This is especially true because never releasing the Krogan does not lead to any unique dialogue or very interesting consequences, making it a rather unappealing option. Whoever said that cheaters never prosper had clearly never played Grand Theft Auto: San Andreas with all of the best cheat codes enabled William Parks is an editor at Game Rant with a background in visual arts.
Now, William enjoys playing Super Mario Maker 2 on the Switch with his daughter and finding time to sneak in the newest From Software game when possible. Share Share Tweet Email. Something to stop krogan from regenerating their health will also come in handy, Jacob 's Incendiary Ammo or Miranda 's Warp being two such options.
Easily the biggest single threat to you on this mission is the Blue Suns Heavy , which you will be encountering in large numbers, sometimes several at a time. There are actually two variants of this enemy, the one without a helmet having beefier shields that it can restore with its Tech Armor. Heavies fire rockets that travel a little slower than the rockets of other similar enemies like the Blood Pack Boom-Squad , but with the major difference being that they are seeking projectiles much like your own version of their weapon.
Not only that, but these ladies are quite trigger-happy and usually fire several rockets in rapid succession at your position whether they can see you or not, suppressing you and your team very effectively. There is very little margin for error when facing them, as being hit by even one rocket knocks you out of cover, often leading to getting hit by several more, often leading to Critical Mission Failure.
See their page for more tips on dealing with them. When you land on Korlus, you will hear Jedore , the Commander of the local Blue Sun garrison, talking over a loudspeaker. Your squadmates provide various interesting comments on that. When you make the turn and go down the stairs immediately move your squad into cover as you will come under fire from on top of the stairs.
Stay in cover and keep putting down fire until the enemies are dead. Run up the stairs and there is a wounded merc on the ground. Talk to him. The conversation with the merc will lend some morality points as long as your Paragon or Renegade scores are high enough. They each can lead to enemies standing down or being misled. You can get some answers about what is going on at the planet and the krogan wandering around.
The options can provide some good info for later. Continue on and be prepared for more enemy contact, and more annoying speeches from the loudspeakers. Insanity Tip: The next series of fights will be with enemies in inaccessible locations, so you will receive relatively little ammo resupply until you reach the Tank Grown Krogan. So you may want to consider conserving your best ammo e. Since there is no time pressure and since they cannot advance on your position, you can exclusively use powers to patiently kill them.
Also, knocking enemies off of their platforms with e. Concussive Shot or biotics will often knock them out of play, killing them instantly. Moving on requires you to keep in cover. You may also want to equip yourself or one of your squadmates with a sniper rifle.
In the next area, stay in cover and take out the mercs across the way. There are some Blue Suns Heavies with rocket launchers, so keep in cover when they fire and look out for your squadmates as well. After they are eliminated, move to the right and down the stairs watch out for more mercs. The mercs will be on the upper-level bridge and on the ground, so stay alert. After killing the mercs here but before moving on and down the dirt ramp, grab the Medi-gel then continue.
The next area has a krogan whose name reads as Tank Grown Krogan. He is friendly, so take out the mercs overhead instead. Once the mercs are down, talk to the krogan to get more answers about what is happening here with Okeer's research. At the end of the conversation, he moves a massive panel to allow your squad into the research base. He will not come with you, however, so continue on. Pick up 2, credits from the dead Blue Suns merc before you move on.
As you proceed down the dirt path, be careful once you reach about half way. Send your squad ahead of you because there will be some mercs that come around the corner to head you off as you enter the base. As its pilot jumped out, Grunt jumped into the shuttle for a short joyride until he crashed it into a noodle stand. C-Sec then caught up and arrested him while he was buying noodles because he was hungry , and Grunt dropped Shepard's name as his way of trying not to get sent to the brig.
Grunt can assist Shepard in the Armax Arsenal Arena provided his ally license has been bought. Grunt can be invited to Shepard's big party. In the party's first phase, he's by the fireplace with James and Cortez if Wrex isn't around, informing the guests about the circumstances of his creation. If Shepard checks in on them, Grunt replies to ask him again after ten more bottles in an energetic scenario, or indicates he wants more action if the mood is set to quiet.
If Wrex is around, they both hang out at the balcony overlooking the ground floor interacting with each other krogan-style: Grunt labeling Wrex a fossil and belittling his abilities due to his age. If the setting is energetic, Grunt and Wrex headbutt each other in an attempt to show the other up, prompting Shepard to tell them to knock it off since there's no time for shopping for replacements if anything gets broken. Otherwise, Shepard tells them off before things get physical.
In the second phase of the party, if the mood was set to quiet, Grunt lounges around the living room fireplace. If Wrex is also present, Grunt dares the old krogan to a drinking contest, having none of Wrex's excuses for declining.
He successfully goads Wrex into the game after taunting that "logic is for salarians" and that the "great Urdnot Wrex has backed down from [the] challenge. Shepard can sit down with the krogan, prompting the trio or duo, if Wrex is absent to engage in a very casual conversation. In an energetic party, Grunt instead serves as the party's bouncer by standing in front of the vid-phone by the apartment's door and keeping uninvited guests out of the party. Aside from cunningly discerning fake lip-hair from salarians and recognizing that Shepard doesn't have a half-brother named "Sheppy the Volus", Grunt momentarily gets tempted with cookies but gets over it and keeps on rejecting party crashers.
If Shepard checks in, Grunt mentions his enjoyment of the job, either warning the Commander about the quality of gate crashers if Shepard tries to be more accommodating or teaching Shepard how to turn them back personally if otherwise.
In the third phase of an energetic party, Grunt is in an upstairs bathroom, utterly wasted and slumped beneath the running shower, muttering in semi-awake stupor. His ramblings include but are not limited to the following: delusions of being a Space Cowboy , asking someone if they are a wizard , asking to be given more of Fishdog Food Shack, damning someone's lettuce, expressing his sadness that hanar are unable to wear sweaters, and mentioning he found a blue rock for Liara.
In the third phase of a quiet party, Grunt is hanging out either by the kitchen or by the bar, depending on whatever decision Shepard made during the second phase. He mentions being pleased at seeing the old gang again, even commenting on how good Liara looks. Grunt persistently makes his hunger known if he's hanging out by the kitchen, and when EDI likens preparing food to the suicide mission , Grunt mentions "holding the line" at the snack table.
If Grunt is hanging out by the bar, he persistently makes his thirstiness known while EDI and Traynor discuss making drinks and are busy ignoring him. You'll now find yourself back on the Normandy and debating what to do with the Krogan you just picked up.
This debate also has some Morality Points available:. Before heading down to deal with the Krogan personally, make sure to talk to Kelly, who has some thoughts about picking up the tank-bred Krogan instead of Okeer like you planned. If you're wavering on awakening him, know that EDI will double-check if you really want to do this, allowing you to back-pedal with "Leave him where he is then". Straight off the bat Shepard will be slammed into the wall, and the Krogan will ask you for a name.
As it turns out, they were looking for their own name. After recalling through Okeer's final speech, they settle on " Grunt ", as it has no meaning.
Soon Grunt will ask Shepard to justify their leadership and command to him. You can pick "You feel nothing for Okeer? However you choose to answer, Grunt will comply, and you'll gain him as your newest Squad Mate.
Mass Effect 2 Wiki Guide. Last Edited: 23 Sep am. If you're interested in mining, here's the single Rich planet in the Imir system: System Location Rich in If you're following our guide in order, you won't have anyone with unique dialogue here.
If you didn't however, you may have Mordin, who offers minor alternate dialogue at the very end of the Mission. However the Squad Mate you pick up at the end of this Mission has far more unique dialogue in Mordin's Dossier Mission, hence why this guide picks up Mordin later on. As for combat, characters with long-range abilities like Zaeed and Archangel are great picks for this level.
This is the only method that doesn't earn any Paragon Points. Find the Lab Proceed down the pathway towards the corpse of a lab-created Krogan, then head leftward. Med Kit - Credits. Facing the bridge the last two enemies were on, this Med Kit can be found in a nook on the left side of the path, close to the ramp down here. As you proceed to the far end and up the stairs, keep an eye out for loot: Med Kit - Credits.
In the corner in the middle of the walkway area where you were fighting Krogan Berserkers. Power Cells - Credits. On a box to the right of the exit door. Medical Station - Credits. On the wall directly right of the exit door. Sniper Rifle - Sniper Rifle Damage. On the floor in front of a Blue Suns corpse in front of the exit door. Mistakenly labeled as a "Scan" that you can "Sniper Rifle". PDA - 4, Credits. To the right of the exit door across the catwalk, between a crate and a bed.
There's also some badly-needed Thermal Clips here. It follows a completely different set of rules than the Bypass minigame, which are as follows: The goal is to select three pages of code one at a time from a scrolling window of pages.
The next page you have to get is shown at the top of the screen. You have three incorrect guesses before you fail the Hack.
If you fail, you're locked out of the object's rewards. Like the Bypass minigame, you technically have two timers. When the first depletes, you move on to the second timer where the credits slowly drain away, reducing the reward for when you do complete the Hack. Once the second time depletes, you're locked out of the rewards altogether. The pages all have different groups and arrangements of code, with several lines having unique colouring to make them easier to identify and tell apart.
Your cursor must be within the window. If it reaches the top, it will be forced down one row. There are Red X pages you much avoid scrolling over. Rather than counting as an incorrect guess, they'll erase one of your found pages, forcing you to find a new one.
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