You will find the communications relay on your left, but it is inoperative at the time. Once you bypass your way into the bridge, be ready for more combat. You don't need to actually enter the bridge to fight them, you can just stand outside the door and take them out from there.
Once you defeat them all, enter the room if you haven't already. Head to the command console and decrypt the command codes for the cargo container by reading the ship's main log. You can find another datapad here.
Head out into the corridor to face Sergeant Boortis. He and the Troopers prefer to stay at the other end of the hallway leading to the bridge while shooting you from there. Deal with them first, and then you will only have to deal with the remaining Heavies located on the far side of the upper level. The Heavies are quite cautious and only emerge to shoot, if you can use Combat Drone , is a very good tool to distract them. Once they are all down, EDI will come over the comm stating that all the Blue Suns have been eliminated and that the cargo is most likely on the ship's upper deck, behind the locked door you previously found.
You will find a datapad, a hackable container with Lattice Shunting , x Iridium , and the cargo you came for. Any help is much appreciated. Again, I've looked through Reddit, Wiki, and other sources please do not just copy paste a link as I've most likely already viewed it and used the resource. Thank you. Can you try loading a save from before you started that section, then try going to it fresh again.
Have you rebound the melee attack key? You have to press that. The popup will say 'F' even after rebinding the key. There will be two waves of two mechs, then Boortis will come out with his crew. Note: Your squadmates will also sometimes refuse to leave the bridge as well, so you may have to experiment on how to get them out.
Before you go to engage Boortis and his men, head to the command console and decrypt the command codes for the cargo container by reading the ship's main log. There is also another datapad here. Then head out into the corridor to battle Boortis.
He and two Troopers will usually stay at the other end of the long hallway leading to the bridge and shoot from there. Take them out first, and then you only have two Heavies to deal with on the far side of the upper level.
The Heavies will stay in cover and only pop out to shoot, so when they do pop up, shoot them and don't get hit by the rockets since they often fire several at once and if one hits and staggers you, you could end up getting chain hit until you die.
A Combat Drone if you have one available is a very good tool against Heavies, distracting them and causing them to damage themselves if they fire on it point-blank.
In the cargo hold, you'll find a datapad, case with units of iridium, a hackable container with a researchable Heavy Skin Weave damage reduction upgrade, and the cargo you came for. Once you have everything, end the assignment, and you are treated to a cutscene showing the Normandy disengaging from the Strontium Mule and moving off.
If you're reading this, I and my crew are dead. Two weeks ago, we answered a distress signal. It turned out to be a Blues Suns trap. We managed to escape, but sustained heavy damage. Do not approach the coordinates in this log! If you find the canister in our cargo hold, you are welcome to its contents.
The authorization codes are encrypted in this log. Dax: That incoming ship isn't leaving. Looks like the fools are moving to board. The airlocks are sealed, so don't waste your time. Get a team together and be ready to "welcome" them to our cargo hold. Blow them out the cargo bay doors when you're done.
Jakir: You seen the stash they pulled from cargo? We get that open and we're living the high life for months! Boortis took the canister topside while Vorhess went to pry the codes from the ship's captain.
There are some powerful mercenary officers mixed in with this otherwise unremarkable force of Blue Suns, so have your weapon at the ready, and be prepared for unwanted surprises. When all is quiet, you can press through the door at the back end of the room to proceed, though we implore you to first read the datapad on the ground en route.
Seems the Blue Suns were ready for you, and their captain has a little "surprise" in store. Once through the door, the coast will be clear for a short time. Take a moment to breathe, and search your surroundings. There's a computer terminal nearby, though examining it won't net you much information, so don't bother.
Instead, begin climbing the grate catwalks leading ever-upward. When you reach the top of those ramps, you'll be assaulted by yet another crew of Blue Suns mercenaries. You should know how to deal with these guys by now -- eliminating some of their "fragile crate" cover will go a long way in killing them if you're having issues, since they won't have many places to effectively hide. When the coast is clear, you'll see three doors ahead, but all of them are locked. There's also a PDA on the ground.
Read the contents of the PDA for a little bit of a story advancement, and then turn around and look in the other direction. There's a computer console up another brief series of ramps. Access the computer to turn off the electronic guard that's sealing the doors. All three of them should now be open. Now, we have some options here. There are any number of ways to proceed through this ship, as the three doors that have now been opened indicate.
0コメント