where to find all collectibles, and pick the right dialogue choices for your playthrough.
Completing The Reaper IFF Mission will kickstart invisible machinations that may force your hand to start the end of the game, especially if you're trying to keep everyone alive in the Suicide Mission.
What will happen is that both an invisible Countdown and an invisible Journal Check will activate, and when either one expires, the Reaper IFF will be ready to be installed. Here's how each works:. You'll know that the Reaper IFF is ready to be installed when EDI mentions it when you walk up to the Galaxy Map and enter the trigger zone in front of it shown in the screenshot above as the orange box.
Fortunately, walking down from the podium doesn't count. When the IFF is ready to be installed, interacting with the Galaxy Map will trigger a mandatory Mission known as Joker's Jump , which introduces an urgent need to strike the Collector Base. While optional, waiting will put innocent lives on the line, and may force you to choose between building your team or striking now unprepared.
As such, you'll want to delay doing it until your team is as ready as can be save for an empty Squad Mate slot on the left. Having two or three Firewalker DLC Missions left on the side will be useful to help out with any Romances for characters you pick up late in the game, too. Assuming you're following our guide in order, The Reaper IFF will be one of the last things you'll have left on your checklist as you approach the end of the game.
It's not the "Relay System", so you'll need about Fuel to head over there, and to travel back again once you're done. After the Normandy passed through the local storm and within range of the Derelict Reaper, you'll board and begin inside the Cerberus Facility. Head through the door and take a left down the stairs. To your left is an alcove with a Work Log detailing the ominous start of this facility's operations. At the end of the hallway is a second Work Log to listen to.
Head through the doors to the right of these objects, and you'll find that the Reaper, despite being dead, had put up kinetic barriers that prevents Joker from picking you up in the Normandy.
The solution is to destroy the Reaper's Mass Effect core, but that means it'll also fall into the crushing gravity of the nearby gas giant.
Head forward down the next corridor and, at the intersection, view another Work Log for a creepy conversation between two scientists. Continue to the right and you'll find explosive crates strewn around the area, a sure sign that you're going to be assaulted by enemies presently. Lo and behold, as you move forward, you're attacked by several waves of Husks.
You'll also encounter Abominations, red Husks that explode as they rush up to you or are killed. The best way to take out either is to shoot the legs, much faster than pumping their upper bodies full of lead. Once the lower section is cleared, check the left-hand side for a Work Log showing the scientists spiral further into madness.
As you get to the top of the next ramp, you'll see two Husks up ahead get sniped. Who could have done that? Mystery deepening, check the area to the right:. You fought these on Horizon and in the Collector Ship , but they're at their worst here because of the tight quarters and explosive crates in the open plaza , making it very difficult to dodge their Shockwave attacks that can kill Shepard in three hits on CASUAL difficulty!
The only way to avoid these directly is to stand a long distance away and not be aiming to increase Shepard's movement speed. The best strategy here is actually to backtrack around the corner to the previous area: this lets the Husks funnel in to your position, and lets the wall block the Scion's Shockwave attacks.
Take out the Husks first, then gang up on the Scion. Once all is quiet, return to the main battlefield and explore the wide open plaza area. Along the left-hand side is another Work Log that shows more of the paranoia that gripped the facility.
Then go to the rail:. Also at the rail is an Altar, which will have extra dialogue if you have Jacob because he was on Eden Prime, and thus has seen these Dragon Teeth spikes before. Garrus and Tali can comment here too, but will be overridden by Jacob if he's present. To leave this area, look for the exit door on the right-hand side of the plaza, near the entryway.
If you spared the Rachni queen in the original Mass Effect, the Reapers find it and indoctrinate her children, although not herself. Shepard has a choice to either save the queen sacrificing Aralakh Company or let her die saving Aralakh Company.
User Info: Shigmiya If you save the base, you get the Reaper Brain War Asset, worth points. If you destroy it, you get the Reaper Heart War Asset, worth points. Destiny 2. How long do you have after Reaper IFF?
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