[Mass Effect 2 The Arrival Download Free

0 views
Skip to first unread message

Abdul Soumphonphakdy

unread,
Jun 13, 2024, 4:21:33 AM6/13/24
to exnosito

After the mission on Horizon has been completed the assignment will be added to the Journal. It indicates that there is an important message incoming from Alliance HQ, and directs the player to check Shepard's private terminal. Using the terminal for the first time after the assignment appears will initiate a communication with Admiral Hackett.

mass effect 2 the arrival download free


Download Zip ⚙⚙⚙ https://t.co/zowPhtOnMt



You will be on your own for the vast majority of this very long mission, so plan weapons, Armor Customization, and powers/bonus powers accordingly. Maximizing bonuses to shields and health is recommended especially on higher difficulties.

With only a handful of exceptions you will be facing shielded organic enemies without armor throughout the entire mission which can open up some interesting options for bonus powers. Pick a bonus power that can alleviate the greatest weakness of your chosen class. Good choices include Energy Drain or Reave as they enable ammo-efficient damage to enemies while simultaneously improving your survivability; Stasis for immediately disabling particularly tough opponents; Dominate to prevent opponents from focusing all their attention on you; or Shredder Ammo as even at level 1 it will enhance your weapon damage against unshielded enemies considerably.

In terms of heavy weapons a large area of effect and also "crowd control" utility will come in handy; the M-622 Avalanche or Arc Projector are generally the best options. Both of these weapons will also come in handy in the latter half of the mission where you will encounter multiple pyro-type enemies at close quarters. The Avalanche can neutralize such enemies safely around corners without direct line of sight, and the Arc Projector can potentially instant-kill them by stripping their shields and overloading their fuel tanks in one shot.

Legendary Edition: All achievements related to this assignment have been removed. You are therefore free to do this assignment in any way you see fit and with fewer (or no) restrictions compared to the original version.

After accessing your terminal, Shepard will hear the first part of the message, in which Hackett will say that he has a sensitive matter that needs to be discussed privately. Shepard will then tell Kelly that the message will be viewed in the captain's cabin.

Finish and Hackett will say that she is being held underground at a batarian outpost on the planet Aratoht. Hackett tells Shepard he will upload the coordinates immediately. He tells Shepard that once she is secure, confirm her discovery, and that they will debrief them when they return.

At the bottom, you will encounter a Batarian War Beast (a.k.a. a varren) so take it out before it has a chance to kill you. 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.

Note: The next two sections -- Sneaking In and Guns Blazing -- cover the same content to get to Dr. Kenson. Both sections contain similar information, but are more specific depending on which approach you plan to take. The "Sneaking In" section contains instructions that will earn you the "Covert Action" Achievement, while the "Guns Blazing" section gives instructions for going in if otherwise you don't care and/or already have the achievement. "Guns Blazing" results in a very small additional amount of credits and the opportunity to hear a couple of extra recordings.

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. Since there is no such achievement in Legendary Edition, the choice to go in stealthily is entirely aesthetic.

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.

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. Head down to where the container was and you'll get some iridium (+1,200 iridium) and the Medi-Gel Capacity upgrade hidden behind the container. Now activate the vehicle lift to continue. Raise the lift when you get to the bottom as underneath it there will be a med-kit and a PDA (+1,000 credits).

Head to the door. Inside is another locker (+400 credits), a security log, and another power relay. Remember not to cross the beams. Cut the power, listen to the log, and grab the credits before moving on.

As you continue, you will see dead varren all over, but keep pressing on, into the side room and up the ramps. When you reach the top, there is another power relay, and another War Beast. Take the latter down before dealing with the former. Cutting the power here will disable some of the security lasers, but not all of them.

Activate the left switch to move the crane to the left. Then activate the right switch to lower the crane. Reactivate the right switch again to lift up the container. Then, head down to where the container was and you'll get the Medi-Gel Capacity upgrade and some iridium (+1,200 iridium) hidden behind the other container. Now activate the vehicle lift to continue.

When you reach the bottom, raise the lift and under it you will find a med-kit and a PDA (+1,000 credits). When you have them, head to the door and inside is another locker (+400 credits), a security log, and finally another power relay. Remember to not cross the beams, so cut the power, listen to the log, and grab the credits before moving on.

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.

First take out the guard, check the locker in the interrogation room (+1,000 credits), then head down the stairs and on the landing, you will find a med-kit and some thermal clips, so grab them before moving on. 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.

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.

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.

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.

795a8134c1
Reply all
Reply to author
Forward
0 new messages