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Triggers in the final gunship fight[]
There are some wonky triggers in the final gunship fight that I have tested extensively; I created a Note that explains these as best as I could and how to kill the gunship while fighting the minimum number of waves. The absolute minimum number of waves is THREE - you can kill the gunship's shields during the first wave, but you have to kill the first wave to trigger the second wave and Kasumi's voice line about disabling the shields; the cutscene can ONLY play after killing the second wave entirely, and sometimes it still doesn't trigger. I'm not 100% sure barring looking at the game code but the speed at which you kill certain waves matters, as I've used console commands to insta-kill waves and that actually forces you to fight MORE waves and prevents the cutscene from triggering, so in general killing a wave or enemies in a wave too fast actually hurts you in terms of efficiency.
The third wave can be the last wave you fight as long as you leave AT LEAST TWO members alive while you wear down the gunship's armor and kill it - this I'm 100% sure of - killing the third (or any subsequent) wave down to only ONE member will cause the gunship to fly off and sulk in a corner until you kill the last enemy (tested using game speed increase console commands to make sure) you have to leave two to keep the gunship flying around where you can shoot it.
Again, the only triggers that are still a bit of a mystery is exactly what causes the "shield down" cutscene to play without spawning superfluous waves. What seems to be the key is the TIME it takes to clear out wave, and leaving at least TWO members of a wave alive for a respectable amount of time is the key.
1. So the first wave needs to have at least TWO members alive, AND for a certain amount of time after the gunship's shields are knocked down and it flies away.
2. If you waited the right amount of time in step 1, then in step 2 the gunship returns, the 2nd wave spawns, and Kasumi delivers the line about the shields. THEN you have to wait a certain amount of time fighting the second wave with AT LEAST 2 MEMBERS ALIVE - it's possible that the amount of time is the amount of time it takes for Hock to deliver a certain number of his taunts, or it could just be a set timer.
3. Then after this time period, kill the 2nd wave completely. This should trigger the cutscene.
Bottom line in the final battle: don't kill more than 2 members of a wave too quickly or you'll be fighting more waves than you have to; but sometimes of course you have no choice if you get flanked and HAVE to kill someone to stay alive. Ale89515 (talk) 05:38, April 18, 2020 (UTC)
correct mission title is STEALING MEMORY, not STOLEN MEMORY[]
there was a section simply named "title" way up now in the archive but of course people can't be bothered or expected to read through all other people's dead threads so this is the public notice for this issue once and for all.
the DLC name is Kasumi - Stolen Memory.
the mission name as it appears on mission journals before AND after doing it is Kasumi: Stealing Memory. verified and confirmed for xbawks 360 and PC gamers.
- in case the obvious needs pointing out, there are differences. the DASH -, the COLON : , the TENSE, and pretty much the content covered.
for PS3 gamers, present evidence that the mission is called Kasumi: Stolen Memory on your journal entries and MAYBE we can discuss things (that one exists as a redirect to this page as of this writing, so perhaps the point is moot).
any further attempt to rename this page will simply be reverted back, and particularly illiterate but persistent movers can lose their editing privileges over this.
tl;dr - this notice serves as a "DON'T SAY WE DIDN'T WARN YOU" message. T̴̴͕̲̞̳̖̼̱͒͛̎͒ͫ̃ͧeͩ̈̽̈҉͓̝̰̼̦̫̤̀͠m̫̪̪̯̻͎̫̅̇̓̇͌̚p̸̙̝̓̓͌ͨ͆ͣͥ̂̕o͒̽͐̽͏̞̬̻͕͔͕͚̰͍͠͞ṙ̢̞͚͈̹̰ͨ̓ͭ̈́̌ạ̢̧̪̹̺̺̣̹̲͂͆̏ͪͨ͒ͭř̹͈͜͠y̷͍̻̜̹̼̾̽̈́e̵̹̼̟̦͚͐̈́͌͘d͉̲̣̻͉̱͗̅ḭ̷̻̆͋̆̓̔͝t̨͍̦̫̗͂̅̍̋̆ͩ͝ộ̫̟̬̳̝̲̾ͫ̒̿ͮ̑̚rͯ̎ͨͭ̄̿̽͛҉̠̫̱̠̘̘̲́ͅ7̩̻ͤͩͨ͝͡8̜̣̙͇̻ͨ͛͛̆͒̆̽̒͐͜͡ ͥ̍̉̃̇ͥ̓ͨ͏̕҉̥̹͓̗̤̠̖̤ (talk) 08:40, April 14, 2013 (UTC)
My bad, I always referred to the mission as "Stolen Memory" cause that's what the DLC is called. I didn't realize the actual mission title was different. Jedted (talk) 06:27, April 15, 2013 (UTC)
- This has been an on again, off again issue since the DLC was released. I do not foresee it going away any time soon. The problem is people just do not read. Lancer1289 (talk) 14:04, April 16, 2013 (UTC)
After Hock and his minions are defeated: Items disappearing[]
Could it be that once every enemy from the end fight (including Hock) is destroyed that anything that has been lying around (the medi-gel and the energy cells) just vanish into thin air? I have been doing the fight on Insanity a few minutes ago, and to my dismay everything has disappeared. Robidu (talk) 23:08, October 21, 2013 (UTC)
Possible bug during landing platform fight[]
I was testing the mention in this article that allowing Hock's dialogue to play out will trigger Kasumi's dialogue. I remained in cover while two mercenaries from the first wave fired towards me, but never attempted to flank me. Hock's dialogue looped, but nothing happened other than that. Kasumi was unconscious at this point, so I replayed, thinking this might be a factor, this time keeping her in cover next to me. The initial wave of mercenaries was killed, but no more arrived. After taking down Hock's shield once, he flew off. The mini-map still shows the gunship, and I can hear it, but it never reappears. I can walk around the whole area. As we move forward, Kasumi will point her gun to the ground, suggesting the gunship is below the platform.
Is this a known glitch? I am not sure what triggered it. (ME Trilogy on PC via Origin; Insanity/Engineer playthrough). -Sophia (talk) 14:24, June 1, 2014 (UTC)
Similarities between Hock and Donnelly[]
I know I can't be the only one who noticed this but Donovan Hock and Ken Donnelly resemble each other strongly (and are voiced by the same actor, John Ullyatt). Additionally, the vault password is "Peruggia" and that's also the name of the ship Ken served on at the Battle of the Citadel (though technically Perugia with ONE 'g' is a city in Italy, two 'g's is the Mona Lisa thief).
All I'm saying is... we've never seen Hock and Donnelly together in the same room before. Ale89515 (talk) 07:05, September 10, 2020 (UTC)
Extended Cut final images at end of ME3[]
Was curious about this so tested a trilogy playthrough with destroying the graybox, and the images of Kasumi at the end of ME3 appear with graybox/Keiji in either case, whether the graybox was saved or destroyed. Ale89515 (talk) 02:14, 24 October 2020 (UTC)
Final Battle OT vs. LE[]
In LE some waves only have 2 enemies, and thus not all waves include mechs. I can't remember if OT always had 4 enemies per wave and/or always had 1-2 mechs in every wave, but if that's the case we could mention something under an LE tag. Cattlesquat (talk) 01:35, 31 August 2021 (UTC)
- Forgot to really check this on my playthrough but the fight didn't feel any different.Neo89515 (talk) 06:28, 26 July 2022 (UTC)
Weapons Locker bug[]
There is a glitch with the weapon locker (right after leaving the vault) where you can't use it after opening the door leading out that triggers the enemies to spawn including the YMIR. The glitch is fixable once you kill everything, you can save and reload and after loading the Locker will work again. Useful for refilling ammo if needed after the fight. This bug exists in both OT and LE. Can someone confirm? Neo89515 (talk) 06:30, 26 July 2022 (UTC)
- I realize I'm a couple years too late but, playing the OT, can confirm this behavior. Additionally, even without save reloading, just walking far enough to trigger Hock's comm message about sealing the vault is enough to make the locker available for use again. Chestfindman (talk) 15:37, 20 April 2024 (UTC)
Couch DNA Sample?[]
I'm sorry, it's such a small nuisance, but can someone confirm that there is no DNA sample in any of the couches? The walkthrough here says there is. I've reloaded and checked every couch individually, tried checking them before and after getting all the other samples. Even read the dialogue lines (from the dialogue dump), and nothing points to there being DNA in any of the couches. Considering the accessibility of the mission, it should be quick to confirm.
Edit: (Couple more tiny inaccuracies): Kasumi never says anything about having gotten Chief Roe's voice sample (it's a datapad), only that she can now tap into the mercenaries' communications. As a side note it can be added that if you annoy the guard by the door before having Kasumi tap into their comms, by mentioning Chief Roe first and then asking him to check again, the option to convince him is removed, he will no longer open dialogue after that (not confirmed, could be a bug?). Chestfindman (talk) 13:22, 20 April 2024 (UTC)
- Confirmed none of the couches (there are actually four total) provide DNA, it's just how you find the 1 credit chit; picking any of the couches prevents you from trying another couch. Same for the plants, you can try searching any of them, but the option disappears once you try one. As for the Chief Roe sidequest, I can confirm Kasumi doesn't say anything about a voice sample from Chief Roe. If you want to get past the guard rather than sneak in through the balcony to get to Hock's quarters, what matters is that you break into the security office first, where Kasumi taps into their comms (and where you find the password to the vault). Only if you do that first do you have the option to convince the guard; otherwise, if you ONLY read the datapad first, if you try "Chief Roe" on the guard, Roe says she's "never heard of you" and it doesn't work. From what I can tell, this is all working as intended. I always go through the balcony myself so I never bothered to really explore the alternative way of getting into Hock's quarters. Will adjust the page. Neo89515 (talk) 15:55, 20 April 2024 (UTC)
- Adding that I could not confirm what you reported about not being able to convince the guard if you already tried the "Chief Roe" option on him BEFORE tapping into their comms at the security office -- I was able to do it. Shepard will say "just call her again", and Kasumi impersonates her and tells Samuels to stop bothering her and let you in. EDIT: I should add that I was playing LE to test this; perhaps OT is where the glitch is. Neo89515 (talk) 15:54, 20 April 2024 (UTC)
- However, since you're here, can you confirm something for me in turn? There is a Weapon Locker right after escaping Hock's vault (after beating Roe and her posse), right before the room with the first YMIR mech. This Weapon Locker is bugged and can't be accessed AFTER you open the door leading to the YMIR area, HOWEVER, once you clear out all enemies and reload a save, the Weapons Locker becomes accessible again. Can you confirm? I believe I left a Talk entry up above about this. EDIT: never mind, you did. Thanks. Neo89515 (talk) 15:44, 20 April 2024 (UTC)