Dossier the convict where is purgatory




















Remember to feed the fish. Purgatory is a Blue Suns run prison ship that houses some of the worst criminals in the galaxy. And you are looking for one of those criminals to join your team. Speak to the guard and take the guided tour of the ship. Make your way to outprocessing.

Speak to some of the guards and prisoners along the way to learn a little more about your new team mate. When you arrive at outprocessing the situation turns ugly as the entire station descends on you. Hold your position at the back of the room and take out wave after wave of attacking mercs. When it's clear move in and take the ammo. Push the mercs back down the hall and into the supermax wing.

A lone technician stands between you and Jack. Take him out and grab the eezo and medigel. Then release Jack! Move quickly as the entire ship starts to disintegrate. If any prisoners survive they will attack you so don't stand too close. When it is dead, scan the Shotgun for a damage upgrade. There is also a PDA in the far corner of the room with Credits.

In the next room, take out the guards up high by firing at the explosive. Then focus on the two down low. More goodies abound, so make sure you're prepared because you'll have a miniboss arena in the next and final room of the level. When you enter this next room, you'll witness a brief cutscene.

Warden Kuril snipes at some prisoners going after him, and then binds himself into a protective shield. This is the final battle on the prison ship, so get ready for a bit of a doozy. Warden Kuril is camped in the back-left corner of the room, but is protected by the prison's security shields. These are powered by three Shield Generators, so you'll need to destroy them so that you can actually damage Kuril himself.

Your first priority then is to take down the Shield Generators, the first of which is immediately in front of you. Take care of any enemies in the vicinity, then destroy the Shield Generator. Next, turn right and look across the small bridge to the back of the room to spot the second Shield Generator.

Take out your Sniper Rifle or Pistol and destroy it from a distance, without leaving the starting area. The final Shield Generator is on the left-hand walkway. Cross over there via the ramp to get around the wall protecting it, then destroy it.

This will expose Warden Kuril and set you up in the perfect position to take him down. You'll want to focus your fire on Kuril, since killing him will finish the level, but obviously only do that when there aren't any Blue Suns posing an immediate threat to you. Following Warden Kuril's death, you'll bear witness to a final cutscene. You'll have a variety of responses here for Paragon and Renegade Points that we've listed below. Strangely you'll always pick up Paragon and Renegade Points no matter what you do, because "To rescue you" and "I'm Commander Shepard" award both.

When you return to the Normandy,Jack will be wanting to have access to the files you promised her back on the Purgatory. Once the conversation is over, you should head on over to Jack in the Engineering deck.

She's in the lowest part of the ship: take one of the doors flanking the elevator, then take the stairs leading down to the subdeck. In the "I want to talk" conversation, you'll have an option depending on what you picked back in the Comm Room:. Later on in this conversation, you'll have the chance to ask her "Do you want better quarters? Now, assuming this was your last of the opening Dossiers not including Zaeed or Kasumi , using the Galaxy Map will now no longer be possible.

It is a good moment to save your game, so do it and then open the door. You will see a cutscene where Warden Kuril is using his M Revenant to kill rioting prisoners. After that, he notices you and tells you that while he couldn't take you, he will still recapture Jack. This will start a fight, he has a shield that is protected by generators. Destroy the generators first and then attack him.

Don't attack him on sight because it would be a waste of ammo. You can take the center and left ones from your initial cover position, the right one is a little more difficult. More Enemies will be spawning from two different directions: from the door you came and from the door to the right. You can take this fight in two different ways.

First you can decide to take out the spawning Enemies and then take down Warden Kuril , or you can race around to destroy the generators as fast as you can, and deal with Warden Kuril immediately, ending the Mission.

Once Warden Kuril falls, it doesn't matter how many Blue Suns are left, another cutscene will start. Jack has reached the airlock, some guards try to stop her but it proves fruitless and she takes them down using her biotics.

The Normandy outside draws Jack's interest. While she is checking the ship, a Batarian guard sneaks up on her and when he is ready to shoot her, Commander Shepard takes him down with his pistol. Jack turns around and a conversation with her starts. You can get a few interesting comments from Jack if Miranda or Jacob are in your team. You can earn a few morality points here and there depending on how the conversation unfolds.

Jack wants access to Cerberus' files onboard the ship, but Miranda and Jacob don't agree and thinks that's an awful idea. In these cases you may need to beat a temporary retreat to the original cover.

If you beat the second group of Blue Suns without activating the YMIR you may have a moment to gather ammo, but as soon as you head underneath or to the upper section alongside it the YMIR will activate along with yet another group of Blue Suns. Combat Strategy: Once the YMIR triggers you'll be able to hear the mechanical stomping getting louder even if you can't see it right away the most careful way to handle it is to simply retreat back to where you first entered this cellblock, as the YMIR is unable to follow you up onto the entry platform.

There is a large central pillar reaching up to the ceiling; park your squad back here so they won't expose themselves to the YMIR and use their abilities to help you chip away at the YMIR.

Just peek out around the left edge of the pillar carefully and work the mech down gradually with weapons and powers; alternately if you go all the way back towards the right side wall behind the pillar, there is a small gap between the pillar and what looks like some kind of cylindrical tank; it's possible to hit the YMIR from this gap as well.

Most Blue Suns still alive shouldn't follow you all the way back here either but if they do, take them out first. If you saved the power cells in the previous hallway you'll have all the ammo refills you should need, and even if you didn't, there will be more up ahead. This hallway has a medical station, power cells, and a wall safe 3, credits. Once you open this door you will not be able to return to this area.

Opening the door this time gives a cutscene where Warden Kuril is using his M Revenant to cut down rioting prisoners. Then he happens to notice you, and mentions that while he could not take Shepard, he will still recapture Jack. Take him down before he has a chance to carry through on that threat. It isn't that simple, though, because he's protected by a shield whose generators must be destroyed to disable it.

Shooting at Kuril at this point is just a waste of ammo. The three shield generators powering Kuril's shield are on the lower level ahead of you, and on the upper level to your left and to your right. The center and left ones can be taken out from your initial cover site ahead of you; the right one is a little trickier. Note: Successfully hitting the shield generators with powers will instantly disable them, but shooting them requires a certain amount of "damage" be done, per a red health bar that will be shown when you focus on one of them while close enough.

Be warned that enemies will be spawning from two possible directions: from the door you came in, and the door to the far right.

Keep an eye on them wherever you are during the fight in order to prevent surprise visitors on the flank. They will always try to spawn at the further point from you and your squad, though, so leaving a squad member posted near the starting point will channel them all through the far right door.

Once the cutscene ends, run up and take cover behind the crates ahead of you. Take out the mercs that are protecting the center shield generator. Two main strategies are now available:. Slow and Steady: Option one is you can fight your way through several long but predictable waves of spawning minions and then plan to deal with Kuril separately.

To proceed with this strategy, you can now take out the nearby shield generator by shooting it when you see the glowing blue power cell. A new wave of mercs will spawn. Once you take out those mercs, you can knock down another shield generator, triggering a final wave of mercs. When you've taken them out you can then knock down the third generator and face Kuril all by himself.

From your initial position, you have free rein to deal with either left or right generators. The left generator is partly inaccessible because of barricades facing your direction.

With a little aiming, you can disable it from where you're standing, or you can run up to it and shoot it up close. Fast and Furious: Option two is, once you've taken out most of the initial set of mercs—at least the three down in lower section—assign your squad to cover while you rush around to knock down all three shield generators early on, which stops the spawning of enemies. To minimize the danger, move up and knock out the shield generator on the right hand side first, then quickly run back down toward the starting point to knock down the center shield generator.

Finally, move up to the left side and take cover, possibly leaving a squad member assigned to the starting area to cover your flank. Then take out the third generator to stop any more mercs from spawning. Kuril now joins the fight, but he doesn't have a very long range, plus you get the option to take him out early, instantly ending the mission without the need to take out any remaining mercs. The left area marked by the "STAND CLEAR" warning on the floor is studded with barricades that pop up on approach, offering lots of protection from enemies that will be coming in from the far right.



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