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The U.S.S. Arbiter |
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Did we miss anything in this area? Is there something we didn't discover? Let us know!
OBJECTIVE UPDATE
- STOP THE BROTHERHOOD: Prevent the Brotherhood from destroying the U.S.S. Arbiter.
- DISABLE THE SENTINEL LAUNCH TUBES: Destroy the Sentinel Launch Tubes to disable the security force field (4 Total).
- GAIN ACCESS TO THE LOWER DECKS: Find an unobstructed path to the lower decks of the Arbiter.
FORE FLIGHT DECK
From the X-Jet, head to the left of the ship and you'll come to the first Launch Tube. Destroy it immediately unless you want to fight an army of Sentinels. After taking out the Sentinel(s) and soldiers, continue heading around the left side until it opens up again. Head to the right side and you'll find the second Launch Tube. Continue forward after destroying it to the next open area. There's a Launch Tube to the left and right of the ship. Destroy both of these, clear out the enemies and continue on to the aft.
AFT FLIGHT DECK
Head over to the far side of the ship and you'll find an Xtraction Point. Continue to make your way to the back of the ship until you come to an open area with a crane holding up a bulldozer. Head up the stairs to the left or fly up to activate the controls. If a Sentinel is still around, you can destroy it while it's under the bulldozer and the explosion will cause it to fall. Otherwise attack the bulldozer and it'll drop you into the interior of the ship.
HANGAR LIFT
There'll be an Xtraction Point next to you. Head forward and you'll see stairs to the left and right. Take the ones to the right and head to the left side of the room. You'll see a ledge. Use a character who can fly, double jump or teleport and you'll be able to grab a STAT POINT on the ledge. Back to the center of the room, head forward until you come to stairs leading to a door. Behind the door is a Health Draining Machine. To the left is the exit.
AFT HATCHWAYS
Head to the right and go through the door. Take the stairs down and turn right going all the way through till you get to the next room. Destroy the launch controls on the left if you don't want to tangle with too many Sentinels. Take the stairs to the right and turn right, following the walkway as it curves around. Go through the door and head forward. You'll come to an Energy Draining machine and a barrier on the left and right. Continue forward and make a right. Ahead is a gun turret. Take it out as fast as possible, as they do some heavy damage. Turn right again and you'll come to the other side of one of the barriers. The controls are on the left. Continue forward to the exit.
STARBOARD LAUNCH BAYS
There'll be an Xtraction Point to your left. Continue forward. The launch controls are to your right. Head up the stairs to the left. Follow the path as it goes around and you'll come to yet another Health Draining Machine. Continue right until you come to more launch tubes. The controls are between them, as usual. Take the stairs to the right and make a left. You'll come up against a gun turret again. Head forward. There'll be a door to your right and another after it. Take the second door and you'll find the SENTINELS SKETCH BOOK in that room. Head forward to the exit.
FORE LAUNCH BAYS
More of the same. Just continue moving forward. You'll have to destroy two more Sentinel launch controls and will encounter another Energy Draining Machine right before the exit.
OBJECTIVE UPDATE
- REPAIR THE HULL BREACHES: To give yourself more time, repair the breaches.
- SAVE CREWMEN: Save the friendly crewmen before the Arbiter sinks.
BRIG
Time is essential here. Save right away and if you ever get stuck, don't hesitate to scrap the game and use it to familiarize yourself with the area. It's very easy to get lost in these sections and lose valuable time. From the start point, the Xtraction Point is to your right and there'll be a leak to the left. Use Storm's Lightning or Cyclops' Optic Blast to weld. Always seal these leaks, as each one gives you 2 extra minutes of time. To the right of the leak is a doorway, head through it. There'll be two rooms ahead. Go into the one on the right and you'll find the first crewman. Come back out of the room and turn left. On the left will be the "safe zone." Continue forward and make left. On the far wall are two more leaks. Take the door at the end of the room. You'll come to a hallway which goes straight and turns left. There's a barrier blocking the exit on the left, so head forward. You'll come to a room with a fire blocking a door. Use Storm's Whirlwind or Iceman's Freeze Blast to put it out (you need to or the crewman won't follow you). Go through the door for the second crewman, the barrier control, and the BEAST COMIC BOOK. Head back to the safe zone and drop the crewman off, then head to the exit to the next section.
INFIRMARY
Head foward and make a right, then a left at the end of the hall. Go through the door and you'll see a path that goes straight and left. Go straight. At the end there's a door to the right and a walkway to the left. Turn left and you'll come to a break. Make a bridge and go across to find the third crewman. Repair the two leaks on the wall to the left. Head back to the other side and go through the door. Head straight until you get to a crossroads. Turn right for the "safe zone." To the left is a fire barrier. To avoid the fire, go forward and destroy the wall to the left. Exit that next room and you'll see the controls for the fire straight ahead. Turn right. To the right will be a gun turret. Head straight (slightly to the left) and go into the room. Follow the room around until you get to the controls for the barrier and the fourth crewman. Take the crewman back to the safe zone and then head to where the gun turret was. From there, make a left and move on to the...
GALLEY
This is probably the craziest section as paths intersect everywhere. From the start there's an Xtraction Point to your right. To the left is a door. It leads to a hall which has a swarm of baddies and an Energy Draining machine at the end. What I do is use Wolverine's Claw Flurry to speed him up, open the door and head straight for the Energy Draining Machine and destroy it before my teammates arrive. Then take out the swarm of baddies. The room on the right has the controls for the barrier. Use Nightcrawler to teleport into the adjoining room. The controls for the barrier blocking that room are there as well as the ARBITER SKETCH BOOK. Exit the room and turn right. Head forward and you'll see a broken bridge. Rebuild it and head across. At the end of the walkway, there'll be a door. But first, turn left and go down the steps slightly (not all the way as the water will kill you). There'll be two leaks on the wall. Seal them then head back to the door. Go through the door and head forward to the door at the opposite end. Make a left and break the wall at the end of the hall to find the fifth crewman. Head back to the center of the hall and turn left. The safe zone is to the left. To the right is a fire trap...head past it and the path turns right. Ahead is a fire. Put it out and go through the door. You'll find the sixth crewman here. Destroy the wall to the left of the crewman and you'll find the QUALIFYING EXAM 200 DANGER ROOM DISC in that room. Take the crewman to the safe zone and come back to this point. Head to the left and into a room with a door to the left and straight ahead. Take the door on the left. To the right will be another Health Draining Machine. To the left of that is the exit.
MAINTENANCE DIVISION
This section is almost as bad as the previous, but only because it twists and turns a lot. Head forward and make a left through the door. Turn left and then right and go into the niche to the right. Take the door on the right and make a left and you'll see another door to the left. Go through it and go straight till you reach the Health Draining Machine. Go through the door next to it, make a right. Put out the fire and continue forward. The seventh crewman is in this room. Head back to where the Health Draining Machine was and go forward. The hall will go foward and right. Go forward and you'll see the safe zone to the left and a barrier straight ahead. Go back to where the hall branched to the right and head down that way. You'll come to a door. Go through it and
go straight to the walkway until it curves around. The walkway will be broken and there'll be two leaks on the wall. Seal the leaks, build and bridge and move forward. Go through the door and follow the path as it twists and turns until you get to a flame barrier. Move past it. The crewman is in the room to the right and the barrier controls for both the fire and the wall are to the left. Bring the crewman to safety and the mission is complete.
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