Saren broke the agreement and attacked, however, so the Thorian does not want to talk to any 'meat bags' such as the team. The conversation ends abruptly and you regain control. The first thing you should do in this fight is use Throw to throw the asari off and into the abyss below the Thorian - safe disposal for an extremely tough foe.
Two creepers start right in the room with you, but the instant you destroy them another door opens and more pour in. When they are all down, one of your squadmates notices something in the next room, so go and investigate. In the room is a large ball of organic material that is attached to the wall, shoot it and the node will eventually be destroyed.
The second it is destroyed, the Thorian groans, or screams, and your squadmates will comment that that hurt it and now you have to hunt down the rest of the nodes. Heading upstairs you are also soon treated to another cutscene where the Thorian produces yet another clone.
Tip: If you are seeking maximum experience points from this level, then before shooting the first Thorian node proceed forward up the stairs, allowing a batch of creepers to awaken and "surprise you". Then return and destroy the node to open the way forward.
If you destroy the node first, this particular batch of creepers won't awaken at all. Whatever the difficulty level, if you have a low level character, you will probably find this an extremely difficult scenario. Take heart that with practice it IS possible to run this entire level perfectly on Insanity, even with a low level character, and with a variety of classes and squadmates.
Here are some tips for survival in the coming fight:. This next part is very linear so just follow the path forward and you will complete the mission. Head past and under the dead node and up the stairs.
Don't worry about the creepers, they won't wake up, well at least right now. Head up the stairs and you will run into more dormant creepers. Eventually when you reach the landing send in your squad first because this time the creepers are awake and they're determined to keep you away from the next node. If the asari is in the right position, then she can be thrown off again. Once you have dealt with the Thorian creepers and the clone, head to the opposite side of the room and access the weapons locker.
Warning: Although normally in this area you can walk to the edge of the chasm with no danger, there is a spot near the corner by the weapons locker which will kill you instantly. Likewise in the room with the node there is a corner on the near side of the node where Shepard can easily become permanently stuck.
In the room with the node are more Thorian creepers; now you have two options on how to deal with this problem. However, you lose out on the experience points they provide, and the node's health is directly proportional to the number of living creepers "attached" to it, so it will take longer to kill while the creepers are still alive.
The other option is to shoot the node and when the creepers rise up then deal with them, then get back to shooting the node. When the node is dead move up the rubble and to the next level. The next room contains even more creepers and another clone. If you are sneaky enough, then you can throw the clone off and then you only have to deal with the creepers. Move into the room and take out the creepers and then look to your left as you can see the node from here.
The best way to deal with it is to shoot it from this room and deal with the creepers as they come, otherwise you can get overwhelmed very quickly. Put your squadmates in cover near the door and start shooting the node and then deal with the creepers as they come down the tunnel. Eventually you will run out of creepers and the node will run out of health and blows up.
Move into the room where the node was and then put your squadmates in cover near the door as the next room has more of the same. Just shooting down the tunnel should be enough to attract their attention. So deal with the creepers and the clone as they come. When you are done head into the large room and decrypt the medical station at the other end of the room before going into the room with the node.
When all the creepers or the node is destroyed, head up the rubble and onto the next level. Remember that each time you destroy a node a new clone will spawn, so it's often wise to wait for her before advancing. If you can see on the radar that the enemies aren't advancing on you, a few shots fired in the air will often get them going. When you get up you can throw the clone or a creeper off the ledge. Unlike the rest of the rooms this one opens to the right and has a lot less enemies than the three previous ones.
Take down the clone and creepers as they come, throw a few off for a few laughs, and then turn around and shoot the node. You can even do that first but remember you will lose the exp. Once the node is destroyed head down where the node currently blocked you and you arrive at the first staircase. Tip: Assuming you shoot this node before proceeding forward, the batch of sleeping creepers on the stairs ahead will awaken in your midst. However if you proceed forward to the sealed doorway and then return to shoot the node, these creepers will never awaken.
So depending on whether you are going for maximum experience points or minimum risk, you can choose the scenario you want. Head up the stairs and then you will be forced to deal with those creepers that you had to bypass earlier. They will wake up, in droves, and attack along with the clone while you are trying to climb the staircase to the last node. Take them down with shotguns, powers, gunfire, and any grenades you have left.
When all the enemies are on the ground, resume climbing the stairs and onto the final level. Once on the top there are two rooms with creepers, and a final clone.
Take down the ones in the middle and then get into cover and use the same tactics as before, or whichever tactics that work best for you. Note: You can avoid the spawning of the seventh Asari Clone by shooting the final neural node at a distance from the next room and never approaching close to the room the node is in. This makes the final section a bit easier but lowers your experience reward.
When you have dealt with the final creepers, finish off the node and you are treated to the nodes you destroyed collapsing and the Thorian falling into the abyss.
Then the scene jumps to a pod like structure and another asari - but this time violet-skinned instead of green - falls out. She starts talking and she introduces herself as Shiala and she served Matriarch Benezia. Talk to her and you will learn that Saren came to get the Cipher and understand the disjointed images from the Beacon on Eden Prime.
She will tell you that Saren gave her to the Thorian in exchange for the Cipher and then tried to kill the Thorian to keep Shepard from getting to it.
Apparently Saren knows that Shepard is searching for the Conduit and is doing everything possible to stop Shepard. She will give you the Cipher and then her fate is in your hands. You can choose to kill her, or allow her to help the colony to recover, which will affect the colony's survival chances.
Either way you head back up to the colony automatically when the dialog ends. The ExoGeni personnel are here from their bunker, and will greet you with either respect or distrust as you learn the consequences of your actions for the colony's future. Your results here can be predicted by a simple formula, as follows:.
Colony health is cumulative, so 11 surviving colonists and three sidequests nets a health of 14, for example. Colony leadership is not cumulative; if Jeong agrees to help, it doesn't matter what you do with Shiala, you still only get 12 points. So, for example, if you kill Shiala and Jeong, you need to spare at least 13 colonists, or spare at least 9 colonists and complete all four sidequests.
If you convince Jeong to help, you only need to do one sidequest or save one single colonist. Meet this bar and the remaining colonists will thank you for your help and cheer about the colony's newly bright future. Fall short, and they'll dejectedly explain that the colony is being shut down. With this conversation done, you can talk to the various people left, trade with Ledra if he survived , give Gavin his data if you recovered it but delayed turning it in , or simply head straight back to where the Normandy is docked and leave this planet behind.
If you did the four Side Quests , you only need to spare nine colonists. If your total is 12 points or less, the colony will be deemed a failure. Was this guide helpful? YES NO. In This Wiki Guide. RPG set years in the future in an epic universe, in a vast galactic community in danger of being conquered by a legendary agent gone rogue. Release Date.
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Bethesda Has an Idea for Fallout 5. Table of Contents. When i am shooting the nodes there is two arrows on the health meter and i was wondering if that means that the thorian can be saved? User Info: apples Top Voted Answer. No, the Thorian cannot be saved. Not if you want to complete the mission. Those two markers are thought to be a graphical hold-over from the shuttle door puzzle earlier on Feros.
Sign Up for free or Log In if you already have an account to be able to ask and answer questions. Answered How do I get past the Thorian mission?
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