Should i destroy the reaper base




















The Illusive Man wants to use the technology in the base to help in the war against the Reapers. He offers the suggestion that Shepard should instead use a timed radiation pulse to wipe out the Collectors while preserving the base for Cerberus. Your squadmates will offer varying opinions depending on your conversation choices with the Illusive Man and who you brought along with you.

If you question the Illusive Man or his plan, certain characters will remind you of the atrocities at the base and how the victims would have died for nothing if you destroy it. If you go along with the idea, certain characters will disapprove because of the horrifying events that happened there.

Taking Mass Effect 2's Paragon route in destroying the Collector Base angers the Illusive Man, who now sits in front of a bright blue star and tells Shepard that the technology destroyed along with the base could have secured human dominance in the Milky Way against the Reapers and beyond.

In a final act of defiance against Cerberus, Shepard tells the Illusive Man that he's no longer calling the shots, and that Shepard is taking the reins to fight against the Reapers. Instead of blowing up the Collector Base, taking the skin-altering Renegade route has Shepard overload the base's systems with a radiation pulse, killing the Collectors but preserving the base itself. Contrary to Paragon Shepard's sentiments, a Renegade playthrough has the Commander generally buying into the idea of Cerberus being the best hope for humanity against the Reaper invasion.

Shepard will keep the base intact so that Cerberus can recover the Reaper technology, which is more advanced than any contemporary device in the Milky Way. Choosing the Renegade option with Mass Effect 2's Collector Base will similarly elicit opposed responses from squadmates who believe the testing facility should be destroyed so that it doesn't remain as a monument to the experiments conducted by the Collectors.

Tali and Jack, among others, will remind Shepard of the innocent lives lost on the base when the player considers preserving the base. Discussing the outcome of the suicide mission with the Illusive Man when preserving the Collector Base will have him praising Shepard for doing what was necessary for humanity, all while seated in front of a dark red star.

He mentions the technological leap will possibly be as great as when the Charon Relay was discovered before the events of Mass Effect , which propelled humanity into the interstellar age. Despite their compliance with Cerberus, Renegade Shepard still cautions the Illusive Man that the Reapers are still coming, and to not squander the opportunity the Collector Base gives him. The final result of Commander Shepard's decision regarding the Collector Base becomes clear near the end of Mass Effect 3.

Shepard infiltrates the Illusive Man's Chronos Station to retrieve the Prothean VI, Vendetta, which has knowledge of the Catalyst, the final piece required to complete the Crucible and end the war against the Reapers. During this mission to Chronos Station, as Shepard battles the now-indoctrinated ranks of Cerberus, what remains of the Human Reaper, Mass Effect 2 's final boss , can be seen.

Begin targeting the Reaper by aiming and holding down the trigger. The Reaper's first beam will not be targeted at you, being directed at the sky above, giving you ample time to figure out what to do. Note: If, for some reason, you hold off from firing, Admiral Gerrel will complain about losing the fleet. Once the orbital strike hits, the Reaper will move closer and begins to deploy its beam cannon at you.

Be prepared to dodge to either the left or the right. Once the beam has sliced past you, the circles will appear again. Only during that time can you aim your targeting laser and begin to compute a firing solution.

Not counting the initial strike in which the Reaper is firing at the sky, you will need to complete three additional strikes on the Reaper Destroyer while dodging its beam. It will move closer to you after each strike. The key to surviving this encounter is to know that, rather counter-intuitively, you don't lose your targeting progress if you have to stop aiming and dodge.

Pull up the targeting laser and you'll discover that your firing solution is where you left it and can be resumed. Also note that moving while using the laser pointer causes the target acquisition process to go much slower. The other key is that the Reaper's aim is based on what you are doing when it starts firing, so if you make sure you're standing still until the beam appears, it won't "lead" you as much.

Note that on Casual difficulty, you don't have to do this twice. As soon as the beam touches ground, sprint to the side, turn, and fire. The Reaper will finish the attack, recharge, and try again. It won't make it. By the time the beam reaches you, you'll finish targeting and it will be hit from orbit.

You only have to move once for every beam. On Insanity difficulty, it feels like the beam is faster, and being even close to the beam insta-kills you. As a result, you'll need to make wider sprints, giving you less time to fire. The same basic strategy still applies: run to the side to avoid the beam, then come to a standstill, fire at the eye, and repeat. Tips: The beam only goes in the direction you're walking so walking one way when the beam is fired will cause it to head into that direction so you can just walk the other way while aiming at the Reaper.

Also, it takes some time for the beam to actually reach you from when the Reaper activates it, so you may charge the firing solution during those few seconds, making the shot easier to complete after you sprint clear. After the initial strike the one where the Reaper is aiming at the fleet and three dodge-and-sprint regular strikes, there will be a final super-slow-motion strike where you must hold your ground, aim, and fire.

Unlike the previous strikes where approximate aim works out fine, this final slo-mo sequence requires accurate aim. Take a moment to aim right at the bulls-eye as this is the only way the targeting process will complete before the Reaper beam kills you.

That being said, the slowdown lasts 26 seconds after which you die , and lining up a shot takes only 6 if you aim accurately. Once you complete the targeting procedure, the game will switch to a cutscene of the quarian fleet firing upon the Destroyer and inflicting fatal damage. In its final moments, the Reaper will address Shepard by name, admitting that Harbinger acknowledges the Commander as a noteworthy opponent; regardless, Shepard's defeat is inevitable.

It will also allude to concepts of "order" and "chaos", claiming that the Reaper-driven cycle of extinction is necessary "intervention" for the preservation of organic races. Depending on your dialogue choices, you will get:. Another reckoning is at hand: a centuries-old conflict is about to resolve, one way or another. Now begins the final standoff between the geth and quarian fleets. The shooting has stopped, but not the yelling.

Legion and Tali square off. Legion wants to upload the Reaper code to the geth collective, as it enhances their processing functionality to the point of achieving true intelligence. Tali is naturally fearful of what this might mean for her people, since the quarians have already resumed attacking the geth.

Shepard must moderate the decision. Your choice is to allow the upload , or to let the geth die. By making either decision, either Tali or Legion will protest and a second decision branch is opened: allow the upload again, stop Legion , or a Reputation check Charm : "Rally the fleet" or Threaten : "Warn the Fleet".

Note: The Reputation check's requirements are complex. Additionally, there are other factors which build up Shepard's trustworthiness to both parties; if Shepard has not done enough of them, the Commander will not have the groundswell of goodwill needed to moderate a cease-fire. According to the official Prima Games guide, each factor has a certain "point" value, and at least 5 "points" are necessary for the cease-fire to occur.

These factors are:.



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