When Should I Do Citadel Dlc
Sit dorsum, put your feet up and relax. The crew is on shore exit. What could possibly go wrong?
To access this mission you must have get-go completed the Assault on the Citadel mission. Hackett will send you lot a message entitled Citadel: Shore Leave . Unless you have Overload, yous will definitely need Energy Drain for this mission as most of the enemies have shields.
Boss makes a skilful alternative, if simply to go you through the tricky first mission. Soldiers and Infiltrators are at a bang-up disadvantage during this first section and then should be looking to create opportunities to ready up and detonate tech bursts with Disruptor ammo and Energy Drain etc.
Apartment
Go to the Citadel and select the Apartment when docking. You will go far at Anderson's apartment and be told that you tin use it for recreation. Become acquainted with the identify. There are various letters from Anderson's biography scattered around the house that flesh out his backstory and his opinion on things.
To continue, go to the private terminal past the bar downstairs and read the bulletin from Joker. He asks that you encounter him at the sushi place then head for the exit. You volition be treated to the sights and sounds of the Silversun Strip.
This place is filled with all sorts of fun activities like a casino, an arcade and fifty-fifty a combat simulator. However, you lot don't get to explore the identify simply yet. Instead, information technology's time to meet Joker for that dinner. Walk round the bar to the back left corner and speak to Joker.
Couldnt we take only one quiet dinner on the Citadel?
Ambush
These lovely people are a mercenary group known as CAT-6. They are trying to kill you…well, who isn't? Y'all find yourself in the precarious position of beingness without any armour, proper weapons and very piddling cover.
You need to get to Brooks who is injured. This part can be a veritable nightmare on Insanity as an Infiltrator or Soldier as the Mercs run across through cloak and y'all accept very piffling in the manner of powers to compensate.
The easiest matter to exercise is strap on Disruptor rounds, strip their shields and aim a shot at their craniums. The Suppressor does disquisitional harm when used for headshots. The game tries to make y'all do it quietly merely if playing on the higher difficulties, information technology is almost impossible to kill them fast enough so they don't alert the others.
Always aim for the caput when using the Suppressor.
If you're a biotic use Energy Bleed and unleash your most powerful abilities on them, while moving from cover to cover. Yous can either kill them all or kill enough to go a clear run to Brooks. All yous have to practise is initiate the conversation so get to Brooks as soon every bit you tin.
Mass Issue three: Citadel DLC - Sushi Bar Fight
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The reason this mission is hard becomes clear after the cutscene as you restart with only ane bar of health. This makes it imperative that you continue your shield up at all times, especially if you're a Soldier or Infiltrator.
You need to detect a way out of here and then go outside and bound the gap then drop to the ledge beneath y'all. Become downwards the ladder and jump the adjacent gap. Climb down the side by side ladder where Shepard will notice some Skycars on the other side.
That is where you demand to get to and so climb down the adjacent ladder and up the ledge into the building. Climb the ladder in front of you and plow the corner. Jump across the roofs towards another ladder at the far end. This is where it gets interesting.
The Skycar lot is your ultimate destination.
Marketplace Battle
This section has been designed with stealth in listen. There are three Mercs here, each patrolling a dissimilar road. Go down the ladder and take cover behind the stall. The aim is to pick off the Mercs earlier they can telephone call for fill-in. Be quick because if they go close enough, they will alarm the others.
Yous have a few options here. Firstly, you can choice them off one by 1 with a few well-placed shots to the head. Secondly, yous tin employ shield-stripping powers and tech bursts to kill them merely this alerts the others to your presence. Finally, if you're an Infiltrator you can cloak and zigzag your mode through them all until you go far at a door at the far end.
If playing on lower difficulties, the easiest method is to pick them off 1 past i. However if playing on Insanity, it is almost guaranteed you cannot kill them fast enough so strip their shields and fire off tech bursts or biotic explosions. Demolition any drones if you tin can as this will buy you some time to regain cover or kill them.
There will be more than Mercs further forth. They also have Snipers so lookout man out. Choose whatever method you wish to dispose of them but before moving on, meet the room and pick up the 2250 Credits and Pistol Ability Magnifier I.
Expect in here earlier moving on for Credits and the Pistol Power Magnifier.
Turn left and pick up 1500 Credits from some other stall and then carry on forward. Get into the edifice on the left for some other 2250 Credits . Shepard volition bypass the door but this triggers an alert so be prepared for a fight when yous reach the other side.
You can either fight them from the doorway or movement round and accept cover at the back of the walkway against the neon sign. Mercs will come up from both sides, throwing out drones, cluster grenades and just generally beingness a nuisance. Continuing hither offers y'all a groovy view of the walkway though.
Once again, Infiltrators can run all the way to the cease, through a door and can and then turn around and dispatch enemies from backside. If you are another class, employ Energy Drain and take headshots, watching for drones and moving from cover to cover.
As long every bit y'all preclude the Mercs from flanking you, y'all should come up through this role relatively unscathed. Run into the first edifice on the correct and pick up 1500 Credits . The next edifice along besides has 1500 Credits to acquire. The final building has an Assault Rifle Ultralight Materials in it.
When you get about halfway down the walkway, more troops will assault you lot so get in encompass again and selection them off. When they're down, grab the 1500 Credits from the final and go through the door.
Mass Issue 3: Citadel DLC - Market Battle
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Skycar Lot
Upon arrival, take the Sniper Burglarize Ultralight Materials nigh the door yous came through. Advance through the room until you see a door off to the side. Pick upwards 2250 Credits from the concluding and approach the door for a fun picayune cutscene.
You tin at present make your way outside to the extraction zone. Another cutscene will play introducing an one-time friend (providing he's still alive in the save you have.) He will throw you the Geth Spitfire . It's now fourth dimension to boot some ass.
The Geth Spitfire is a fun weapon. It is very proficient at stripping shields when fully revved upwardly but it is all-time used at a fairly close range to maximise its potential.
Beginning thing'south first, level Wrex up. If Wrex is dead you will take James as your team member. Either way, spec them out, focusing on Wrex'southward defensive capabilities. The guy is a walking tank and so should be used to get up close and personal with his shotgun and his skull.
Maximise his shields and melee ability as he loves to roam around, headbutting people in the face. Meanwhile, you can focus on destroying the other Mercs while yous wait for Joker to arrive. Throw out whatsoever and all powers you have, spam Wrex's Lift grenades and basically let loose.
This fight is more fun than hard. Information technology's all-time to skirt effectually the extraction zone so when Joker finally arrives information technology is a brusk dash to safety. The Mercs volition keep coming continuously anyway. The fight volition end in some other cutscene and you volition fly away to the flat.
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Source: https://www.gamerguides.com/mass-effect-3-legendary-edition/guide/dlc-content/citadel/shore-leave

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