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Mass Effect Walkthrough Share | Boards Guide Walkthroughs & FAQs Cheats Proudly hosted by IGN Walkthroughs Direct-link it! Get Email Alerts Wishlist Add to Collection Playing Now Add to MASS EFFECT GUIDE/WALKTHROUGH v1.47 Written by Eric Jewett, [email protected] Last Modified: Wednesday, April 1, 2009 This document Copyright 2007-2009 Eric Jewett. This guide may be viewed on the internet for free, but may not be otherwise used, reproduced, sold, or distributed without my expressed written permission. Mass Effect is Copyright 2003-2008 by BioWare Corp. BioWare, the BioWare logo, Mass Effect, and the Mass Effect logo are trademarks or registered trademarks of EA International Ltd. Microsoft, the Microsoft Game Studios logo, Xbox 360, and the Xbox 360 logos are either registered trademarks or trademarks of Microsoft Corp. EA and the EA logo are trademarks or registered trademarks of Electronic Arts Inc. Unauthorized copying, reproduction, rental, public performance or broadcast of these games is a violation of applicable laws. ================== Ctrl+F TABLE OF CONTENTS Search ================== Code ------ I. (1) INTRODUCTION (2) BACKGROUND (3) XBOX 360 CONTROLS 11intr 12back 13xbox (4) PC CONTROLS 14pcco (5) GAME BASICS 15game A. Character Creation 15Acha B. Introduction to RPGs 15Bint C. Conversations D. The Mission Computer E. Combat F. Advancing Levels G. The Galaxy Map H. Equipment I. Squad Management J. Exploring Uncharted Worlds K. Using the Mako (6) CHARACTERS A. Commander Shepard 15Ccon 15Dthe 15Ecom 15Fadv 15Gthe 15Hequ 15Isqu 15Jexp 15Kusi 16char 16Acom B. Squad Members 16Bsqu C. Normandy Crew 16Cnor D. Other Characters 16Doth (7) DOWNLOADABLE CONTENT A. Bring Down the Sky 17down 17Abri II. (1) WALKTHROUGH A. Primary Mission i. Prologue ii. Eden Prime iii. The Citadel iv. Liara's Dig Site v. Feros vi. Noveria vii. Virmire 21walk 21Apri 21A1pr 21A2ed 21A3th 21A4li 21A5fe 21A6no 21A7vi viii. Return to the Citadel ix. Ilos B. Optional Assignments i. Citadel Assignments ii. Feros Assignments iii. Garrus Assignments iv. Noveria Assignments v. Tali Assignments 21A8re 21A9il 21Bopt 21B1ci 21B2fe 21B3ga 21B4no 21B5ta vi. UNC Assignments 21B6un vii. Virmire Assignments 21B7vi viii. Wrex Assignments 21B8wr ix. X57 Assignments 21B9x5 C. Complete Codex i. Primary Codex Entries ii. Secondary Codex Entries 21Ccom 21C1pr 21C2se III.(1) EQUIPMENT AND UPGRADES A. Manufacturers B. Hidden Manufacturers 31equi 31Aman 31Bhid C. Weapons D. Armor 31Cwea 31Darm E. Other Equipment F. Upgrades 31Eoth 31Fupg (2) COMBAT STRATEGIES 32comb A. General Strategies 32Agen B. Sub-Boss Strategies 32Bsub C. Boss Strategies 32Cbos (3) GUIDE TO THE GALAXY 33guid (4) SECRETS 34secr A. Romances and Squad Conversations 34Arom B. Achievement Bonuses 34Bach C. Walkthrough Conclusion 34Cwal IV. (1) CREDITS 41cred (2) CONTACT ME 42cont (3) REVISIONS 43revi ---------------------------------------------------------------------SECTION I ---------------------------------------------------------------------- ============= Introduction ============= 11intr Mass Effect is the first in a trilogy of games created by BioWare, awardwinning developer of such RPGs as "Knights of the Old Republic" and "Baldur's Gate." It takes place in the year 2183, as humanity begins to take its first steps on the galactic stage, interacting with new alien races and settling uncharted worlds. You play as Commander Shepard, a promising young officer in the Systems Alliance Navy who has just been assigned to the SSV Normandy-the most advanced starship humans have ever created. Mass Effect was released for the Xbox 360 in North America on November 20, 2007, and for the PC on May 28, 2008. The game is rated "M" for Mature by the ESRB for blood, language, partial nudity, sexual themes, and violence. =========== Background 12back =========== In 2148 AD, humanity discovered a small cache of highly advanced alien technology buried deep beneath the surface of Mars. The creators of this technology--known as the Protheans--went extinct nearly 50,000 years ago, leaving little evidence of their existence behind. The discovery of this technology led humans to develop faster-than-light travel, allowing rapid expansion throughout the solar system. Within a year humanity uncovered another piece of Prothean technology, a dormant mass relay that had been encased in the ice-dwarf Charon. Once activated, this relay allowed instantaneous travel across thousands of light years to other mass relays in different parts of the galaxy. Humanity immediately began using this technology to colonize far-off star systems. This same year, the Systems Alliance was formed by the largest governments on Earth to serve as the spearhead of humanity's expansion. In 2157, the Alliance made first contact with an alien species known as the turians. This resulted in the First Contact War, as the next several months saw skirmishes between the turians and Earth's Systems Alliance fleets. In the largest battle of the war, the turians crushed the garrison on the human colony of Shanxi, but were ultimately driven off by the Alliance Second Fleet. This conflict drew the attention of the Citadel Council, a governing body that maintained peace and stability throughout much of the galaxy. They intervened in the conflict and brokered a peace agreement between humans and turians. Humanity continued its rapid expansion, and in 2165 it was granted an embassy on the Citadel, the political and economic heart of the civilized galactic community. This angered another race of aliens, the batarians, who had come into competition with humanity over territory in an undeveloped region of space known as the Skyllian Verge. Frustrated with the Council's refusal to halt human expansion, the batarians closed their embassy on the Citadel, and ultimately funded a surprise attack on the human colony of Elysium. The attack failed however, and in retaliation the Alliance raided the batarian criminal base on Torfan in 2178. Despite taking heavy losses, the Alliance soldiers utterly exterminated the inhabitants. The year is now 2183, and the SSV Normandy--the most advanced starship ever created by the Alliance--is being put through its paces. Aboard is Commander Shepard, a talented young officer who will soon embark on a galaxy-spanning adventure with the fate of the known universe hanging in the balance... ================== Xbox 360 Controls 13xbox ================== BASIC CONTROLS / COMBAT CONTROLS -------------------------------- A Button - Activate / Interact / Sprint or Mount (in combat) B Button - Holster Weapon X Button - Draw Weapon / Skip Dialogue Y Button - Draw Weapon / First Aid Left Trigger - Draw Weapon / Zoom Right Trigger - Draw Weapon / Fire Weapon Left Bumper - Draw Weapon / Hold to Select Weapon Right Bumper - Hold to Select Abilities Left Analog Stick - Move Character / Cursor / Back to Wall Right Analog Stick - Move Camera Left Analog Button - Toggle Crouch Right Analog Button - Increase Zoom (using sniper rifle) Start Button - Access Mission Computer Back Button - Throw Grenade / Detonate Grenade MAKO CONTROLS ------------- A Button - Activate Jump Jets B Button - Exit Mako X Button - Return to Normandy Y Button - Repair Mako Left Trigger - Turret View Right Trigger - Fire Machine Gun Left Bumper - none Right Bumper - Fire Cannon Left Analog Stick - Move Mako Right Analog Stick - Move Camera / Aim Weapons Left Analog Button - none Right Analog Button - Increase Zoom while in Turret View Start Button - Main Menu Back Button - none SQUAD COMMANDS -------------- Direction: Up - Move to a location Direction: Down - Take cover Direction: Left - Rally on your position Direction: Right - Target an enemy ============ PC Controls 14pcco ============ BASIC CONTROLS -------------- Interact - E,Enter Tactical HUD Map - Spacebar -M Equipment Squad Journal Codex Quick Save -I -U -J -O - F6 COMBAT CONTROLS --------------- Movement Sprint - W,A,S,D - Shift Movement Speed Crouch Fire -Z - Left Ctrl - Left Mouse Button Zoom - Right Mouse Button Change Zoom Level Grenade First Aid -E -R -F Draw/Holster Weapon - Q Previous Weapon -[ Next Weapon Pistol -] - F1 Shotgun - F2 Assault Rifle - F3 Sniper Rifle - F4 Toggle Quick Slots -V Quick Slot 1 -1 Quick Slot 2 -2 Quick Slot 3 -3 Quick Slot 4 -4 Quick Slot 5 -5 Quick Slot 6 -6 Quick Slot 7 -7 Quick Slot 8 -8 MAKO CONTROLS ------------- Cannon Turret Zoom Thrusters - Right Mouse Button - Shift - Spacebar Return to Normandy -N SQUAD COMMANDS -------------- Move - Up Button Rally - Down Button Attack Hold Position - Left Button - Right Button ============ Game Basics ============ 15game CHARACTER CREATION 15Acha ------------------ When you start a new game of Mass Effect, you can begin with the default version of Commander Shepard, or you can create your own. Creating a custom character allows you to alter your version of Commander Shepard in a number of ways, as detailed below. First, you select the gender of your character. Shepard can be male or female. Next you can give a first name to your character. The default male name is "John," and the default female name is "Jane." For the purposes of in-game dialogue and continuity, the last name cannot be changed. After selecting a name, the next step is to determine the history and personality of your character. This is a two-step process: The first step is to select your pre-service history. This dictates your character's background before joining the Alliance military. Three choices are available, and each allows for the completion of a different optional assignment. Spacer: "Both of your parents were in the Alliance military. Your childhood was spent on ships and stations as they transferred from posting to posting, never staying in one location for more than a few years. Following in your parents' footsteps, you enlisted at the age of eighteen." Alignment Bonus: ++ Paragon Assignment: "Citadel: Old, Unhappy, Far-Off Things," in which Commander Shepard deals with a drunken exmarine who is emotionally scarred from the events he witnessed as a soldier. Colonist: "You were born and raised on Mindoir, a small border colony in the Attican Traverse. When you were sixteen, slavers raided Mindoir, slaughtering your family and friends. You were saved by a passing Alliance patrol, and you enlisted with the military a few years later." Alignment Bonus: + Paragon + Renegade Assignment: " Citadel: I Remember Me," in which Commander Shepard is asked to speak with a fellow colonist who was traumatized by the events on Mindoir. Earthborn: "As an Earthborn, you had a rough childhood in the slums of Earth, and have a gritty edge to your personality." Alignment Bonus: ++ Renegade Assignment: "Citadel: Old Friends," in which Commander Shepard is confronted by a member of his/her former gang and asked for a favor. Next you select your psychological profile, for which there are again three possible choices. By the start of the game your character is something of a minor celebrity, and your choice here determines precisely how this came to be. Individuals in the game will sometimes recognize you from your past exploits and react differently towards you. Additionally, for each psychological profile there is an optional assignment that is affected. However, unlike the pre-service history selections, these assignments are available to all players. Sole Survivor: "During your service, a mission you were on went horribly wrong. Trapped in an extreme survival situation, you had to overcome physical torments and psychological stresses that would have broken most people. You survived while all those around you fell, and now you alone are left to tell the tale." Alignment Bonus: + Paragon + Renegade Assignment: "UNC: Dead Scientists," in which Commander Shepard encounters a fellow survivor of the massacre on Akuze. War Hero: "Early in your military career you found yourself facing an overwhelming enemy force. You risked your own life to save your fellow soldiers and defeat the enemy despite the impossible odds. Your bravery and heroism have earned you medals and recognition from the Alliance fleet." Alignment Bonus: ++ Paragon Assignment: "UNC: Espionage Probe," in which Commander Shepard confronts the mastermind of the attack he/she is famous for defeating. Ruthless: "Throughout your military career, your have held fast to one basic rule: get the job done. You've been called cold, calculating, and brutal. Your reputation for ruthless efficiency makes your fellow soldiers wary of you. But when failure is not an option, the military always goes to you first." Alignment Bonus: ++ Renegade Assignment: "UNC: Major Kyle," in which Commander Shepard must stop a dangerous cult led by his/her former commanding officer. These two selections create a matrix of nine possible backgrounds for your character, each of which is detailed below. You may use this list to select your desired combination of pre-service history and psychological profile. Spacer / Sole Survivor: "Both of your parents were in the Alliance military. Your childhood was spent on ships and stations as they transferred from posting to posting. Following in your parents' footsteps, you enlisted at the age of eighteen. One of your first missions was an expedition to investigate Akuze, a lush world on the outskirts of Alliance space that had suddenly dropped out of contact. Arriving on the surface, your patrol found the settlement intact, but there were no survivors. At nightfall, the thresher maws struck - mindless abominations of teeth and tentacles that rose from beneath the earth. Constant gunfire couldn't drown out the shrieks of your fellow soldiers as they were dragged down to a gruesome death. Fifty marines died on Akuze. You were the only one to make it back to the landing zone alive. A monument on the planet commemorates the massacre, a grim reminder of the price humanity must pay as they spread throughout the stars." Spacer / War Hero: "Born into a naval family, you spent your childhood on ships and stations. You moved from posting to posting as your parents were reassigned. You enlisted in the Alliance military yourself on the day you turned eighteen. You were on shore leave at Elysium when the first wave of the Skyllian Blitz struck. A massive coalition force of slavers, crime syndicates, and batarian warlords attacked the human colony, determined to wipe it out. You rallied the civilian inhabitants, leading them in their desperate fight to hold off the invaders. When enemy troops broke through the colony's defenses, you single-handedly held them off and sealed the breach. After hours of brutal fighting, reinforcements finally arrived and the enemy broke ranks and fled. Because of your actions, Elysium was saved, and you are regarded throughout the Alliance as a true hero." Spacer / Ruthless: "Born into a naval family, you spent your childhood on ships and stations. You moved from posting to posting as your parents were reassigned, and it was only natural you would follow in their footsteps by enlisting in the Alliance military when you came of age. After several years of service, you joined the campaign to rid the Skyllian Verge of batarian slavers and other criminal elements. The final battle came when Alliance forces laid siege to Torfan, a slaver base built miles below the surface of a desolate moon. The superiority of the human fleet was wasted in the assault on the underground bunker, but you led a corps of elite ground troops into the heart of the enemy base. Nearly three-quarters of your own squad perished in the vicious close-quarters fighting... a cost you were willing to pay to make sure not a single slaver made it out of Torfan alive." Colonist / Sole Survivor: "You were raised on Mindoir on the fringes of the Attican Traverse. When you were sixteen, the colony was raided by slavers. The entire settlement was razed and your friends and family were slaughtered. A passing Alliance patrol rescued you, but all you loved was destroyed. You enlisted with the Alliance military, eventually volunteering to go to Akuze, a colony that had mysteriously dropped out of contact. As soon as it arrived on the surface, your patrol was attacked by thresher maws - mindless abominations of teeth and tentacles that rose up from beneath the earth. Constant gunfire couldn't drown out the shrieks of your fellow soldiers as they were dragged down to a gruesome death. Fifty marines died on Akuze; you were the only one to make it back to the landing zone alive. A monument on the planet commemorates the massacre, a grim reminder of the price humanity must pay as they spread throughout the stars." Colonist / War Hero: "You were raised on Mindoir on the fringes of the Attican Traverse. When you were sixteen, the colony was raided by slavers. The entire settlement was razed and your friends and family were slaughtered. A passing Alliance patrol rescued you, but all you loved was destroyed. You enlisted with the Alliance military and were posted at Elysium. You were there during the Skyllian Blitz, an attack on the colony by a massive coalition force of slavers, crime syndicates, and batarian warlords. You rallied the civilian inhabitants, leading them in their desperate fight to hold off the invaders. When enemy troops broke through the colony's defenses, you single-handedly held them off and sealed the breach. After hours of brutal fighting, reinforcements finally arrived and the enemy broke ranks and fled. Because of your actions, Elysium was saved, and you are regarded throughout the Alliance as a true hero." Colonist / Ruthless: "You were raised on Mindoir on the fringes of the Attican Traverse. When you were sixteen, the colony was raided by slavers. The entire settlement was razed and your friends and family were slaughtered. A passing Alliance patrol rescued you, but all you loved was destroyed. You joined with the Alliance military, joining the long and bloody campaign to rid the Skyllian Verge of batarian slavers and other criminal elements. The final battle came when Alliance forces laid siege to Torfan, a slaver base built miles below the surface of a desolate moon. The superiority of the human fleet was wasted in the assault on the underground bunker, but you led a corps of elite ground troops into the heart of the enemy base. Nearly three-quarters of your own squad perished in the vicious close-quarters fighting, a cost you were willing to pay to make sure not a single slaver made it out of Torfan alive." Earthborn / Sole Survivor: * "You were born on Earth, but you never knew your parents. A child of the streets, you learned to live by your wits and guts, surviving in the hidden underbelly of the megatropolises of humanity's homeworld. Eager to find a better life, you joined the Alliance military when you came of age. You volunteered for an expedition to Akuze: a lush world on the outskirts of Alliance space that had suddenly dropped out of contact. Arriving on the surface your patrol found the settlement intact, but no survivors. At nightfall, the thresher maws struck - mindless abominations of teeth and tentacles that rose up from beneath the earth. Constant gunfire couldn't drown out the shrieks of your fellow soldiers as they were dragged down to a gruesome death. Fifty marines died on Akuze; you were the only one to make it back to the landing zone alive. A monument on the planet commemorates the massacre, a grim reminder of the price humanity must pay as they spread throughout the stars." Earthborn / War Hero: "You were born on Earth, but you never knew your parents. A child of the streets, you learned to live by your wits and guts, surviving in the hidden underbelly of the megatropolises of humanity's homeworld. Eager to find a better life, you joined the Alliance military when you came of age. You were on shore leave at Elysium when the first wave of the Skyllian Blitz struck. A massive coalition force of slavers, crime syndicates, and batarian warlords attacked the human colony, determined to wipe it out. You rallied the civilian inhabitants, leading them in their desperate fight to hold off the invaders. When enemy troops broke through the colony's defenses, you single-handedly held them off and sealed the breach. After hours of brutal fighting, reinforcements finally arrived and the enemy broke ranks and fled. Because of your actions, Elysium was saved, and you are regarded throughout the Alliance as a true hero. Earthborn / Ruthless: "You were born on Earth, but you never knew your parents. A child of the streets, you learned to live by your wits and guts, surviving in the hidden underbelly of the megatropolises of humanity's home world. Eager to find a better life, you joined the Alliance military when you came of age. You were assigned to the campaign to rid the Skyllian Verge of batarian slavers and other criminal elements. The final battle came when Alliance forces laid siege to Torfan, a slaver base built miles below the surface of a desolate moon. The superiority of the human fleet was wasted in the assault on the underground bunker, but you led a corps of elite ground troops into the heart of the enemy base. Nearly three-quarters of your own squad perished in the vicious close-quarters fighting, a cost you were willing to pay to make sure not a single slaver made it out of Torfan alive." * The Earthborn / Sole Survivor background is that chosen for the default Commander Shepard. After creating a character profile, you must select your class from the six types available to you. This is a very important selection, as it determines what weapons and abilities you will have access to. There are three primary classes in Mass Effect: Soldiers, Engineers, and Adepts. Soldiers are combat specialists: They are the only class with access to heavy armor, and they have the ability to train in the use of any weapon type. Engineers specialize in non-combat abilities like unlocking doors and containers, and in sabotaging enemy weapons and shields. Adebts are biotic characters that can forcefully move enemies and objects, and are best at disabling enemies and controlling crowds. Soldier: "The Soldier is a tough warrior, able to deal with a range of combat situations. The Soldier gets improved health, has the widest selection of weapons, and is eventually able to wear heavy armor. Gameplay focus is on getting into the thick of the fight, picking the right weapon for tactical situations, and outlasting opponents." Starting Talents: Assault Rifles Assault Training Combat Armor (Medium) Pistols Unlockable Talents: Combat Armor (Heavy) First Aid Fitness Shotguns Sniper Rifles Engineer: "The Engineer is a tech specialist, able to quickly and easily manipulate the environment with specific talents. Gameplay focus is on shaping the battlefield during combat, healing the party, and debuffing enemies (disabling weapons and lowering shields)." Starting Talents: Decryption Electronics First Aid Pistols Unlockable Talents: Basic Armor (Light) Damping Hacking Medicine Adept: "The Adept is the ultimate biotic, able to affect the physical world with the power of the mind. They can use biotics to violently manipulate objects in the environment, including nearby enemy targets. Gameplay focus is on disabling and debuffing enemies while dealing massive amounts of damage." Starting Talents: Barrier Basic Armor (Light) Throw Warp Unlockable Talents: Lift Pistols Singularity Stasis The other three classes are hybrids of the first three, though whether they combine the best or worst aspects of each remains a subject of debate. The Infiltrator combines the Soldier and Engineer, the Vanguard combines the Soldier and Adept, and the Sentinel combines the Engineer and Adept. Vanguards have access to weapons and armor training, but don't have the range of biotic abilities open to Adepts. Similarly, Infiltrators gain weapons and armor training as well, but lack the range of debuffs possessed by Engineers. The most supporting class is the Sentinel, which offers a mix of tech and biotic powers, but lacks weapon or armor talents. Infiltrator: "The Infiltrator is a tech-savvy warrior, able to win battles by quickly disabling and killing enemies. These soldiers focus on unlocking alternate routes, gaining access to good equipment, and obtaining an advantageous position over enemies in combat." Starting Talents: Decryption Electronics Pistols Tactical Armor (Light) Unlockable Talents: Damping First Aid Fitness Sniper Rifles Tactical Armor (Medium) Vanguard: "The Vanguard is a powerful combatant, able to combine the offensive powers of the Adept and the Soldier. They have access to various weapons and armor, as well as biotics. Gameplay focus is on taking down enemies with quick and brutal force. Starting Talents: Assault Training Pistols Throw Warp Unlockable Talents: Barrier Lift Shotguns Tactical Armor (Light/Medium) Sentinel: "The Sentinel is the most flexible class, able to combine tech and biotics to manipulate the environment, disable and track enemies, or defend the party. Gameplay focus is on protecting the party using kinetic barriers and healing it with advanced medical training." Starting Talents: Barrier Decryption First Aid Throw Unlockable Talents: Electronics Lift Medicine Stasis Finally you are ready to customize your character's appearance. You can choose to use the default versions of Commander Shepard, or you can adjust any aspect of your character's face to your liking. Use the sliders in each section to manipulate a range of facial details. Female characters have the additional option of customizing makeup. When you are finished, select "Finalize" to begin the game. Note that once you have completed one playthrough of Mass Effect you can begin a new game by selecting an existing character. You will begin the new game with all the stats and equipment that your character had at the time the game was finished. Though any accrued Charm or Intimidate slots will be retained, your preexisting Paragon and Renegade scores will not carry over. Additionally, if you have unlocked any weapons or powers through achievements, you must select one as a bonus talent for your new character. INTRODUCTION TO RPGS 15Bint -------------------- Mass Effect is an Action Role-Playing Video Game (or RPG), meaning you assume the role of a fictional character and control his or her actions in a way that affects the game and other characters. As your progress through the game you will earn "experience points" (or XP) for your actions. You gain these points by exploring, talking to characters, completing quests, and defeating enemies in combat. The accumulation of these points allows your character to "level up," thereby increasing certain characteristics such as health. In Mass Effect you are granted "talent points" after each level up, which go into upgrading and improving your character's ability with certain skills. Many of these components are explained in more detail later. CONVERSATIONS 15Ccon ------------- A significant amount of gameplay in Mass Effect is devoted to conversations with other characters. This is done through the "conversation wheel" that appears near the bottom of the screen whenever your character has the opportunity to say something. All dialogue in the game is fully voiced, including that of Commander Shepard. Rather than choosing the exact words your character will say however, Mass Effect shows you several options on the wheel corresponding to general feelings, questions, or emotions. These short phrases are then turned into full lines of dialogue that are spoken by your character To select a dialogue response on the Xbox 360, hold the left analog stick in the direction of the choice you wish to select, and then press the A button. You can also press the X button instead, which will begin your character's line immediately, stepping on the lines of any character who is speaking at the time. X is also used to skip dialogue if you wish to do so. On the PC you use the mouse to select dialogue options, and the Spacebar to skip dialogue. The dialogue wheel itself is divided into six quadrants. Choices on the wheel's left side usually give you more information about a given topic, while choices on the right tend to bring the conversation closer to its conclusion. Additionally, the top of the wheel tends to correspond to the Paragon path, where your character makes cooperative and unselfish decisions. The bottom of the wheel typically corresponds to the Renegade path, where your character makes decisions that are more selfish and impatient. This is not always the case, but it is a good general guide to framing your responses during a conversation if you wish to play as a virtuous or malevolent character. Sometimes you will see the option on the middle left to "Investigate." Selecting this option brings up more choices for topics of conversation, and the orientation of these choices often does not correspond to the Paragon / Renegade paths described above. If you have spent sufficient talent points in the "Charm" or "Intimidate" talents, you will sometimes also have the option to persuade characters to achieve a nonviolent outcome or to give you additional money, items, or information. These choices appear in the upper and lower left quadrants as blue and red dialogue choices respectively. If you lack sufficient skill in these areas, these choices will be grayed out, and you will not have the option of using them. THE MISSION COMPUTER 15Dthe -------------------- By pressing the Start Button (or Esc on the PC) you can enter the Mission Computer menu. You access each part of the menu in a similar way to selecting dialogue choices during a conversation. The Mission Computer allows you access to game details for: Codex: A small encyclopedia of the Mass Effect universe. As you play and gain new information the Codex will populate itself with new articles concerning the planets, civilizations, and technologies you come across. Equipment: View and change your currently equipped weapons, armor, items, and upgrades. Exit Game: Quits the game and returns to the desktop. (PC only) Journal: View your current missions and assignments. Missions are essential to the completion of the game. Assignments are optional, but typically grant experience points and other rewards. Load: Load previously saved games. Main Menu: Exit the game and return to the main menu. (PC only) Map: Shows a two dimensional overview of your current area. It indicates the position of your character as well as known points of interest, objectives, and other pieces of useful information. On the Xbox 360, you can use the left and right bumpers to zoom in and out for a better view. Options: Change your settings for gameplay, graphics, sound, and other options. Notably, you can change the gameplay difficulty, and toggle visual effects like film grain and motion blur. (Xbox 360 only) Save: Allows you to save your current progress through the game. You cannot save in certain situations, such as during combat and while riding in elevators. Settings: Change your settings for gameplay, graphics, sound, and other options. Notably, you can change the gameplay difficulty, and toggle visual effects like film grain and motion blur. (PC only) Squad: View and upgrade stats and abilities for you and your squad members. COMBAT 15Ecom ------ The combat in Mass Effect resembles a third-person shooter, but is actually powered by an RPG rules set. You can draw your weapon by pressing the X button (Q on the PC) or either of the triggers (mouse buttons on the PC), and can holster it by pressing the B button (Q on the PC). Drawing your weapon enters combat mode, showing a reticule on-screen to indicate where your weapon is aimed. It also displays the status of each squad member in the lower left corner of the screen. The red bar indicates the health of each squad member, while the blue boxes indicate the status of each character's shields. More boxes mean more shield strength, and empty boxes mean the shields are depleted. Radar is displayed in the bottom right corner, and shows enemies as red dots. Some enemies can jam your radar, hiding their locations from you. However, certain weapon upgrades can be used to negate this ability. The right analog stick (or mouse on the PC) is used to aim the target reticule. Holding the left trigger (right mouse button on PC) zooms in for more precise aiming, increasing your character's accuracy. The reticule turns orange when it is placed over an enemy or any object that can be damaged or destroyed. Squeezing the right trigger (left mouse button on PC) then fires your weapon. The chance of hitting an enemy and how much damage is dealt from your weapon are determined by your stats and equipment. Your chance of hitting an enemy is reduced by holding the trigger for a long period of time. Sustained fire can also overheat your weapon, meaning you must wait for it to cool down before using it again. On the Xbox 360 strategic management is accomplished through the use of two combat "wheels." The first is the "Weapons Wheel" which is accessed by holding down the left bumper. This pauses the action, and allows you to select what weapon each member of your squad will use. All squad members carry a pistol, shotgun, assault rifle, and sniper rifle, but each will be far more effective with a certain weapon if they have trained in its use. The second wheel is the "Power Wheel," which is accessed by holding the right bumper. This allows you to access the special abilities of all squad members and use them accordingly by aiming using the right analog stick. A power can also be mapped to the right bumper by pressing the X button while using the wheel. On the PC these wheels are replaced by the Tactical HUD, which is accessed by holding down the Spacebar. This screen shows the abilities that are available to you and your squad members. You can use it to select which weapons and powers to use, and it also allows you to set your hotkeys for each ability by dragging them to the quick slots located in the upper left corner. Here they can be accessed by pressing the appropriate number key, 1 through 8. ADVANCING LEVELS 15Fadv ---------------- As mentioned previously, you gain experience points as you progress through the game. There is a single pool of experience for the entire squad, allowing you and your companions to advance at a similar rate. By accumulating enough XP you will level up, granting access to new talent points which you can spend at the Squad screen in the Mission Computer. Your character starts at level 1, and the highest possible level is level 60. At the Squad screen you can automatically distribute talent points to the selected character, or you can spend them manually on each desired talent. Players earn talent points for each new level as follows: Level 1-5 6-20 Shepard Points per Level 3 Squad Points per Level 2 2 2 21-35 2 1 36-60 1 1 This means that at most Shepard can earn 100 talent points through leveling up, and squad members can earn up to 80 points. However, all characters begin with 2 points already allocated, and automatic points in the Charm and Intimidate talents can be earned by raising Paragon and Renegade meters to sufficient levels. Therefore the theoretical maximum number of talent points a character can have is 126 at level 60. THE GALAXY MAP 15Gthe -------------- To travel around the galaxy using your advanced starship--the Normandy--you must access the galaxy map, located prominently in the center of the command deck. The first level of the galaxy map is the Galaxy Level, which shows all available star clusters and nebulae you can visit. By moving your cursor over a selected cluster you can see its name and view the relay path the Normandy would take to reach that part of the galaxy. New clusters and systems become available as you complete missions and learn more about the galaxy. After selecting a location, you zoom in to the Cluster Level, which shows all known star systems within that cluster. To explore a star system you must travel there by clicking on it and confirming that you wish to travel. When you have arrived at a new system you will see the System Level, which shows all the planets and celestial objects orbiting the star you have traveled to. All planets will have a blue ring showing their orbit. Other objects may be hidden and will require you to move your cursor over them to discover their presence. For example, many asteroid belts have interesting asteroids you can examine, and derelict starships and freighters can also be found in some systems. A hidden object can usually be identified by a small twinkle of light that appears on occasion. To find these objects, move your cursor over the object and press the appropriate button to scan it. By selecting a planet, moon, or other object you will zoom in to the Planetary Level. This shows you a view of the planet's surface along with a synopsis of important planetary features and information. Many planets are inhospitable to human life, but some can be surveyed for raw materials and interesting artifacts. Some can also be explored using the Mako. On the Xbox 360, press A to survey or land on a planet when given the option. EQUIPMENT 15Hequ --------- Collecting, using, and upgrading your equipment is important to your success and survival in Mass Effect. The first pieces of useful equipment are your weapons. Every squad member carries four basic weapon types, and Commander Shepard can also throw grenades which detonate automatically after ten seconds if not detonated remotely by pressing the grenade button again. Pistols: "Pistols are highly accurate, have little recoil, and are easy to use when moving. They are effective at a variety of ranges, but inflict limited damage." Trainable by: Soldier Engineer Adept Vanguard Infiltrator Shotguns: "Shotguns have a slow rate of fire and high recoil, but inflict massive damage to multiple targets when fired at close range." Trainable by: Soldier Vanguard Assault Rifles: "Assault rifles are the standard armament of most Soldiers, offering a good balance between firepower, range, and accuracy." Trainable by: Soldier Sniper Rifles: "Sniper rifles have long range, are highly accurate, and inflict significant damage. They have a limited rate of fire, however, and are practically useless at close range. Trainable by: Soldier Infiltrator Grenades: "Disk-shaped Alliance grenades can glide long distances and also latch onto targets or flat surfaces to be remotely detonated. Only you, as Commander Shepard, can use grenades." The next major component is armor, which protects the wearer from injury. Each species uses a different set of armor because of inherent differences in physiology. The one exception is the asari, who can wear human armor, and vice versa. Light Armor: "Light armor offers a basic level of protection from enemy attacks and minimizes the movement penalties that affect weapon accuracy." Wearable by: Soldier Engineer Adept Vanguard Infiltrator Sentinel Medium Armor: "Medium armor offers an increased level of protection, but also increases the movement penalties that affect weapon accuracy." Wearable by: Soldier Vanguard (requires training) Infiltrator (requires training) Heavy Armor: "Heavy armor offers the highest level of protection from enemy fire, but also has the highest movement penalties affecting weapon accuracy." Wearable by: Soldier (requires training) With one exception, all weapons, armors, and grenades can be upgraded to enhance their properties. Upgrades can increase damage, improve shields, and more. To upgrade equipment, access the Equipment screen through the Mission Computer (or press I on the PC). Equip the item you wish to use and press the X button to view the Upgrade screen on the Xbox 360, or click the appropriate upgrade slot on the PC. Select the desired upgrades and then confirm the upgrade selection. To modify tech and biotic abilities, special equipment is used: Bio-amps: "Biotics can strengthen their power in specific disciplines by using amps (amplifiers). These specially designed devices often come in the form of small electronic attachments that are worn on a biotic's ear or the back of their head." Omni-tools: "Omni-tools are multipurpose diagnostic and minifacturing tools used for a variety of battlefield tasks, such as hacking, decryption, or repair. They are equipped by Engineers, Sentinels, and Infiltrators to make use of their tech talents." New equipment can be acquired in a number of ways. As you progress in the game and defeat enemies you gain XP, money, and items. These new items are automatically placed in your inventory. You can also purchase items from stores or take them from containers you find throughout the game. Stores allow you to buy upgrades in the form of increased grenade or medi-gel capacity. Medi-gel is a universal healing substance that restores the health of all squad members when used. Press the Y button (F on the PC) during combat to use medi-gel on your squad. There is an inventory limit of 150 items, so it is important to keep your inventory as empty as is reasonable. Any weapons, armors, or upgrades you or your squad aren't using can be sold for extra money or turned into omni-gel. Omni-gel is useful for opening locked containers and decrypting certain electronic devices, provided you have the requisite skill already. SQUAD MANAGEMENT 15Isqu ---------------- Selecting the Squad screen from the Mission Computer menu gives a variety of information about your character and the other characters in your squad, including name, class, appearance, level, and use of talent points. The Squad screen can be accessed directly on the PC by pressing the U key. Whenever you gain enough experience to gain a new level, all characters are granted talent points that can be spent to upgrade certain abilities or to unlock new ones. Assigning points to a given talent lets you improve combat, tech, and biotic abilities, as well as unlock and improve special abilities for each talent. Commander Shepard also has Paragon and Renegade meters shown on this screen. These meters track your choices made throughout the game. Generous choices result in Paragon points, ruthless choices result in Renegade points. Either path is acceptable, as you gain bonuses for filling either meter. Paragon: The Paragon scale is colored blue and impacts the Charm ability. 05% Bonus: Opens two Charm slots Gives one Charm point 25% Bonus: Opens two Charm slots Gives one Charm point 10% bonus to First Aid cooldown 50% Bonus: 10% bonus to health 75% Bonus: Unlocks Achievement Opens two Charm slots Gives one Charm point 5% bonus to all talent cooldowns Renegade: The Renegade scale is colored red and impacts the Intimidate ability. 05% Bonus: Opens two Intimidate slots Gives one Intimidate point 25% Bonus: Opens two Intimidate slots Gives one Intimidate point 10% bonus to First Aid cooldown 50% Bonus: Regenerate +1 health per second 75% Bonus: Unlocks Achievement Opens two Intimidate slots Gives one Intimidate point 5% damage/duration bonus on all weapons/powers EXPLORING UNCHARTED WORLDS 15Jexp -------------------------- When you have control of the Normandy, you can use it to travel to many uncharted worlds with mysterious anomalies. To discover the nature of these anomalies, you must explore these planets using the Mako. When you land on a planet, you should first check your Map. This often reveals the locations of many known points of interest. Anomalies--marked with a question mark--usually indicate something interesting to explore. Furthermore, there are several deposits of rare materials that can be surveyed on a planet's surface once you discover them. When you are done exploring a planet, simply press the X button while in the Mako (or from the Map screen) to return to the Normandy. This is done on the PC by pressing the N key. USING THE MAKO -------------- 15Kusi The Normandy comes with the M35 Mako, an infantry fighting vehicle that can be used to cover long distances quickly and to provide cover and direct fire support. You can use the A button (E on the PC) to enter the Mako, and the B button (Q on the PC) to exit it. The Mako is equipped with a 155mm machine gun for dealing with infantry, as well as a cannon for destroying more heavily armored opposition. It also comes with jump jets that can be activated using the A button (Spacebar on the PC), which allow the operator to deftly jump over incoming enemy rockets. If the Mako becomes damaged from enemy fire, press the Y button (F on the PC) to repair it. Doing so uses 15 omni-gel and requires the Mako to be stationary. =========== Characters 16char =========== COMMANDER SHEPARD 16Acom ----------------- Commander Shepard is the main character in Mass Effect, and is directly controlled by the player. Shepard's actions, whether generous or ruthless will decide the fate of the galaxy. Shepard's background and pre-service history are chosen by the player during the character creation process. At the beginning of the game, Shepard is the Executive Officer on the SSV Normandy, a prototype Alliance frigate. SQUAD MEMBERS 16Bsqu ------------- ++++++++++++++++++++ Ashley Williams Gunnery Chief Williams is a soldier with the Alliance garrison on Eden Prime. She enlisted with the Marines straight out of high school, but despite an exemplary record she has been repeatedly passed over for a fleet assignment. Ashley is a Soldier, specializing in combat abilities. Level 60 Attributes (Autolevel) < ------------ > Pistols < xxxx > Shotguns < xxxxxxxxxxxx > Assault Rifles < xxxxxxxxxxxx > Sniper Rifles < xxxxxxxx Combat Armor First Aid > < xxxxxxxxxxxx > < xxxxxxxxx Assault Training > < xxxxxxxxxxxx > Fitness < xxxxxxx > Soldier < xxxxxx > < ------------ > ++++++++++++++++++++ ++++++++++++++++++++ Kaidan Alenko Lieutenant Alenko is a crewmember on the SSV Normandy. Before birth he was exposed to element zero, and developed biotic abilities as a result. As a kid he was taken for biotic training and was equipped with L2 biotic implants, which give him occasional migraines. Kaidan is a Sentinel, specializing in tech and biotic abilities. Level 60 Attributes (Autolevel) < ------------ > Throw Lift < xxxxxxxxxxxx > < xxxxxxxxxx Barrier < xxxxxxx Stasis < xxxx Decryption Electronics First Aid Medicine Sentinel > > < xxxxxxxxxxxx > < xxxxxxxxxxxx > < xxxxxxxxxxxx > < xxxxxxx < xxxxxx < ------------ > ++++++++++++++++++++ ++++++++++++++++++++ Liara T'Soni > > > Dr. T'Soni is an asari scientist who spends most of her time on archaeological digs in remote parts of the galaxy. She hopes that her research will someday uncover the truth about the Prothean extinction. Liara is similar to an Adept, specializing in biotic abilities. Level 60 Attributes (Autolevel) < ------------ > Throw Lift < xxxxxxxxxxxx > < xxxxxxxxxxxx > Warp < xxxxxxxxxxxx > Singularity < xxxxxxxxxx > Barrier < xxxxxxxxxxxx > Stasis < xxxx First Aid < xxxxxx Electronics < xxxxxxxx Asari Scientist < xxxxxx > > > > < ------------ > ++++++++++++++++++++ ++++++++++++++++++++ Urdnot Wrex Wrex is one of the galaxy's few remaining krogan battlemasters, rare individuals who have mastered advanced biotic and combat abilities. He has spent much of his recent history as a bodyguard, hired mercenary, or bounty hunter. Wrex is similar to a Vanguard, specializing in combat and biotic abilities. Level 60 Attributes (Autolevel) < ------------ > Assault Rifles < xxxxxxxx Shotguns < xxxxxxxxxxxx > Combat Armor > < xxxxxxxxxxxx > Fitness < xxxxxxxx > Warp < xxxxxxxxxxxx > Throw < xxxxxxxxxxx Barrier < xxxxxxx Stasis < xxxxxx > > > Krogan Battlemaster < x x x x x x > < ------------ > ++++++++++++++++++++ ++++++++++++++++++++ Garrus Vakarian Garrus is a turian Citadel Security officer. He is unhappy with his job because he feels there is too much bureaucracy involved in apprehending suspected criminals. Garrus is similar to an Infiltrator, specializing in combat and tech abilities. Level 60 Attributes (Autolevel) < ------------ > Assault Rifles < xxxxxxx > Sniper Rifles < xxxxxxxxxxxx > Tactical Armor < xxxxxxxxx Assault Training < xxxxxx > > Decryption < xxxxxxxxxxxx > Damping < xxxxxxxxxxxx > First Aid < xxxxxxxxxxxx > Electronics < xxxxxx Turian Agent > < xxxxxx > < ------------ > ++++++++++++++++++++ ++++++++++++++++++++ Tali'Zorah nar Rayya Tali is a quarian machinist, currently on a pilgrimage in search of something useful to bring back to her people. Tali is similar to an Engineer, specializing in tech abilities. Level 60 Attributes (Autolevel) < ------------ > Pistols Shotguns Basic Armor First Aid Electronics < xxxxxx > < xxxxxxxx > < xxxxxxxxxx < xxxxxxxxx > > < xxxxxxxxxxxx > Damping < xxxxxxxxxxxx > Decryption < xxxxxxx > Hacking < xxxxxxxxxxxx > Quarian Machinist < x x x x x x > < ------------ > ++++++++++++++++++++ NORMANDY CREW 16Cnor ------------- ++++++++++++++++++++ Captain Anderson David Anderson is the Commanding Officer of the Normandy. He has served the Alliance with distinction for many years, and was the first human to be considered for Spectre training. However, the Spectre he was assigned to work with despised humans and ensured that the Citadel Council rejected Anderson's candidacy. ++++++++++++++++++++ ++++++++++++++++++++ Navigator Pressly Pressly is an officer on the Normandy, serving as the ship's Navigator. Before being selected by Captain Anderson to serve on the Normandy, Pressly distinguished himself in the battle for Elysium during the Skyllian Blitz. ++++++++++++++++++++ ++++++++++++++++++++ Chief Engineer Adams Adams is an experienced officer who can be found monitoring the drive core of the Normandy. He served on virtually every class of ship in the Alliance Navy before being selected for service on the Normandy by Captain Anderson. ++++++++++++++++++++ ++++++++++++++++++++ Doctor Chakwas Chakwas is the only medical professional on the Normandy. She joined the Alliance straight out of medical school in search of "exotic adventure." Even though her career failed to be as romantic as she initially hoped, she remains a loyal member of the Alliance out of a sense of responsibility for the soldiers that depend on her care. ++++++++++++++++++++ ++++++++++++++++++++ Joker Flight Lieutenant Jeff "Joker" Moreau serves as the helmsman for the Normandy, and claims to be the best pilot in the entire Alliance Navy. Despite suffering from a debilitating bone disease he managed to finish at the top of his class in flight school, winning enough recognition to be selected for the Normandy's crew. ++++++++++++++++++++ ++++++++++++++++++++ Corporal Jenkins Richard Jenkins is a marine under the command of Captain Anderson, and serves on the Normandy's ground team. He was born on the colony of Eden Prime, but found it too "calm and quiet," so he joined the Alliance in search of adventure. ++++++++++++++++++++ OTHER CHARACTERS 16Doth ---------------- ++++++++++++++++++++ Ambassador Udina Donnel Udina is Earth's ambassador to the Citadel. He interacts directly with the Citadel Council and relays to the Council members the issues and concerns of the Alliance and its citizens. Udina's top priority is to improve humanity's standing with the other Citadel species. He hopes one day to have a human seat on the Council, and to that end he has worked to get humans into Citadel Security. He also hopes to get humans enlisted into the ranks of the Spectres. ++++++++++++++++++++ ++++++++++++++++++++ Admiral Hackett Steven Hackett is a high-ranking member of the Alliance military, and is the commander of the Fifth Fleet. He has a hand in all the affairs of the military, and is responsible for maintaining peace and stability in systems occupied by the Alliance. ++++++++++++++++++++ ===================== Downloadable Content 17down ===================== BRING DOWN THE SKY 17Abri ------------------ Released via Xbox Live on March 10, 2008, "Bring Down the Sky" is the first piece of downloadable content for Mass Effect. It features a new uncharted world to explore, and introduces a new alien race, the Batarians. "Bring Down the Sky" on the Xbox 360 costs 400 Microsoft Points and is estimated to consist of roughly 90 minutes of gameplay. As of July 29, 2008, PC users of the game can download "Bring Down the Sky" for free on the BioWare website. Description from the Mass Effect website: "A Batarian extremist group has hijacked an asteroid station in the Asgard system, setting it on a collision course with the nearby colony world of Terra Nova. Only Commander Shepard can save the millions of innocent civilians before the asteroid completes its deadly descent." To access the "Bring Down the Sky" module, you must have control of the Normandy. A marker will appear on the Galaxy Map directing you to the "X57 Asteroid" in the Exodus Cluster. Simply land on the asteroid to begin the assignment. ---------------------------------------------------------------------SECTION II ---------------------------------------------------------------------- ============ Walkthrough 21walk ============ Please Note: This guide does not always provide the fastest possible path through the game. It is intended for those who want to enjoy the complete Mass Effect experience, and includes many optional items that are not required to complete your adventure. The Walkthrough is divided into three sections. The first is the Primary Mission Walkthrough, detailing the main story in which Shepard must save the galaxy. This section includes some optional components, but these tasks will be designated as such and you may skip them at your discretion. The next section is for Optional Assignments, and details every side mission in Mass Effect. Assignments that deviate from the main path will be included in this section. Finally, the last section consists of a brief listing of all possible Codex entries and how to achieve them. PRIMARY MISSION WALKTHROUGH 21Apri --------------------------- Your adventure begins on the command deck of the SSV Normandy, the most advanced System Alliance starship ever created. You are Commander Shepard, a promising officer in the Alliance Navy, who has been tasked with overseeing the ship as it is put through its paces... This section takes you through the primary mission. There are many steps involved, some of which are optional. SECTION 1: Prologue 21A1pr 1 - Shakedown Our story begins as Commander Shepard heads to the front of the Normandy, where Joker--the ship's helmsman--has just finished a mass relay jump. The mass relays are thought to be relics of an ancient civilization known as the Protheans, and facilitate rapid travel throughout the galaxy. He relays his success to Nihlus Kryik, who is overseeing the operation. Nihlus is a turian Spectre, an elite operative charged with maintaining galactic stability at any cost. When Nihlus leaves, Joker tells Lieutenant Alenko about his distrust for Spectres, at which point you have an opportunity to voice an opinion. Your dialogue choices can net you Paragon or Renegade points. Choices in the upper part of the dialogue wheel usually correspond with the Paragon alignment, while choices on the bottom of the wheel usually correspond to the Renegade alignment. Captain Anderson--the commanding officer on the Normandy--comes on the comm and asks you to report to the briefing room. +2 Paragon for agreeing with Joker +2 Renegade for chastising your crew New Mission: "Prologue: On the Normandy" 2 - Pressly (Optional) On your way back towards the briefing room you can overhear Navigator Pressly having a conversation with Chief Engineer Adams. Speaking with Pressly reveals his concerns about the mission: He is worried that Nihlus and Anderson might be concealing something from the crew. Pressly can also fill you in on the Normandy's unique stealth systems, which allow it to avoid detection by other ships. 3 - Jenkins and Chakwas (Optional) Outside of the briefing room, Corporal Jenkins is having a conversation with Doctor Chakwas. You can talk to them to learn more about the Spectres, as well as Eden Prime, your destination for this mission. +2 Paragon for being supportive of Jenkins +2 Renegade for telling Jenkins the mission isn't about him 4 - Spectre Training Enter the briefing room and speak with Nihlus. He talks briefly about Eden Prime before Captain Anderson enters and reveals the true nature of the operation: A Prothean beacon was recently unearthed on Eden Prime and the Normandy is being sent in to recover it. The beacon likely contains a wealth of information on the Protheans--information that could lead to the development of new technologies. It's crucial to get the beacon back to the Citadel--the seat of galactic government--so that it won't fall into the wrong hands. As it turns out, Nihlus will also be using this mission as an opportunity to evaluate you as a possible candidate for the Spectres. Before you reach Eden Prime however, Joker patches through a distress signal from the planet's surface, showing an attack by a massive spaceship of unknown design. Needless to say, this adds urgency to the assignment, as you must now find and secure the beacon while helping any survivors you find. "Prologue: On the Normandy" -> "Prologue: Find the Beacon" SECTION 2: Eden Prime 21A2ed 1 - Touchdown on Eden Prime When you arrive on the planet's surface you have Lieutenant Kaidan Alenko and Corporal Richard Jenkins in your squad. Each of you has only basic equipment. Head into the bog to the north and turn east to find an upgrade kit. (Note that for Eden Prime the compass and map directions don't agree. Directions listed here will follow the map directions.) Jenkins will identify the nearby gas bags which you can use for target practice before moving on. 2 - The Geth Proceed west and follow the path over the hill. You are immediately ambushed by a small group of geth recon drones and Jenkins is fatally wounded. The recon drones have weak weapons and shields, but are resistant to biotic attacks. When they are destroyed, check Jenkins' body to confirm his fate. Continue north up the hill. There are three drones at the top you must defeat, after which you can find another upgrade kit to the left of the path containing some grenades and omni-gel. Proceed northeast through the woods and destroy three more drones. Off to the left before you exit the woods you can find a medical kit to replenish your medi-gel. +2 Paragon for promising Jenkins a proper burial +2 Renegade for downplaying Jenkins' death 3 - Ashley Williams As you descend the hill you witness a lone soldier being chased by more drones. She turns to see another human impaled on a large spike by two geth troopers, which you must now help her defeat. Speak with the soldier after the battle. She can tell your more about the attack on the colony, and the enemy you're facing. Ashley Williams will now join your squad. There is an upgrade kit to your right, as well as a crate containing Scorpion I light armor you can use to replace your default armor, as it offers superior shields and tech/biotic protection. +4 Paragon for giving Ashley a warm welcome +4 Renegade for resisting Ashley's inclusion in the squad 4 - Investigate the Dig Site At the bottom of the hill there are four more troopers guarding the dig site. Geth troopers have the ability to erect shields to provide cover for themselves, but lack much other protection. They are extremely vulnerable when their shields are disabled. When you reach the dig site it is apparent that the beacon has been moved. Ashley suggests that you should check out the nearby research camp, which will now be marked on your map. Check the crate near the dig site, and then proceed up the hill to the north. 5 - The Camp As you reach the top of the hill you discover that the giant spikes are designed to turn humans into synthetic zombie-like creatures called husks. These enemies have no ranged weapons, so they will charge at you instead. When they get close enough they will unleash a powerful electric explosion designed to take down your shields. Keeping your distance should allow you to destroy them easily. Biotic powers are also extremely effective for immobilizing them, as they can take a surprising amount of punishment from your weapons. Don't miss the upgrade kit located behind the spikes. There are two temporary structures at the camp. The one on the left is unlocked and contains two crates, one of which provides you with some grenades and omni-gel. The structure on the right is locked, but can be opened with sufficient decryption skill. Two survivors, Dr. Warren and Dr. Manuel are hiding inside. Dr. Warren can tell you about the attack, and she informs you that the beacon has been relocated to the spaceport. If you inquire about Dr. Manuel's unusual behavior you will have the option to shut him up for a while. +2 Paragon for being kind to the survivors +9 Renegade for striking Manuel ~~~~~~~~~~ DECRYPTION AND ELECTRONICS MINIGAME The decryption minigame can be performed to unlock certain containers or to recover certain valuables from downed spacecraft or satellites. Locked containers and doors can have three levels of difficulty (easy, average, and hard) and you--or a squad member--will need a certain number of points in the corresponding skill in order to attempt to open each type of lock: 1 point is required for easy, 5 points for average, and 9 points for hard. Locks can also be opened by supplying the requisite amount of omni-gel, but only if you have sufficient skill. Opening a lock on the Xbox 360 involves pressing one of the face buttons (A, B, X, or Y) soon after it glows on-screen. The number of buttons that must be pressed depends (in theory) on the difficulty of the decryption. On the PC the minigame is different, and requires you to navigate a cursor on a circular wheel to reach the center. This is much like Frogger with several concentric circles you must traverse. Navigate past the orange blocks (which are stationary) and the red blocks (which move) to reach the center. Harder locks will increase the number of obstacles you must navigate around. You get to try again if you fail, but only if you have sufficient omni-gel. ~~~~~~~~~~ 6 - The Rogue Spectre Proceed up the hill to the north. Ahead at the train station Nihlus turns a corner to see his friend Saren, a fellow Spectre. Off in the distance you hear a single gunshot. As you reach the crest of the hill, you can see a massive spaceship taking off from the spaceport ahead. Take up defensive positions near the top of the hill and eliminate the husks and geth troopers below you. You can shoot the explosive containers near the steps to eliminate the troopers quickly. After the fight you can find a malfunctioning object in an alcove to the northwest that will give you some grenades and omni-gel. 7 - The Farmers (Optional) A path to the east leads to another small temporary structure with a crate nearby. After unlocking the door (easy decryption), three farmers emerge. They talk about the ship you saw, and inform you of a smuggling operation that's been going on at the colony. The farmers have been holding weapons and supplies for a smuggler at the spaceport. They offer you an extra pistol--the Stinger II, which is an excellent early pistol and the only one of its kind that can be found in the game--which they have been holding for the smuggler. If you have spent enough points in your Charm or Intimidate skills then you can get an extra upgrade item in addition to the pistol. If you do so, Ashley will demand to know the name of the smuggler, and you can persuade them to reveal his identity. Don't miss the storage locker (which has an easy electronics lock) inside the shed after the conversation concludes. +2 Paragon for using Charm twice +2 Renegade for using Charm, then Intimidate +2 Paragon for using Intimidate, then Charm +2 Renegade for using Intimidate, then Charm +4 Renegade for using Intimidate twice 8 - Powell the Smuggler Ascending the steps to the train platform reveals Nihlus' fate. A noise from behind the nearby crates turns out to be Powell, the smuggler the farmers informed you about. He tells you about Saren's betrayal of Nihlus. If confronted about his smuggling operation he will offer you some grenades to resupply you. Using Charm or Intimidate you can get an additional grenade upgrade out of him. There is a medical kit nearby, and an upgrade kit in the fires behind the crates. +2 Paragon for being forgiving towards Powell +2 Renegade for condemning Powell's cowardice 9 - Taking the Train Continue north and take out the three nearby geth troopers. You will need to board the train and fight your way to the other side to activate the controls that will take you to the spaceport. The train itself is defended primarily by geth troopers, but there are also a couple geth destroyers to worry about. Destroyers are huge versions of the troopers, and will typically charge at you when they get close enough. Keep your distance and concentrate on destroying them before moving forward. Biotic powers are particularly useful for disabling heavy geth soldiers like the destroyer, as immobilizing them keeps them from using their heavy weapons against you. There is a medical kit halfway up the train to resupply your medi-gel. Activate the train controls at the far end to proceed to the spaceport. Meanwhile, Saren orders the geth to place explosives around the port to destroy the colony and cover up any evidence of their presence. 10 - Defusing the Situation When you arrive at the spaceport your goal is to disarm all the demolition charges before time runs out. The first charge is to your immediate left after exiting the train. Simply press A (E on the PC) to defuse an explosive while your squad is covering you. Go up the ramp. The other charges show up on your radar, so you should have no trouble locating them. Cross the nearby bridge and work your way north as you defuse the explosives. You will need to worry about several geth troopers and geth shock troopers as you advance. Shock troopers are more heavily armed and armored than their trooper counterparts. They too can erect kinetic barriers, and they have a missile attack similar to the destroyers. If you're having trouble, consider leaving your team on the west side and heading back to the east side of the port to flank the geth. There is a crate to the far north on the west side of the bridge. 11 - Secure the Beacon Proceed west through the opening. Descend the ramp and finish off the last of the troopers and husks. There are two storage lockers to the south, a technician kit to the north, and a crate near the beacon itself. You can approach the railing to the west for a view of the devastation left by the ship you saw. Once you've secured the Prothean beacon you can radio the Normandy to come pick it up. If you are playing as a male, Ashley will inadvertently activate the beacon. As a female, Kaidan will activate the beacon. You are forced to intervene, and the beacon downloads a violent vision into your brain before it finally explodes. 12 - On Approach to the Citadel You wake up in the Normandy's medical bay. Dr. Chakwas and Captain Anderson will explain the situation. When the conversation concludes, head upstairs to the command deck and tell Joker to bring the Normandy into dock on the Citadel. Mission Complete: "Prologue: Find the Beacon" ~~~~~~~~~~ THE NORMANDY Now is a good opportunity to explore and familiarize yourself with the SSV Normandy and her crew, as you now have unrestricted access to all levels of the ship. You begin on the quarters deck. There is an aid station in the medical bay where you can replenish your supply of medi-gel. Outside is your locker, where supplies are frequently stored for you to pick up. Sleeping pods are towards the bow, and the Captain's office is on the port side. If you take the elevator down to the engineering level you can explore the engine room and the vehicle bay. You can use the equipment lockers in the vehicle bay to stock your squad members with weapons and items. You can also buy and sell equipment with the alliance requisition officer. ~~~~~~~~~~ SECTION 3: The Citadel 21A3th 1 - Arrival on the Presidium You arrive on the Citadel with Captain Anderson to meet with Ambassador Donnel Udina. The ambassador is making a plea to the Citadel Council to have Saren disbarred from the Spectres for his involvement in the attack on Eden Prime. The next step is to head to the Citadel tower and make a formal appeal at the hearing regarding Citadel Security's findings in the case against Saren. +2 Renegade for saying you don't care about the Council New Mission: "Citadel: Expose Saren" ~~~~~~~~~~ THE PRESIDIUM You have arrived on the Presidium, one of two major areas--along with the Wards--that you can visit while on the Citadel. The Presidium is split down the middle by a large lake with a few bridges running across it. On the north side, from west to east, is the entrance to the Citadel tower, access to the Wards, and the embassies where you begin. On the south side are the financial district and the Consort's chambers. The Avina Tourism Terminals can give you more information about the Presidium, and there are signs posted to assist in navigation. There are also several rapid transit terminals located around the Citadel. Each terminal can transfer you directly to another location, provided you have either heard of--or been to--that location previously. At first you are restricted to the Presidium level of the Citadel, and you won't be able to venture down into the Wards until you have spoken with the Council. However, you can still begin several optional assignments. Terminals can be hacked in Ambassador Udina's office and in Executor Pallin's office across the lobby that offer information on assignments you will be able to complete later. You can also head across the bridge from the embassies and visit the asari Consort who has a special task for you. ~~~~~~~~~~ 2 - The Citadel Tower Exit the ambassador's office through the door and descend the steps to the lobby. Leave the embassies and proceed west towards the Citadel tower. Take the elevator up to the top of the tower where the council chambers are located. As you head south you witness an argument between Garrus Vakarian-the turian C-Sec (Citadel Security Services) officer in charge of the investigation into Saren--and Executor Pallin, the head of C-Sec. Garrus informs you that he wasn't able to find anything concrete linking Saren to the geth, but he plans to continue his investigation until he does. Continue up the steps to the south and speak with Captain Anderson to join the hearing, which is already in progress. 3 - A Lack of Evidence The Council decides that there is insufficient proof of Saren's connection to the geth or Eden Prime to disbar him from the Spectres. In order to convince the Council otherwise you will need to find conclusive proof of Saren's involvement in the attack. Kaidan will suggest that you speak with Garrus Vakarian, the C-Sec officer you met earlier. Udina says you might be able to find him through Harkin, a retired human C-Sec officer. Alternatively, if you ask Anderson about other sources of information he will suggest you try to contact the Shadow Broker, a galactic information dealer who may know something about Saren's activities. One of his contacts on the Citadel is Barla Von, a wealthy financial advisor in the Presidium's financial district. +2 Paragon for defending Anderson New Mission: "Citadel: Garrus" New Mission: "Citadel: Shadow Broker" 3 - Talk to Barla Von (Optional) If you choose to follow the lead concerning the Shadow Broker, you can find Barla Von's office in the southwest corner of the Presidium, just across the bridge from the Citadel tower elevator. He informs you that Saren has recently betrayed the Shadow Broker, who is now more than willing to assist you in taking Saren down. Barla Von advises you to seek out a Krogan bounty hunter named Wrex who may be able to help you. Wrex was last seen at the CSec academy. "Citadel: Shadow Broker" -> "Citadel: Wrex" ~~~~~~~~~~ THE WARDS The next major area of the Citadel is the Wards, which are a level below the Presidium and can be accessed by elevator following your meeting with the Council. The Wards are home to clubs, gambling, markets, and some spectacular views of the Citadel's exterior and the Serpent Nebula. There are two levels to the Wards, designated upper and lower. There are markets on both levels to the west, with the popular clubs Flux and Chora's Den nearby. A medical clinic resides on the upper level to the east. The Wards and the Presidium both grant access via elevator to the C-Sec academy which in turn has an elevator that can take you to the docking bay where the Normandy is located. ~~~~~~~~~~ 4 - Talk to Harkin (Optional) If you follow the lead concerning Garrus' whereabouts, you can find Harkin at Chora's Den, a shady club near the back alleys in the Wards. You can get there quickly by accessing any of the rapid transit terminals. Outside you are ambushed by some turian assassins working for Saren. On the higher difficulty levels these can be some of the toughest enemies you will face early in the game. Use the walkways for cover, keeping your squad in one place so you can flank the assassins. Biotics can also be useful for pushing them off the balcony. Once inside the club you can find Harkin sitting at a table on the opposite side from the entrance. He spouts some rumors about Captain Anderson before telling you that Garrus was last seen snooping around the med clinic in the Wards. 5 - Shootout in the Med Clinic (Optional) Continuing the search for Garrus, head to the med clinic, located to the east in the upper Wards. Inside you witness some thugs pressing the doctor for information. They see you and a fight breaks out. A well placed shot from Garrus ensures that the doctor is unharmed. Take out the remaining thugs yourself, and then speak to Garrus to find out what to do next. Dr. Michel informs you that a quarian had recently passed though her clinic carrying evidence of Saren's connection to the geth. She wanted to barter the information in return for her safety, so Dr. Michel put her in contact with Fist, the owner of Chora's Den and an employee of the Shadow Broker. Unfortunately, Fist betrayed the Shadow Broker and is now believed to be holding the quarian hostage for Saren. You need the quarian's information in order to implicate Saren, so it's off to Chora's den to take care of Fist. The med clinic has an aid station you can use to replenish your medi-gel before you leave. +2 Paragon for chastising Garrus for endangering the doctor +2 Renegade for complimenting Garrus on his accuracy Mission Complete: "Citadel: Garrus" 6 - Pick up Wrex (Optional) Travel to the C-Sec academy--accessible by elevator from either the Presidium or the Wards--and head west. Near the stairs to the C-Sec offices, Wrex is having a confrontation with some officers. When their encounter is over you have the opportunity to offer Wrex a position on your squad. Bear in mind that Wrex has been hired by the Shadow Broker to kill Fist, and he intends to fulfill his contract. You are not required to invite Wrex to join your squad at any point if you already have Garrus on your team. Similarly, if you pick up Wrex before going to get Garrus, he will tell you everything about the quarian, in which case you don't ever need to invite Garrus to join your squad. Mission Complete: "Citadel: Wrex" ~~~~~~~~~~ SQUAD SELECTION After picking up Garrus or Wrex you have your first opportunity to select your squad. You are only able to have two squad members with you at a time, so be sure to choose wisely. You can only change who is in your squad by returning to the Normandy or when a new character is added to your team. Consider what opposition you expect to face while using a given squad configuration. For example, Kaidan provides a more balanced compliment to your squad, whereas Ashley maximizes the combat abilities of your squad. Characters with tech abilities are useful against synthetic foes like the geth, and also typically have the ability to unlock secured containers and doors. Biotic characters are good for disabling opponents and are useful when fighting large groups of enemies. ~~~~~~~~~~ 7 - Assault on Chora's Den Take your squad back to Chora's Den. When you arrive the club is sealed up because Fist knows you are coming after him. In addition to the bartender there are seven thugs inside, so stick to cover by the doors and take out one enemy at a time. The big concern here is the krogan bouncer on the opposite side of the room, as he has the ability to regenerate health. After you defeat all the guards proceed into the back room for a confrontation with two warehouse workers. You can kill them, or use your Charm or Intimidate skill to get them to suurender. There is a weapon locker beyond the workers on the left side of the room. +2 Paragon for sparing the warehouse workers using Charm +2 Renegade for sparing the warehouse workers using Intimidate 8 - Taking Care of Fist In the final room you will encounter Fist himself, though the primary threats to you will be the two defensive turrets in each corner. Garrus or Kaidan are useful here because of their tech skills, though Wrex evens the odds with his superior combat abilities. Concentrate on one turret at a time and don't stay outside of cover for too long. Biotics don't work on the turrets, so save these powers for Fist himself. Destroying both turrets is sufficient to get Fist to surrender, at which time he will tell you where you can find the quarian. If Wrex is in your party he will kill Fist to fulfill his contract with the Shadow Broker. Otherwise you have the option to kill him yourself. There is a wall safe in the back corner of the room when you are finished. +2 Renegade if you kill Fist or condone Wrex's actions 9 - Rescue the Quarian The quarian is about to be set up by Fist's men. You have a limited time to reach her and get the information you need. As you exit Fist's offices you are confronted by six more thugs in the main lounge. Deal with them quickly and proceed back towards the Wards. Bear left when you exit and go through the back alleys to reach the quarian. If you arrive in time you will have to fight a group of turian and salarian assassins to rescue her. The salarians have some tech powers you need to worry about, so stick to cover as much as possible. When the fight is over you can take the quarian's evidence against Saren to Ambassador Udina. 10 - The Quarian's Evidence Back at the ambassador's office, the quarian--known as Tali'Zorah nar Rayya-presents her evidence: She has a recording of Saren and an unknown woman discussing the attack on Eden Prime. Now that you have irrefutable proof of Saren's involvement it is time to present your case to the Citadel Council. Tali becomes a squad member and agrees to help you track down Saren. 11 - The Council's Decision Return to the Citadel tower and present your findings to the Council. Faced with undeniable proof of Saren's involvement with the geth, the Council disbars Saren from the Spectres. The asari Councilor is able to identify the other voice from Tali's recording as that of Matriarch Benezia, an influential asari who is now a powerful ally for Saren and the geth. Not wishing to send a fleet into the Attican Traverse and risk open war with the Terminus Systems, the Council elects to make you the first human Spectre, tasked with tracking down and stopping Saren at all costs. +2 Paragon for being polite +2 Renegade for being arrogant Spectre Training unlocked Bonus to Charm and Intimidate 12 - Speak to Anderson and Udina When you've wrapped up any outstanding business on the Citadel, head to the docking bay by way of the C-Sec academy and speak with Anderson and the ambassador. They provide you with the locations of two possible leads on Saren's whereabouts: Geth have recently attacked a human colony on Feros, and the geth have also been sighted near Noveria. It may also be worth tracking down Matriarch Benezia's daughter, Dr. Liara T'Soni, who is believed to be studying Prothean ruins somewhere in the Artemis Tau Cluster. Now that you are a Spectre, you no longer answer to the Alliance military, and you may tackle these leads in any way you see fit. +2 Paragon for being respectful +2 Renegade for being brash and headstrong New Mission: "Find Liara T'Soni" New Mission: "Feros: Geth Attack" New Mission: "Noveria: Geth Interest" 13 - Prepare to Depart Enter the Normandy. You have the opportunity to make a speech to your crew informing them of the mission and your determination to complete it. +4 Paragon for emphasizing cooperation with all alien species +4 Renegade for emphasizing human self-reliance ~~~~~~~~~~ CREW LOCATIONS Now is a good opportunity to become acclimated to your ship and to identify where certain NPCs and squad members can be found. Ashley is in the vehicle bay near the crew lockers. Kaidan is in the crew quarters near the captain's office. Wrex is in the vehicle bay near the elevator and opposite the Requisition Officer. Garrus is in the vehicle bay near the Mako. Tali is in the engineering section. You can talk to each of your squad members in-between missions. Doing so can open up new assignments, or allow you to pursue romantic relationships. ~~~~~~~~~~ 14 - Normandy Inspection (Optional) The first time you return to the Citadel after becoming a Spectre you will be greeted in the docking bay by Rear Admiral Mikhailovich, commander of the 63rd Scout Flotilla. He wishes to inspect your vessel. You may refuse, but you can earn experience points and other rewards if you allow an inspection. +2 Paragon for defending the Normandy using Charm +2 Renegade for defending the Normandy using Intimidate +2 Renegade for refusing to allow an inspection SECTION 4: Liara's Dig Site 21A4li 1 - The Artemis Tau Cluster Your first lead involves finding the daughter of Matriarch Benezia, who is believed to be somewhere in the Artemis Tau Cluster. Access the Galaxy Map on the Normandy and select the appropriate cluster, then zoom in to view the known systems. Select the Knossos system to travel there. When you arrive, move your cursor to the planet Therum and select it to zoom in and subsequently land on the planet. 2 - To the Refinery The path before you is fairly linear. Take the Mako north and follow the path between the cliffs and the lava. Make your way around towards the south, at which point a geth dropship will deposit a pair of geth armatures in your path. Keep your distance and use your jump jets to avoid their attacks. There is a refinery to the east but the way is blocked by a large gate and three geth heavy turrets. Take the detour around to the north, which is guarded by only one heavy turret. This path leads to the heart of the refinery, which is guarded by regular geth troopers and shock troopers, but also by rocket troopers, which have weak personal defenses but a powerful ranged attack. Your toughest opponent is a geth juggernaut, which is a more powerful version of the destroyer you faced on Eden Prime. Stay in the Mako and keep your distance while avoiding enemy rockets. In the various structures about the refinery you can find an upgrade kit, storage locker, and weapon locker. The controls to lower the north gate are in the building to the northwest. 3 - Proceed in the Mako Continue north, where you will encounter several more armatures. There are rocket troopers and a geth colossus guarding the entrance to the tunnel you must use to precede. Once again, keep your distance and zoom in with your turret to make dealing with these enemies easier. There are a small group of rocket troopers on the other side of the tunnel. Continue on until you reach another tunnel. You will encounter some rocket troopers inside the tunnel this time, along with more geth troopers and rocket troopers at the exit. 4 - On Foot to the Dig Site You eventually reach a point where the path narrows and you must leave the Mako and continue on foot. Your radar will be jammed by a nearby sniper. Proceed east up the hill until you encounter geth troopers and rocket troopers. Stay in cover and pick your shots to avoid the missiles from the rocket troopers. There are also shock troopers and a geth sniper waiting in the clearing up ahead, so be on your guard. 5 - The Mining Camp At the mining camp you are ambushed by a group of geth stalkers and a geth armature. Take cover, keep your distance, and take care of the stalkers first. Having squad members with tech abilities can help to deal with the regular geth enemies. There is also some cover on a small hill to the east that is perfect for taking down the armature from a distance. Spend as little time out of cover as possible, and don't get hit by a pulse blast from the armature as it can instantly kill you. Once all the geth are defeated you may proceed inside the mine itself. 6 - Exploring the Mine Follow the ramps down into the mine. You will encounter some shock troopers and snipers along the way. Take the elevator down to the next level and follow the catwalks. As you approach the next elevator a group of geth assault drones appear from below. Like the recon drones, they are resistant to biotics but susceptible to tech powers. Take the second elevator. At the bottom, climb down the debris pile and approach the asari behind the blue barrier. 7 - Freeing Dr. T'Soni Liara T'Soni is trapped by a Prothean security device. Before you can get her out however, you must find some way past the barrier. Keep descending the ramps until you reach the bottom of the mine where you will find more shock troopers and snipers. At the far end there is a storage locker and a weapon locker. Return to the nearby mining laser and activate it using the correct sequence, A-X-B-Y (the code varies on the PC). This opens a hole you can proceed through. Activate the elevator at the end of the tunnel and take it up to Liara's location so you can free her. 8 - Escaping the Mine It seems the mining laser has caused some seismic activity and you need to leave quickly. Take the elevator up to the top floor, where you will encounter the krogan Liara warned you about. You can't talk your way out of a fight, so you must defeat the krogan battlemaster along with his geth soldiers. Don't let them surround you, as they will try to move around the sides of the room to attack your squad from all directions. The krogan in particular will try to disable you with his biotics so he can charge and engage you from close range. Turn the tables and use your own biotics to make this fight much easier. When all the enemies are defeated it is a simple matter of racing to the surface to avoid certain death. 9 - Back on the Normandy When you return to your ship the crew sits around for a debriefing. Liara will discuss her work as a scientist studying Prothean ruins, as well as your visions from the Prothean beacon. When the meeting is over you can choose whether to discuss the mission with the Citadel Council. Mission Complete: "Find Liara T'Soni" SECTION 5: Feros 21A5fe 1 - Zhu's Hope Land at the docking bay on Feros, where you're greeted by David al Talaquani. He informs you that the leader of the colony--Fai Dan--wishes to speak with you. You can't get much more out of him however, as he's promptly disintegrated by a geth rocket. Battle though the enemies and up the stairs to reach the Zhu's Hope colony. ~~~~~~~~~~ ZHU'S HOPE Zhu's Hope is little more than a small settlement, and is all that remains of the human colony on Feros. It is built into one of the ancient Prothean skyscrapers that dot the Feros landscape, and is structured around the Borealis, a disabled modular conveyor. There are numerous colonists diligently working on their assigned tasks, while others man the barricades that ward off the geth. Fai Dan--the leader of the colony--can be found on the far side of the freighter, near the exit that leads to the nearby tower and the tunnels below the colony. ~~~~~~~~~~ 2 - "Geth in the Tower!" You can find Fai Dan on the far side of the colony, but you don't get to speak to him for long. More geth attack, and this time you need to follow them to the source and eliminate the threat they pose to the colonists. When the initial wave is defeated, proceed up the stairs and continue bearing left until you reach the tower to the northwest. This is where you will fight the bulk of the geth forces. Find some cover and be on the lookout for the destroyer that appears from the far end. When all the geth are defeated, the overhead dropship departs, making the colonists a little safer for now. 3 - Return to Fai Dan Go back the way you came and return to the colony, where you can finally have a talk with Fai Dan. He tells you that the geth are operating out of the nearby ExoGeni research facility. If asked, he also informs you of the various challenges facing the colonists, including a geth outpost in the tunnels, food and water shortages, and a lack of power. He can direct you to the different colonists assigned to each task. You aren't required to handle any of these assignments, so you can find the details on how to complete them in the Optional Assignments section. +2 Paragon for offering your assistance to the colonists +2 Renegade for saying you only care about stopping the geth 4 - Strange Behavior (Optional) Head inside the nearby freighter and talk to Calanth and Hollis Blake. The former is complaining of extreme headaches, but their cause is unknown. Talking to the other colonists reveals equally strange symptoms. They all seem unusually focused on their assigned tasks, and pressing them for information seems to make them uncomfortable. You can also venture down into the tunnels and find Ian Newstead, a man who seems to be in tremendous pain for some unknown reason. You can ask Fai Dan about this behavior, but he dismisses it as the traumatic effect of seeing friends and loved ones killed. +2 Paragon for being concerned for Calanth +2 Renegade for being concerned for yourself +2 Paragon for trying to help Ian +2 Renegade for threatening to kill Ian 5 - Skyway to Hell From the colony, ascend the stairs and bear right to reach the nearby elevator. This takes you up to the garage, where the Mako is conveniently parked. A geth drone is attacking the colonists in the garage, so destroy it and then jump in the Mako. When you exit the garage a dropship swoops in and deposits a pair of armatures on the path ahead of you. Take them out from a distance with the cannon before you proceed. 6 - Weigh Station Refugees (Optional) As you drive along the skyway you begin picking up radio chatter which is coming from the weigh station up ahead. When you reach the station you have the option of getting out and checking on the refugees, though you can also continue up the nearby ramp and ignore the camp for now. The two prominent figures at the camp are Juliana Baynham and Ethan Jeong, the former of which is worried for her daughter, Lizbeth. Lizbeth, she believes, is still at the ExoGeni facility, though Jeong is doubtful she is still alive given that the geth have overrun the complex. You can also speak to Gavin Hossle, who wants you to recover some data for him. Be on the lookout for hidden maintenance tunnels as you travel the skyway, as they contain a few extra geth and some containers you can loot. 7 - The ExoGeni Facility Proceed along the skyway until you reach the ExoGeni main level where you must leave the Mako for now. The path south is blocked by an energy field you will need to deactivate later. The door to the north is locked, but leads to a small room with a malfunctioning object. Take note that accessing the object alerts the nearby geth armature to your presence. To proceed you must go southwest and drop down a small ledge to reach the lower level. You won't be able to return this way, so you'll need to deactivate that energy field to return to the Mako. 8 - Lizbeth Elizabeth Baynham can be found on this level as soon as you exit the first corridor. She informs you that the geth are likely here for the Thorian, an indigenous plant-like lifeform. She also gives you her pass card, which allows you unrestricted access to the facility. Immediately after the conversation concludes you are beset by a swarm of varren. Shotguns work well here, as the varren don't have much protection and will simply charge at you. Proceed to the other side of the room and take the stairs back up to the main level. 9 - The VI At the top of the steps there is a krogan commander trying to obtain restricted information from a VI interface. He becomes alerted to your presence and attacks. Biotics work well for disabling him before he can charge at you. Once he is defeated you can access the VI, which identifies you as Lizbeth because you are carrying her pass card. From the VI you can learn that the Thorian is a sentient being that produces spores which allow it to control the minds of other lifeforms. The Thorian was the focus of ExoGeni's research of Feros, and the Zhu's Hope colonists have been infected by the Thorian's spores, explaining their strange behavior. You also learn that Lizbeth wasn't telling you the whole truth about her involvement with the Thorian research. "Feros: Geth Attack" -> "Feros: The Thorian" 10 - The Geth Church Head east along the corridor. The first room you come to shows that the power for the energy field is coming from a geth ship, which has anchored itself to the side of the facility. To cut the power you will need to remove the ship by severing one of its claws. There are a few geth shock troopers to fight, after which you can examine the strange glowing orb they seemed to be praying to. Your squad will speculate as to its purpose. Keep going until you reach the next room, which is on the opposite side of the energy field you first saw when you entered the facility. This is the field you will need to remove to get back to the Mako. The path to the east leads to the upper level of the facility, which has a small room guarded by a few krogan. Inside there is a server node that supplies a codex entry, a secure storage locker, and the console containing Gavin Hossle's data. 11 - Anchors Aweigh The path to the west also leads to the upper level. In the first room is an ExoGeni terminal that gives the assignment "Investigate Facility." Proceed up the stairs to the platform. A quick peek at the next room shows that it is heavily guarded. Stick to the stairs and the platform to avoid being overwhelmed by the geth. When all the enemies are defeated you can access the secure crate in the next room, along with a terminal which gives the assignment "Geth Activates," and a server which gives the assignment "Investigate Samples." Most importantly, at the back of the room are the shuttle bay door controls. Here you want to hit the sweet spot by setting the internal pressure to be between 31 and 34 pounds per square inch. You can do this by activating a number of smaller controls which each provide a fixed amount of pressure. One combination that works is 17 + 11 + 5 = 33 psi (228 kPa). Activating the door controls with this level of pressure will force the door to shear straight through the geth anchor, causing it to lose its grip on the building. This severs the power, taking care of the problem with the energy barrier. 12 - Back to the Weigh Station Head back the way you came and proceed north towards the Mako though the now accessible corridor. Lizbeth is waiting for you at the exit, where you will confront her about her involvement with the Thorian. Get back in the Mako and head back to the weigh station to reunite Lizbeth with her mother. There are a handful of geth armatures and destroyers to contend with on the path back to the station. +2 Paragon for believing Lizbeth's story +2 Renegade for not believing Lizbeth's story 13 - The Situation with the Colonists At the weigh station Lizbeth gets out and is reunited with her mother. Unfortunately, Jeong has gotten through to the ExoGeni corporate offices and has learned that they want the entire colony purged to prevent the Thorian from spreading. Using Charm or Intimidate you can talk Jeong out of it, but otherwise you simply have to kill him. As for the colonists, Juliana Baynham has an idea for stopping them without having to kill them. She offers you a grenade upgrade which contains a nerve agent that should pacify the colonists safely. Whether or not you choose to use it is left up to you. +24 Paragon for talking Jeong down using Charm +25 Renegade for talking Jeong down using Intimidate +2 Paragon for agreeing to spare the colonists +2 Renegade for refusing to spare the colonists +2 Paragon for accepting the gas grenades +2 Renegade for refusing to use the gas grenades 14 - The Creepers Head back to the Mako and return to the colony, where you'll have your first encounter with a Thorian Creeper. These creatures were created by the Thorian, so unlike the colonists there is no penalty for killing them. There are a large number of them in the garage, which should get you acclimated to their fighting style. They don't have any weapons, but they spew a toxic substance when they get close enough. Shotguns with ammunition upgrades that knock down the Creepers will help keep them away from you. 15 - The Infected Colonists At the entrance to the garage you have the option of ordering your squad to hold their fire on the colonists themselves. Doing so means your allies will only attack the Creepers, leaving you free to handle the colonists. If you wish to save them, equip the Anti-Thorian Gas upgrade to your grenades and use them to attack the colonists. You can also melee them to knock them out without killing them. This is riskier however, because if you misjudge the distance you might shoot them by mistake. There are sixteen colonists in all that you can save. The first group you encounter is at the top of the elevator in the garage. You can then find a few colonists on the landing as you descend the steps to Zhu's Hope. There are more at the entrance to the colony itself, where you can also find a crate nearby that will replenish your supply of grenades. Save or kill the remaining colonists on the western walkway and near the crane controls to complete this objective. When all the colonists and Creepers are dealt with, activate the crane controls to open the way to the Thorian's lair. Fai Dan shows up, telling you that the Thorian wants him to kill you. However, he is able to fight off the Thorian just enough to end his own life before you have to fight him. +2 Paragon for each colonist saved +2 Renegade for each colonist killed 16 - The Thorian Take the steps down into the Thorian's lair. As you approach the Thorian itself, it spews out an asari clone which speaks to you on its behalf. It seems that Saren came to Feros and formed an alliance with the Thorian. He bartered the lives of the colonists for the Thorian's ancient knowledge of the Protheans, but then betrayed the Thorian, sending the geth to destroy it and prevent you from receiving its secrets. +2 Paragon for demanding the release of the colonists +2 Renegade for saying you will destroy the Thorian 17 - Severing the Nodes The asari clone attacks you. Beware of her biotic abilities and kill her as quickly as possible. Consider using biotics of your own to knock her off the edge, or equip ammunition upgrades that bypass shields to help deal with her biotic barrier. To eliminate the Thorian itself you must sever each of the neural nodes holding it to the walls of the lair. Your efforts will be hampered by legions of Thorian Creepers, and the occasional asari clones that the Thorian will continue to spit out. On the first level go north through the door and sever the first node by firing on it until it explodes. Usually, firing on a node will alert a number of dormant nearby Creepers, so take care to eliminate as many enemies as possible before you try to take down each node. The nodes also go down faster when all nearby enemies are defeated. Proceed up the steps to the next level where you can find another asari clone as well as a weapons locker before coming to the next neural node. On the next level there is a node to the south, and another to the west as you proceed clockwise around the chamber. Keep an eye out for the medical station on this level. Head up to the next level and destroy the node to the northwest. Finally, on the top level, head counterclockwise until you reach the final node on the south side of the lair. <><><><><> TIP - Sonny Nilsson: "On Insane difficulty, those Thorian Creepers can really take a beating even with the best Spectre gear, but they die instantly if you push them off the edge on each floor. Just melee them until they drop off the edge. It's even better with a biotic character as then you can push out many at the same time. The same goes for those annoying asari clones, but if they have shields up you can't melee them to the ground. This strategy makes the boss fight quite fast on Insane difficulty." <><><><><> 18 - The Cipher Destroying the final node causes the Thorian to lose its grip and fall into the abyss below. Additionally, an asari emerges from one of the Thorian's pods along the wall. She identifies herself as Shiala, a former follower of Matriarch Benezia who Saren had used to interface with the Thorian and learn about the Protheans. She also informs you about Sovereign, Saren's flagship. She claims that being on the ship changes you in subtle ways, and forces you to obey Saren's will. She has turned her back on Saren and Benezia, and offers you the Cipher, the same knowledge she gave to Saren, in the hopes that you can stop him. However, because she was once a servant of Saren, you have the option of killing her, and she does not resist if you decide that will be her fate. If you let her live she vows to help the colonists rebuild, as she wants to make amends for playing a role in many of their deaths. +8 Paragon for sparing Shiala +9 Renegade for killing Shiala 19 - Normandy Debrief Back on the ship, your crew sits in the comm room to discuss the last mission. If you've picked up Liara already, she offers to join her mind with yours to try to make more sense of the visions you've had. When the briefing is over you can talk to the Council if you choose. +2 Paragon for politely defending your actions on Feros +2 Renegade for aggressively defending your action on Feros Mission Complete: "Feros: The Thorian" ~~~~~~~~~~ VIRMIRE After you complete two of the primary plot worlds (Therum, Feros, or Noveria), you receive a message from the council advising you of a new lead into Saren's whereabouts. They have lost contact with a salarian infiltration regiment investigating Saren's activates on the planet Virmire, but had received an unintelligible transmission from them on an emergency frequency. +2 Renegade for saying you don't have time New Mission: "Virmire" New Mission: "Race Against Time" Additionally, completing Feros unlocks the nearby Maroon Sea Cluster, which contains three systems you can visit and continues the story of ExoGeni and the Thorian. ~~~~~~~~~~ SECTION 6: Noveria 21A6no 1 - Confrontation in the Docking Bay Head to Noveria and land at Port Hanshan. Before you can leave the docking bay however, you are confronted by a group of armed guards led by Maeko Matsuo, who identifies herself as an employee of Elanus Risk Control Services (ERCS) and the head of security at Port Hanshan. They try to confiscate your weapons, but a voice on the intercom interrupts, telling Captain Matsuo to stand down and let you pass. +2 Paragon for agreeing to cooperate with Matsuo +2 Renegade for refusing to give up your weapons 2 - Entering the Port Continue through security. Your weapons will set off an alarm, but it's nothing to worry about according to Gianna Parasini, the assistant to Administrator Anoleis. She informs you that Matriarch Benezia passed through the port a few days ago on the way to the Peak 15 research facility. In order to follow her you'll need to procure a garage pass, for which you must see the administrator. If Liara is in your squad she will ask if you still want her to come with you. If she isn't currently with you, a squad member will suggest that you return to the ship to get her. New Mission: "Noveria: Leave Port Hanshan" "Noveria: Geth Interest" -> "Noveria: Matriarch Benezia" 3 - Elanus Risk Control (Optional) After speaking with Parasini, you can head back to speak with Captain Matsuo for a chance to improve or degrade your relationship with the local security forces. While you can win Captain Matsuo over, Sergeant Kaira Stirling isn't so easy. +2 Paragon for accepting Matsuo's apology +2 Renegade for refusing to accept Matsuo's apology 4 - The Administrator Anoleis' office is in the southeast corner of the port. Head through the doors and speak to Miss Parasini, who will let you in to see the administrator. Anoleis is a very impatient salarian, who will inform you that Saren is a major investor in Binary Helix, and that Benezia is here to address an issue at their research facility. The only way he will provide you a pass to leave the port is if you inform him about Opold's request as part of the "Noveria: Smuggling" assignment. Doing this provides you the quickest way out of the port but misses out on a fair amount of content and a hefty sum of Paragon or Renegade points. 5 - "You Can't Bludgeon Through Bureaucracy" (Optional) Back outside Anoleis' office you can talk to Gianna again to learn that there are other ways of securing a garage pass. She advises you to speak with Lorik Qui'in, who can be found at the nearby hotel. Head to the northwest side of the port and take the elevator up to the hotel lobby. Lorik Qui'in is at a table to the left side as you enter. Qui'in tells you that Anoleis has closed his Synthetic Insights office because Qui'in has evidence of the administrator's corruption. At this very moment, Anoleis' goons are ransacking the SI offices looking for the evidence. Qui'in offers you a deal: recover the evidence against Anoleis from his office, and he will in turn provide you with the garage pass you need to leave the port. New Mission: "Noveria: Lorik Qui'in" 6 - Retrieving the Evidence (Optional) Agree to Qui'in's deal to receive his elevator pass, allowing you to enter the Synthetic Insights offices. Before you leave the hotel, you can head upstairs to the office in the southwest corner and access the terminal to get the assignment "Doctor at Risk." More importantly, you can deactivate the Synthetic Insights security system from here by decrypting the security control unit. The SI offices can be accessed by an elevator located in the southwest corner of the port. When you arrive at the offices, you'll find ERCS guards ransacking the place just as Qui'in indicated. It's possible to persuade the first group you encounter to leave peacefully, but you will have to fight the rest in order to get to the evidence, which is located in the top floor office at the end of the walkway. +8 Paragon for convincing the guards to leave using Charm +9 Renegade for convincing the guards to leave using Intimidate 7 - A Crooked Cop (Optional) On your way out after retrieving the evidence you are stopped by a group of guards led by Kaira Stirling, one of the guards you first met when you entered the port. She plans on taking revenge for the ERCS guards you've killed to get Qui'in's evidence. There's no talking your way out of this fight. Watch out for Kaira's biotic abilities, as well as the snipers she has with her. When all the guards are defeated, descend the elevator to leave the offices. +2 Paragon for insisting you acted in self defense +2 Renegade for refusing to defend your actions 8 - Gianna's Identity (Optional) At the bottom of the elevator you encounter Gianna Parasini again, who asks that you meet her at the hotel before you talk to Lorik Qui'in about the evidence. Head there and speak to her to learn that she's actually an undercover internal affairs agent investigating Anoleis. It seems the executive board for Noveria is well aware of Anoleis' corruption, and has been trying to get enough evidence to take him down for months. Now that you have that evidence, she wants you to convince Qui'in to testify against Anoleis. Combined with the evidence from his office, Lorik's testimony should be enough that she can safely arrest Anoleis and bring him up on charges for his crimes. She also promises to get you a garage pass if you help her out. If prompted, she can also give you some information on what's been going on at the Peak 15 facility. New Mission: "Noveria: Peak 15" 9 - Convincing Lorik (Optional) If you are willing and able, use Charm or Intimidate to convince Qui'in to testify against the administrator. If you are unable to convince him or simply choose to hand the evidence over, he rewards you with the promised garage pass. +24 Paragon for convincing Qui'in to testify using Charm +25 Renegade for convincing Qui'in to testify using Intimidate +500 Credits for giving the evidence to Qui'in +750 Credits for giving the evidence to Qui'in using Charm or Intimidate 10 - Dealing with Anoleis (Optional) If you convinced Qui'in to testify, head back down to the administrator's office. You now have the choice of informing Gianna of Lorik's cooperation, in which case she arrests the administrator and gives you the garage pass. You can also double-cross Gianna and Lorik by telling the administrator what's going on. If you give him the evidence, he rewards you with the pass you need. However, if you refuse to give him the evidence, he will call Gianna into his office. The two fight, and both end up dead. You can then search the administrator's corpse for the garage pass. The only person who needs the evidence in this case is Qui'in, so go back to the hotel and give it to him. +8 Paragon for helping Gianna arrest Anoleis +2 Renegade for giving Anoleis the evidence +24 Renegade for telling Anoleis about Gianna Mission Complete: "Noveria: Leave Port Hanshan" Mission Complete: "Noveria: Lorik Qui'in" <><><><><> TIP - Seldon: "After helping Gianna arrest Anoleis, if you go back and talk to Captain Matsuo in the Docking Bay, you can get 2 Paragon (or 2 Renegade) points for talking to her and choosing the appropriate responses. <><><><><> 11 - Accessing the Garage Take your garage pass and access the garage in the southwest area of the port. You won't get far however, as a group of geth led by a pair of destroyers ambush you before you can reach the Mako. You can make this fight easier by decrypting the lock on the nearby crawler and turning its guns against the geth. Once the fight is over, Matsuo shows up to investigate the commotion. The geth were clearly snuck past security in the cargo crates, and she informs you that there could be dozens of geth on the road to Peak 15. <><><><><> TIP - Sonny Nilsson: "Armors from Devlon Industries (and others) protect against most level 1 hazards, so on Noveria you can use Explorer armor to negate the cold effect outside." <><><><><> 12 - Hit the Road Grab the nearby upgrade kit and then hop in the Mako. There is a level 1 cold hazard on Noveria, so don't stray too far from the Mako on the paths ahead, but do keep an eye out for crates and kits along the way, especially near abandoned vehicles. The path to Peak 15 is crawling with geth, particularly rocket troopers, along with some heavy turrets and armatures out in the open. Be especially wary of the tunnels, which tend to act as choke points, making it harder to dodge incoming rockets. Keep your distance from enemies and back off if things become too dangerous. 13 - Peak 15 When you reach the facility, hop out and head inside, where a number of geth are waiting for you. The biggest danger is a geth juggernaut, who will charge you when you open the door. Hang back to avoid being flanked by the krogan on the balcony to the left, and concentrate on taking down the juggernaut first. There are also a few krogan at the far end of the room. When all the enemies are defeated, head up the ramp to the nearby security office, which has an upgrade kit and storage locker. Opposite the security office is the elevator up to the administration level. 14 - Cafeteria Surprise Cautiously enter the cafeteria and take care of the geth guarding it. Once they are gone, however, a swarm of rachni show up. Previously thought to be extinct, it seems the Peak 15 researchers have found a way bring back the rachni, though it's clear the situation in the facility has gotten out of hand as a result. There are two types of rachni to worry about in the facility. The workers are small, and their only attack it to rush at you and explode when they get close enough. Soldiers, on the other hand, can spit acid from afar, but also have a deadly melee attack. You would do well to avoid engaging the soldiers at close range, though shotguns are quite effective against the workers. Both cause toxic damage, so upgrades that mitigate this effect will help you progress through the facility. You'll also need to take extra care, as the soldiers will often spring out of vents in the floor to surprise you. When all the rachni in this area are dead, take the elevator to the Mira Core. 15 - Restoring the VI To get to the next area of the facility you need to take the tram, but first you have to restore a number of critical systems that have gone offline because the rachni have overrun the complex. You first need to reactivate Peak 15's VI to assist you in the restoration of each system. Activate the power junction in the main room and then head to the center of the round room ahead. Enter the elevator in the middle to descend into the core. Here, to restore the VI you can either spend 100 omni-gel, or solve the classic Tower of Hanoi puzzle that BioWare fans may remember from "Knights of the Old Republic." When you finish, the VI system is restored and you can now begin restoring the other systems. Mission Complete: "Noveria: Peak 15" New Mission: "Noveria: Reconnect Landlines" New Mission: "Noveria: Reactor Repair" ~~~~~~~~~~ MIRA CORE PUZZLE To restore the VI manually, you need to move each of the four blocks in the first column (labeled X on the Xbox 360) to another column (either Y or B), noting that only the top block in each column can be moved. Press the button corresponding with the column you want to move a block from, and then the button corresponding to the column you want to move that block to in order to rearrange the puzzle pieces. There are multiple ways to solve this puzzle, but here is a common solution: Begin by moving the top three blocks to the middle column. This frees up the bottom block to be moved to the right column, where the top three blocks can then be stacked on top of it. Follow these instructions to achieve this result: X -> Y 1 -> 2 X -> B 1 -> 3 Y -> B 2 -> 3 X -> Y 1 -> 2 B -> X 3 -> 1 B -> Y 3 -> 2 X -> Y 1 -> 2 X -> B 1 -> 3 Y -> B 2 -> 3 Y -> X 2 -> 1 B -> X 3 -> 1 Y -> B 2 -> 3 X -> Y 1 -> 2 X -> B 1 -> 3 Y -> B 2 -> 3 ~~~~~~~~~~ 16 - Reconnect the Landlines The "Mira" VI appears and informs you that a number of critical systems are offline and need to be fixed for you to proceed. First up are the landlines on the roof, which need to be reconnected. Head west and take the elevator to the roof, where you must fight off a horde of rachni. When all the creatures are dead, simply repair the landlines and head back down to the Mira Core. Mission Complete: "Noveria: Reconnect Landlines" 17 - Repair the Fuel Lines Go east, and then north along the corridor to the elevator that leads to the reactor. Here you must face a variety of geth soldiers. Take the passage on the left side, and follow it around to the ramp. You'll want to clear out the top floor and balcony first to make getting to the fuel lines safer. Though there are destroyers and stalkers on the lower walkways, there is a juggernaut in the balcony that can cause you problems. Once all the geth are eliminated, follow the lower walkways around to the middle of the reactor and activate the fuel line controls. When you're finished, head back to the Mira Core. Mission Complete: "Noveria: Reactor Repair" New Mission: "Noveria: Contamination" 18 - Taking the Tram With the landlines and fuel lines fixed, the way south is now open, taking you to the tram platform. To get there you first need to clear out the decontamination chamber, which has some rachni soldiers trapped in it. With a high enough electronics skill you can repair the decon system and torch the rachni remotely. Otherwise, decrypt the lock or have Mira open the door for you and eliminate the rachni yourself. The way is now clear to the tram platform. Hop on the tram and take it to the Rift Station. Mission Complete: "Noveria: Contamination" 19 - Rift Station Exit the tram and head north. The northern door is locked, and the path to the east leads to a pair of elevators, only one of which you can use. Take the elevator up to the main level and speak with Captain Ventralis, who is leading the defense against the rachni. With sufficient Charm or Intimidate you can get him to reveal more about the station's defenses. As soon as you're done talking a group of rachni soldiers attack the barricade. Help fight them off, and then talk to Ventralis again. He tells you that Benezia is down in the hot labs, and gives you a pass card to the appropriate elevator to get there. +2 Paragon for saying you are here to help +2 Renegade for saying you aren't here to help +2 Paragon for graciously defending the survivors from the attack New Mission: "Noveria: The Hot Labs" ~~~~~~~~~~ RIFT STATION Captain Ventralis wants you to go down to the hot labs, and while you can do so now, you can also save this task for later. The primary objective is to reach Benezia, who--contrary to Ventralis's information--is actually in the secure labs in the center of the lower level. To get there you have several choices: The first choice is to simply blast your way through the security on the main level and then take the elevator down to the lower level. To do this you'd have to decrypt the door lock and breach the defenses they've set up to stop the rachni. Taking this route turns all the soldiers in the complex against you. The alternative is to sneak in through the maintenance tunnels by way of the scientist barracks on the lower level. To do this, you'll need help from Dr. Cohen, as detailed below. Note that you can also reach Benezia by investigating the hot labs first. Doing so opens up both the security entrance and the maintenance passage once you return from the hot labs. ~~~~~~~~~~ 20 - Direct Assault (Optional) To get to Benezia as fast as possible, simply breach the security door on the north side of the mess hall on the main level. The two nearby sentry drones will attack you, along with the host of guards beyond the door. Though messy, this route is good for experience. 21 - Dr. Cohen (Optional) Alternatively--if you want to avoid a fight--you will need to gain access to the maintenance tunnels. Doing so will allow you to sneak into the secure labs without alerting the guards. On the main level, go down the winding stairs to the west to find Dr. Cohen. He needs your help making a cure for his fellow researchers who have been exposed to a toxin they were developing. You can use Charm or Intimidate for more information on what's been going on at Peak 15. New Mission: "Noveria: Quarantine" 22 - Getting the Cure (Optional) Go back to Captain Ventralis and get his permission to enter the quarantined lab. You can find the lab on the lower level to the south guarded by an ERCS guard. Go inside and make the cure by pressing the appropriate buttons so that the meter falls between the first indicator and the second. When the cure is complete you are interrupted by Alestia Iallis, a servant of Matriarch Benezia who has decided this is the perfect time to ambush you. She has a couple geth troopers with her, but doesn't provide too much of a challenge. Take cover and try to avoid her biotics. Because of the close quarters, powers like Singularity work especially well here. When the battle is finished, return to Cohen and give him the cure, receiving the maintenance tunnel pass in return. You can also use Charm or Intimidate to get some extra supplies from him. Take the maintenance tunnel on the lower level to reach the secure labs. +24 Paragon for helping Dr. Cohen with the cure Mission Complete: "Noveria: Quarantine" New Mission: "Noveria: Rift Station" <><><><><> TIP - Stephen Wright: "After you go through the maintenance area, you can head through the doors back towards the elevators that take you up to the 'Direct Approach' defended sections. Doing this allows you access to two upgrades containers. Then you can take the elevator up to the 'Direct Approach' defended area, open the doors and kill the soldiers in that first room. As long as you shoot them from the elevator, you can get their xp while still having the 'stealthy' mission log." <><><><><> 23 - The Matriarch Enter the secure labs to begin your confrontation with Benezia. During the first part of the battle she will call in geth and asari reinforcements periodically, so your best bet is to avoid her entirely and concentrate on her servants. To do this, follow the right path towards the west side of the lab. Find some cover and fight off the asari commandos and geth snipers she calls in. When you defeat the last of her guards she will be out of energy and you can confront her. After a revealing conversation she loses control once more and you must fight her face to face. This time the best strategy is to attack her with everything your squad has. The faster you can eliminate her, the better, as you still have to worry about the asari commandos she brings in to flank you. Disabling powers like Lift can help keep her from using powers against you. If you don't act quickly you can easily be overwhelmed. Once she is defeated, mop up her remaining servants to conclude the battle. "Noveria: Matriarch Benezia" -> "Noveria: Death of a Matriarch" 24 - The Rachni Queen Now that Benezia is dead, there's still the matter of the queen that was being used to repopulate the rachni species. Speaking through a dying asari commando, the queen tells you that her children in the hot labs have gone mad because they cannot hear their mother. They cannot be saved, and she asks that you destroy them, if you have not already. Now you must decide whether or not to kill the queen and exterminate the rachni for good. +24 Paragon for sparing the life of the rachni queen +25 Renegade for exterminating the rachni queen Mission Complete: "Noveria: Rift Station" 25 - The Hot Labs (Optional) You are now free to fulfill the queen's request and eliminate the rachni in the facility--if you have not done so already. You can also ignore the request and simply leave via the tram car. This will lead Noveria's executive board to bomb the Peak 15 site to contain the rachni threat. Head down to the hot labs via the elevator from the lower level and speak with Yaroslev Tartakovsy. He wants you to set off the neutron purge to cleanse the station of the rachni. Before he can give you the code he is slain by a rachni soldier. Defeat the creature and then collect the code from Tartakovsy's body. Head to the back of the lab and access the Mira terminal. Give her the code to begin the countdown. Immediately, rachni will begin bursting into the main room. If you're having trouble defeating them, your best bet is simply to make a run for the elevator and escape before time runs out. Consider using biotic powers to help clear a path. Mission Complete: "Noveria: The Hot Labs" 26 - Return to the Normandy Take the tram car to leave Noveria. You have a brief meeting in the comm room with your crew to discuss Benezia's information. Once again you can talk to the Council if you wish. +2 Paragon for politely defending your actions on Noveria +2 Renegade for aggressively defending your actions on Noveria Mission Complete: "Noveria: Death of a Matriarch" ~~~~~~~~~~ STYX THETA Completing Noveria unlocks the nearby Styx Theta Cluster which contains two systems you can visit and continues the story of the rachni. ~~~~~~~~~~ SECTION 7: Virmire 21A7vi 1 - Point Insertion Wrap up any outstanding assignments you want to complete and head to the Sentry Omega Cluster. Joker informs you that the Normandy can't get to the infiltration team because of an anti-air defense tower in the area. You'll need to land in the Mako and take down the defenses so the Normandy can move in. 2 - The First Gatehouse The path to the AA tower is mostly linear, but there are obstacles in your way. First there are a small group of drones, and then some foot soldiers along the path. Eventually you will reach a gatehouse. Though you don't need to open the gate to proceed, this is good practice for the gatehouses you will need to clear out later, and there are some containers on the upper level. 3 - The AA Tower Beyond the gatehouse is a geth colossus, which is just a more powerful version of the armature. The path splits after this, but expect colossi and armatures in either direction. Ahead is another gatehouse. Destroy as many geth as possible before leaving the Mako to access the gate controls on the upper level. Before you can proceed you also need to deactivate the AA tower so the Normandy can land up ahead. There is one final gatehouse beyond the tower, and then it's a straight shot to the camp. 4 - Captain Kirrahe Enter the camp and speak to Captain Kirrahe, the leader of the salarian infiltration team. He tells you that he's been investigating a research base on Virmire belonging to Saren. It seems that Saren is somehow using the facility to breed an army of krogan! According to Kirrahe, Saren has found a cure for the genophage that had been used by the turians to keep the krogan population under control. You need put a stop to Saren's plans before he breeds an unstoppable army. "Virmire" -> "Virmire: Saren's Plan" 5 - Wrex and the Genophage (Optional) If you didn't pick up Wrex in the C-Sec academy back on the Citadel, then you should have nothing to worry about here. On the other hand, if Wrex is on your team then he's none too pleased that you plan on destroying the cure that could save his species. More information on this conversation can be found in the Optional Assignments section. Briefly, unless certain circumstances are met you must use Charm or Intimidate to defuse the situation. You can't allow Wrex to endanger the mission, so if he can't be swayed then either you or Ashley will have to kill him. +28 Paragon for calming Wrex down using Charm +9 Renegade for calming Wrex down using Intimidate +28 Paragon for calming Wrex down because he trusts you +25 Renegade for killing Wrex +25 Renegade for ordering Ashley to kill Wrex +2 Paragon for lamenting your decision to kill Wrex +8 Paragon for chastising Ashley for killing Wrex 6 - A Daring Plan Kirrahe has been working on a plan to destroy the facility and put a stop to Saren's activities on Virmire. He has rigged the drive core from his ship to act as a massive improvised explosive. Unfortunately, the only way to get the bomb into the base is to fly it in using the Normandy. That means someone has to infiltrate the compound and take down the AA defenses guarding it. Kirrahe's plan is to use his men to feign an attack from the front to distract the geth forces while you sneak a small team into the base from the rear and knock out the air defenses. Unfortunately, Kirrahe is short on men and he needs someone from your squad to coordinate between the teams. You can choose either Ashley or Kaidan to go with Kirrahe. The consequences for this decision are minor, so your choice should be based on who you want to bring with you when you assault the base. You have the option of trading with Commander Rentola, though he only has a handful of items for sale. He can be useful for clearing out your inventory however, as there are a large number of items up for grabs in the Virmire base. When you're ready for the attack, speak with Captain Kirrahe to begin the mission. "Virmire: Saren's Plan" -> "Virmire: Assault" 7 - Shadow Team There are a number of things you can do to assist Kirrahe's team, but these are part of an optional assignment and are discussed in detail in the next section. If you're not interested in helping the other teams, simply press forward to the geth base to the west. There are no new enemies here, just a few drones, geth soldiers of various types, and a handful of krogan. The krogan are your biggest concern, as they are deadly to you and your squad members at close range. Do your best to keep your distance, and use tech or biotic powers to disable them if they get too close. 8 - Infiltrate the Base At the west end of this area you have two paths to choose from. Entering the sewers to the south leads into the base through a backdoor onto the detainment level. The more direct route lies to the north, which leads directly to the warehouse and subsequent maintenance area. Either path requires you to access a security panel, which one of your squad members will use to disable the base security and get you inside. You also have the option of setting off an alarm on the far side of the base. This will redirect the base defenders to make it easier for you, but will also mean tougher resistance for the salarians. Putting the pressure on Kirrahe's teams might be too much for them to handle. Once the doors are unlocked, the other path becomes closed to you. 9 - Saren's Experiments If you entered from the south, take the stairs up to the storage room. From here you can go up to the next floor to cell block B, where a group of salarians are being held prisoner. You can release them but they turn on you as soon as the cells are opened. Go back down the next set of stairs to reach the elevator to the labs. If you entered from the north you need to clear out the warehouse of indoctrinated salarians. From here you can head outside to reach cell block A to find another group of captive salarians. When you are done, head back downstairs to the elevator and take it to the labs. +2 Paragon for freeing the sane salarian in block A +9 Renegade for refusing to free the sane salarian in block A +2 Paragon for freeing the mindless salarians in block A +2 Renegade for killing the mindless salarians in block A +2 Paragon for freeing the salarians in block B +2 Renegade for refusing to free the salarians in block B 10 - Genophage Research In the lab you'll need to fight some krogan and asari scientists, as well as a number of husks. Pick up the kits in this room, and access the medical station at the far end before proceeding west out onto the catwalks. Eliminate the nearby troopers and follow the path to the security office, where you'll find Rana Thanoptis, an asari scientist who's been working for Saren. She tells you about the indoctrination process, by which Sovereign-Saren's flagship--controls the minds of those who are exposed to it. When you're done speaking you can choose whether or not to kill her for her involvement with Saren. It likely doesn't matter because she probably won't be able to make it out of the blast radius in time. +9 Renegade for killing Rana 11 - Sovereign Head up the elevator Rana unlocked for you. In this room you find another beacon, like the one you found on Eden Prime. Activate it to have another piece of the Prothean puzzle downloaded into your mind. Head back up to the next level where you encounter a holographic image of Saren's flagship. Sovereign reveals its true nature: it is not merely a ship, it is an actual Reaper! It explains that the Reapers have existed for countless millennia, and will continue to eliminate advanced life in the galaxy every 50,000 years until the end of time. Sovereign claims that the Reapers constructed the mass relays and the Citadel so that advanced lifeforms would develop along the paths that the Reapers desired. When the conversation is over, the interface explodes and Joker chimes in. He says that Sovereign is on its way. Time to get the hell out of there. 12 - To the AA Tower When you get back down in the elevator the path back to the facility is blocked but a new catwalk is open. Proceed forward and take down the geth destroyer and the group of krogan ahead. Follow the path around to the west. In the distance you can see the AA tower you need to disable. There are a few more geth and krogan in the area, along with some rocket drones to worry about. Use the cover appropriately to take them out without taking damage. The krogan can be knocked off the nearby ledge with Throw if you're positioned correctly. When all the enemies are defeated you can head up the ramp and deactivate the AA tower. This triggers two groups of reinforcements. Geth soldiers come up the ramp behind you, while another group arrives in the nearby elevator. One of Kirrahe's teams will radio in and inform you that they're heading for the second AA tower. Taking down both towers will allow the Normandy to land. Use the elevator to go up to the krogan breeding grounds. 13 - Set up the Bomb Finish off the geth in this area and open the large doors to access the landing site. The salarian team knocks out the other AA tower, clearing the way for the Normandy to arrive and unloaded the bomb. When all seems to be going well, the soldier you sent with the salarians radios in to tell you that their team is pinned down on the AA tower and they won't be able to make it to the landing site without assistance. The Normandy takes off and begins a holding pattern. Pick a new squad (you can't choose Kaidan or Ashley) and open the large door to the west. This area contains a number of geth hoppers and krogan for you to defeat. Eliminate all the enemies and then head to the elevator at the far side. 14 - An Impossible Choice As soon as you arrive at the top of the elevator the squad sees a geth ship fly past en route to the bomb site. Now both Kaidan and Ashley are under heavy fire from the geth and you only have time to rescue one of them. When you've made your decision, say your final goodbyes and either head up to the AA tower or back down to the landing site. At either location you'll face a tough fight against some of the more powerful geth forces, including a geth prime. +2 Paragon for taking a sympathetic attitude +2 Renegade for declaring you've made the right choice 15 - Saren When all the geth are beaten, Saren himself arrives. There is a short exchange in which he tries to justify his actions. You can use Charm or Intimidate to try to sway him, but a fight is inevitable. Make sure your equipment is up to date. Unlike most fights where cover is important you'll likely want to stay mobile versus Saren. Don't let any powers go unused in this fight and make good use of your squad as much as possible. Because he is flying on his glider, most of your offensive biotic powers are useless. When Saren has taken enough damage he confronts you face to face. The Normandy arrives just in time and Saren retreats on his glider. The crew escapes the planet just as the nuke detonates, destroying Saren's research facility for good. +2 Paragon for trying to sway Saren using Charm +2 Renegade for trying to sway Saren using Intimidate 16 - Back on the Normandy There is a somber meeting in the briefing room as the lucky member of your crew laments your decision. When the meeting is over you have the option to speak with the Council about the mission. +2 Paragon for dealing with the Council diplomatically +2 Renegade for dealing with the Council aggressively "Race Against Time" -> "Race Against Time: Sovereign" 17 - The Infiltration Team (Optional) You can now head down to the vehicle bay and speak with the remnants of Captain Kirrahe's forces. You can also purchase equipment from Commander Rentola, provided Captain Kirrahe survived the mission. The salarians will depart when you arrive at your next destination. ~~~~~~~~~~ THE CONDUIT When you have completed all four main plot worlds (Therum, Feros, Noveria, and Virmire), Liara will finally be able to make sense of your visions and put all the pieces together. The Conduit is on Ilos, a planet in the Terminus Systems that is only accessible through the Mu Relay. Accessing the Galaxy Map at this point triggers a message from Ambassador Udina. Apparently the Council has decided to go after Saren after all, and is massing a fleet to head to Ilos. You must hurry back to the Citadel to take part in the preparations. ~~~~~~~~~~ SECTION 8: Return to the Citadel 21A8re 1 - "It's Just Politics" When you return to the Citadel you're taken straight to the Council Chambers. It seems you've been deceived by the Council and the ambassador, however. They have no intention of risking a war with the Terminus Systems on your word alone. Moreover, the ambassador has locked out all of the Normandy's primary systems to keep you from leaving the station. +2 Renegade for aggressively insisting that they take action 2 - Anderson's Plan Back on the Normandy, Joker informs you that the Captain has asked to see you. He's waiting at Flux. Head to Doran's establishment in the Wards and find Anderson at a table near the bar. He believes that Saren is the real threat you say he is, and is willing to risk his career and his life to give you a chance to stop him. He has two ideas for getting the Normandy off the station. He can either raid Citadel Control and try to override the lockdown, or head to the ambassador's office and hack into his computer to revoke the order keeping the Normandy on the Citadel. The choice is yours, though if you ask him to choose he elects to go to the ambassador's office. Keep in mind that if his plan succeeds you'll be a criminal, so you won't be able to return to the Citadel. When you are ready to leave, tell Anderson to go through with the plan and then head back to the Normandy. ~~~~~~~~~~ LAST CHANCE If you have any business to clear up on the Citadel, now is the time. Once you've escaped the station, you won't be welcomed back. Note that while you're in Flux, if you have your romantic interest in your party, you can dance with them! Just get on the dance floor and select them to get your groove on. Additionally, once you're off the station you'll want to take care of any offworld assignments you haven't dealt with yet. Once you head to Ilos there is no turning back. ~~~~~~~~~~ 3 - Fleeing the Citadel One way or another, Anderson's plan is successful and you're able to escape the station. The crew's behind you 100%. Time to head to Ilos and stop Saren once and for all. SECTION 9: Ilos 21A9il 1 - Surface Tension Your arrival on Ilos is just moments too late. Saren has entered an underground facility in search of the Conduit, locking the doors behind him. Before you can proceed in the Mako you must navigate the planet's surface on foot to find a way to open the doors. New Mission: "Ilos: Find the Conduit" 2 - The Ruins Due south in the ruins are a pair of geth armatures to contend with. If you prefer to face them directly, be ready for a tough fight. Take out all the nearby soldiers so you can concentrate exclusively on the armatures. A combination of tech and biotic powers work well here. If you can temporarily disable one armature using Lift or Stasis then you can concentrate on fighting the other one using your tech powers. Alternatively, you can head west from the insertion point to reach a different part of the ruins. Though this area is more heavily guarded, it also contains an armature control console that can be used to deactivate the armatures so you won't have to fight them at all. Proceed south to the next area where more geth are waiting for you. It should be nothing you can't handle by this point, so take the nearby elevator when all the geth are eliminated. 3 - The Security Level The elevator takes you to a large room. As soon as you enter, a contingent of geth will rush in from the opposite side. Fortunately, you're not alone in this fight. On either side of the room are a pair of armature repair stations. With sufficient decryption skill you can activate each of these stations to summon an armature to fight on your side against the rest of the geth. There is also some high ground on a walkway near the entrance that you can use for a good vantage and some cover against the geth. 4 - Prothean Security Head to the back of the room and up the ramps to the left or right. These paths lead to a security panel you can use to open the doors and pursue Saren. A message appears but it's difficult to determine what it is trying to tell you. Head back down and take the north path to reach the elevator. This takes you back up to the surface where you can now enter the Mako and proceed through the open passageway. 5 - Constant Vigil Following the straight path leads you to an energy barrier. When you get close enough, another barrier appears behind you. Your squad speculates that this might be a trap from Saren. Exit the Mako and take the nearby elevator. At the bottom is a VI interface known as Vigil, who explains that Ilos was the last refuge of the Protheans. Here they placed themselves in stasis and hid from the Reapers until it was safe to reemerge. However--after centuries of waiting--there were too few survivors left to sustain their population. They spent their remaining years trying to find a way to defeat the Reapers should they ever return. Because of the Protheans' efforts 50,000 years ago, the Reapers have been unable to return to the galaxy. However, if Saren succeeds, Sovereign will be able to summon the other Reapers in from dark space and continue the cycle of extinction. The key to the Reaper invasion plan is the Citadel, which is actually an enormous mass relay connecting to dark space--the empty void beyond the rim of the galaxy. Sovereign needs to activate the Citadel relay, but would be unable to attack the Citadel directly because it is too well defended. Vigil explains that the Conduit is a backdoor onto the Citadel, which will allow Saren and his geth to penetrate the station's otherwise impregnable defenses and give Sovereign the control it needs to activate the relay. +2 Paragon for decrying the decision to kill nonessential personnel +2 Renegade for recognizing that Vigil's actions were necessary Mission Complete: "Ilos: Find the Conduit" "Race Against Time: Sovereign" -> "Race Against Time: Conduit" 6 - The Conduit Vigil gives you a copy of a special data file that must be uploaded into the Citadel's master control unit to give you control of the station. This is your only chance to stop Saren and prevent the return of the Reapers. Head back up to the Mako and hurry after Saren. You need to navigate the trenches to reach the Conduit, though the path ahead is crawling with geth. Since you are in the Mako your primary concern is the large number of rocket troopers you will encounter. If you're agile enough you can get past all these enemies without having to fight them. At the end of the trenches you can see the Conduit, which is simply a small mass relay. There's a limited time to reach the Conduit before the gate closes, so there's no time to waste fighting the nearby enemies. Head straight towards the gate to be sure you arrive before time runs out. The Mako is captured by the relay and propelled across the galaxy to the Citadel... ~~~~~~~~~~ I recommend that you try to finish the rest of the game on your own. There is not long to go, and I also don't want to ruin the ending for you. If you really need help however, the rest of the walkthrough can be found in the Secrets section. Good luck and congratulations on making it this far! ~~~~~~~~~~ OPTIONAL ASSIGNMENTS 21Bopt -------------------- ++++++++++++++++++++ 21B1ci Assignment: Citadel: Asari Consort Given by: Sha'ira in the Consort's chambers Location: Citadel Requirements: none 1 - Meet the Consort In the southeast corner of the Presidium you can find the Consort's chambers. Go inside and talk to the receptionist, Nelyna. After your conversation, the Consort will ask to see you in her chambers. Head upstairs and speak with Sha'ira. She tells you that a former client of hers has been spreading lies about her, and she hopes you can convince him to stop. 2 - Speak with General Septimus If you have gained access to the Wards by meeting with the Citadel Council, head down to Chora's Den and find General Septimus at a table near the back. Talk to him and convince him to stop spreading lies about Sha'ira. It is possible to do so without using Charm or Intimidate. He asks you to do him a favor by taking some information to an elcor named Xeltan at the embassy. This task is covered in the assignment: "Citadel: Xeltan's Complaint". 3 - Return to the Consort Head back up to the Presidium and see the Consort. She thanks you for your assistance in resolving the matter with Spetimus and offers you a Prothean artifact as a reward if you also assisted Septimus by speaking to Xeltan. If you find this reward to be insufficient, the Consort will also give you something "special" for your trouble. +2 Paragon for graciously accepting the Consort's reward +2 Renegade for demanding payment from the Consort 4 - The Consort's Gift (Optional) Take your reward and head to the Prothean ruin on Eletania. Here you can use the trinket the Consort gave you to unlock the mysterious floating globe for an experience reward and some info on the Protheans. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: Doctor Michel Given by: Doctor Michel in the med clinic Location: Citadel Requirements: Confront Fist 1 - Talk to Dr. Michel Visiting Dr. Michel in the med clinic after you have helped her with Fist and the quarian results in a new assignment. It seems the doctor is being blackmailed by someone from her past. She is supposed to deliver medical supplies to a merchant named Morlan in the lower markets. Note that you must speak with Dr. Michel following the shootout in the clinic for this assignment to be triggered. +2 Paragon for showing concern for the doctor 2 - Pay Morlan a Visit You need to go see Morlan at his shop in the lower markets. Talking to Morlan about the medical supplies causes the krogan blackmailer to show up. You can fight him, but by using Charm or Intimidate you can convince him to stop blackmailing the doctor, in which case he tells you he's just the middleman for someone named Banes. Morlan doesn't know who Banes is so you need to ask Dr. Michel. +8 Paragon for avoiding combat using Charm +9 Renegade for avoiding combat using Intimidate +2 Paragon for attempting to avoid combat +2 Renegade for attempting to kill the krogan 3 - Return to Dr. Michel Asking Dr. Michel about Banes reveals that he was contracted by the Alliance to do research in the Traverse. You should ask Captain Anderson about him. Talking with Dr. Michel concludes the assignment. 4 - More on Banes (Optional) Find Anderson--either in the docking bay or in the ambassador's office--and ask him about Banes. The Captain reveals that Banes was recently found dead aboard a derelict scout ship. You should ask Rear Admiral Kahoku about him. You can find the Admiral in the Citadel Tower--unless you have completed the "Citadel: Missing Marines" assignment already. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: Family Matter Given by: The Petrovskys near the financial district of the Presidium Location: Citadel Requirements: Complete one major plot world (Therum, Feros, or Noveria.) 1 - Concern for the Unborn In the southwest corner of the Presidium you can find two people arguing. Michael Petrovsky wants his sister-in-law to have gene therapy for her unborn child to help prevent a certain heart condition. Rebekah is worried about the risks of such a procedure, and doesn't want to do anything that could harm her baby. You can't complete this assignment without persuading one of them to see the other's point of view. Once you have convinced either Michael or Rebekah the assignment is complete. +8 Paragon for letting Rebekah choose using Charm +9 Renegade for letting Rebekah choose using Intimidate +8 Paragon for convincing Rebekah using Charm +9 Renegade for convincing Rebekah using Intimidate ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: Homecoming Given by: Samesh Bhatia in the embassy lobby Location: Citadel Requirements: Have evidence of Saren's connection to the geth 1 - Talk with the Diplomat Near the embassy you can find Samesh Bhatia, a widower whose wife Nirali--an Alliance soldier--was killed during the geth attack on Eden Prime. Apparently he's been having trouble getting his wife's body returned to him for cremation, and he wants you to head up to the embassy lounge and speak to the man in charge of his case. Take the stairs and find Mr. Bosker in the lounge. You can use Charm or Intimidate to convince him to release the body, or go back downstairs and use Charm or Intimidate to convince Mr. Bhatia to let the Alliance keep it for important tests. Ashley served with Private Bhatia on Eden Prime, so having her in your squad adds more dialogue to the conversations with Samesh. Once either of the men is convinced the assignment is complete. +8 Paragon for convincing Bosker to release the body using Charm +9 Renegade for convincing Bosker to release the body using Intimidate +8 Paragon for convincing Samesh to drop the issue using Charm +9 Renegade for convincing Samesh to drop the issue using Intimidate ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: I Remember Me Given by: Lieutenant Girard by radio message while on the Citadel Location: Citadel Requirements: Colonist background; Return to the Citadel 1 - Stop the Suicide Shortly after arriving on the Citadel, Lieutenant Girard contacts you about a fellow colonist who is threatening to kill herself in the docking bay. Go there and get the sedative from Girard. Approach Talitha and speak with her. Taking three steps forward will be close enough to give her the sedative. Taking too many steps without gaining her trust however will result in her suicide. Usually when you have the option to take a step back you should take it. Talk with her by opening up each avenue under "Investigate." Using Charm or Intimidate is not necessary. When you are close enough you can give her the sedative and end the standoff. Return to Girard when you are done to complete the assignment. Alternatively you can return to Girard and tell him to have his sniper kill Talitha. +8 Paragon for handing Talitha the sedative +9 Renegade for forcefully administering the sedative +9 Renegade for telling Girard to kill Talitha ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: Jahleed's Secret (Citadel: Jahleed's Fears) Given by: Jahleed near the offices in the C-Sec Academy Location: Citadel Requirements: Access to the Wards 1 - Jahleed Needs Help A volus named Jahleed in the C-Sec academy offices seems to be in trouble. He claims that his former business partner is trying to murder him. The person in question is a salarian named Chorban, whom you may already have met. You need to go down to the lower markets in the Wards to see him. 2 - Talk to Chorban Head to the lower markets and approach Chorban. If you have never met Chorban before he will pull a gun and demand that you hand over the "data." A fight breaks out, after which Chorban will surrender. Chorban tells you that he and Jahleed had been partners, and had stolen research data from their employer which they then used to create a device that could scan the keepers. Jahleed was supposed to disseminate their initial findings, but it seems he has betrayed Chorban and is keeping the data for himself. Since Chorban attacked you, you can kill him for Renegade points. On the other hand, if you have met Chorban previously you will avoid the fight entirely, which prevents you from having the opportunity to kill him. If he has not already, Chorban will offer you the chance to scan the keepers for him. +8 Paragon for refusing to scan the keepers +2 Renegade for agreeing to scan the keepers +9 Renegade for killing Chorban "Citadel: Jahleed's Fears" -> "Citadel: Jahleed's Secret" 3 - Back to Jahleed Return to C-Sec and talk to Jahleed. He reveals that he was hoping you would kill Chorban for him. He too offers to let you scan the keepers. If you refuse to help, you can choose whether or not to turn him in to the nearby CSec officer. If you don't turn him in you can persuade him to mend his ways and take the data back to the people he stole it from. You can only accept his bribe if you keep him out of jail without persuading him using Charm or Intimidate. Once the matter is dealt with the assignment is complete. +4 Paragon for persuading Jahleed to mend his ways using Charm +2 Renegade for persuading Jahleed to mend his ways using Intimidate ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: Negotiator's Request Given by: Elias Keeler outside of Flux Location: Citadel Requirements: Citadel lockdown 1 - An Unusual Request While you're trapped on the Citadel you can find Elias Keeler, an Alliance diplomat who needs you to get him a certain mental stimulant so he can be on top of his game for an upcoming meeting. You can end the assignment immediately by persuading him that he is an addict using Charm or Intimidate. If not, you need to go buy him the drug. +8 Paragon for convincing Elias he has a problem using Charm +9 Renegade for convincing Elias he has a problem using Intimidate 2 - Drug Running (Optional) Head over to see Dr. Michel in the med clinic, where there are two new items available for purchase. You can buy the stimulant Elias asked for, and/or a depressant which should have the opposite effect. Return to Elias and give him either drug to complete the assignment. +9 Renegade for giving Elias the depressant ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: Old Friends Given by: Finch in the lower Wards Location: Citadel Requirements: Earthborn background; Complete Therum, Feros, or Noveria 1 - Roots Outside of Chora's Den is a shady-looking human named Finch. He claims to be a member of your old gang back on Earth and he's hoping you'll use your Spectre status to get one of your own out of prison. He needs you to convince the turian guard in Chora's Den to release the prisoner. 2 - The Guard Head into Chora's Den and speak with the guard. With sufficient Charm or Intimidate skill you can convince him to release the prisoner. Doing so ends the assignment. +8 Paragon for Charming the guard into releasing the prisoner +9 Renegade for Intimidating the guard into releasing the prisoner 3 - Dirty Laundry (Optional) If you aren't able to persuade the guard--or just warn him about Finch--Finch shows up and threatens to destroy your reputation. Once again you have the chance to persuade using either Charm or Intimidate to get Finch to back off. If you don't persuade him then you either have to pay him a bribe or kill him. Any outcome ends the assignment. +2 Paragon for warning the guard about Finch +9 Renegade for killing Finch +8 Paragon for convincing Finch to leave using Charm +9 Renegade for convincing Finch to leave using Intimidate ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: Old, Unhappy, Far-Off Things Given by: Zabaleta in the Wards Access corridor Location: Citadel Requirements: Spacer background, Return to the Citadel 1 - The War Veteran You can find Zabaleta in the wards access corridor. He claims to have served with your parents on the SSV Einstein many years ago. He asks if you can spare twenty credits. +2 Paragon for giving Zabaleta the money 2 - Call Home Return to the Normandy and access the comm terminal in the briefing room to contact your mother, XO Shepard on the SSV Kilimanjaro. She confirms Zabaleta's story and tells you about his emotional scars from being on Mindoir. She wants you to convince Zabaleta to go to the Veterans' Affairs Office. 3 - Return to Zabaleta You have a few options for dealing with Zabaleta, who by this point has clearly been drinking. With sufficient Charm or Intimidate skill you can convince him to go to the VAO like your mother requested. Otherwise, you can give him twenty credits, choosing whether or not to specify their use. You also have the option of refusing to help him at all. Any choice ends the assignment. +8 Paragon for convincing Zabaleta using Charm +9 Renegade for convincing Zabaleta using Intimidate +2 Paragon for giving Zabaleta money for food +2 Renegade for refusing to help Zabaleta ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: Our Own Worst Enemy Given by: Charles Saracino in the Upper Wards Location: Citadel Requirements: Citadel lockdown 1 - The Political Movement In the center of the Wards is a demonstration by a group of Terra Firma Party members. Their leader, Charles Saracino, asks if you will support his pro- human, anti-alien platform in the coming election. You can choose whether or not to endorse his candidacy. The assignment concludes when the conversation is over. +2 Paragon for debating Saracino about his position +2 Renegade for endorsing Saracino's position ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: Planting a Bug Given by: Emily Wong in the Citadel Tower Location: Citadel Requirements: "Citadel: Reporter's Request," and Therum, Feros, or Noveria 1 - Wong's Next Story You can find Emily Wong in the Citadel Tower. This time she's hoping you'll help her with a story on dangerously overworked traffic control operators. She gives you a bug to plant in the control room so that she can monitor the working conditions of the operators. You can return to her without planting the bug and use Charm or Intimidate to convince her to drop the story, or lie to her and say you've already planted it. +8 Paragon for convincing Emily to drop the story using Charm +9 Renegade for convincing Emily to drop the story using Intimidate +9 Renegade for lying to Emily and saying the bug didn't work. 2 - Planting the Bug (Optional) Head to the C-Sec academy and ascend the stairs to the control room. In the corner near the keeper is an inconspicuous place to plant the bug. Return to Emily when you are finished to receive your reward. +2 Paragon for helping her in order to save lives ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: Presidium Prophet Given by: C-Sec officer or Hanar near Wards Access on the Presidium Location: Citadel Requirements: Speak with the Citadel Council about Saren 1 - Resolve the Dispute A Hanar evangelist is arguing with a C-Sec officer on the Presidium near the elevator to the Wards access corridor. You have the choice of persuading the Hanar to leave, persuading the C-Sec officer to drop the issue, or paying for the Hanar's permit to satisfy both parties. Charm or Intimidate skills are necessary to convince either party, so you may wish to wait until you achieve Spectre status before attempting this assignment. +8 Paragon for convincing the Hanar to leave using Charm +9 Renegade for convincing the Hanar to leave using Intimidate +8 Paragon for convince the Officer to leave using Charm +9 Renegade for convince the Officer to leave using Intimidate -150 Credits for buying the Hanar a permit ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: Reporter's Request Given by: Emily Wong in the Upper Wards Location: Citadel Requirements: Access to the Wards 1 - Looking for Corruption You are solicited by Emily Wong as you walk through the upper Wards. She wants you to help her find information on organized crime and corruption on the Citadel. You can find the information she wants on Fist's optical storage disc, which you can retreive from his office after your confrontation with him. 2 - Give Wong the Information Once you have the evidence you can find Emily Wong where she was when you first received the assignment. She offers you credits as a reward for helping her. Using Charm or Intimidate you can get her to increase the amount of money she gives you. Keeping the disc for yourself gives you no reward. +2 Paragon for extorting extra credits using Charm +2 Renegade for extorting extra credits using Intimidate ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: Rita's Sister and Chellick (Citadel: Rita's Sister) Given by: Rita in the Flux bar Location: Citadel Requirements: Access to the Wards 1 - Talk to Jenna Rita--a waitress at Flux--tells you that her sister has been working at Chora's Den as an undercover informant for C-Sec. She's worried about her sister and wants your help to get her to come back to Flux. You can speak to Jenna at Chora's Den, but she has no intention of leaving. On the way out you pass by a turian named Chellick who tells you to meet him at the C-Sec academy. 2 - Chellick Go to the offices on the upper floors of the C-Sec academy and speak with Detective Chellick. You can use Charm or Intimidate right away to get him to release Jenna, but he will still want you to complete a task for him. He asks you to go down to the markets and buy some illegal weapons modifications from a krogan named Jax. He warns you not to arrest Jax as it will undermine his operation. +2 Paragon for getting Chellick to release Jenna using Charm +2 Renegade for getting Chellick to release Jenna using Intimidate "Citadel: Rita's Sister" -> "Citadel: Rita's Sister and Chellick" 3 - Jax and the Mods (Optional) If you agreed to do so, head down to the lower markets and speak to Jax, who is flanked by a pair of turian bodyguards. You can try to arrest him, resulting in a firefight. Otherwise, go through with the deal as planned. Return and see Chellick to finish the assignment. +8 Paragon for following Chellick's orders +9 Renegade for killing Jax ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: Scan the Keepers Given by: Chorban in the Citadel Tower Location: Citadel Requirements: Speak with the Council about Saren 1 - Scan the Keepers Shortly after your first meeting with the Council you can find a salarian named Chorban inspecting a keeper in the Citadel tower. You can talk to him and agree to aid his search for information on the keepers by scanning each one you find. Every keeper you scan grants an experience and monetary reward. There are 21 keepers in total on the Citadel for you to find. The assignment ends when you scan your last keeper. Alternatively, you can receive this assignment by talking to Chorban or Jahleed during the "Citadel: Jahleed's Secret" assignment. Keeper Locations: 4 in the Citadel Tower In an alcove on the east side In the far southwest corner In the northwest corner behind a small wall Next to Chorban 8 on the Presidium Along the path between the Consort's chambers and the Emporium At the base of the tower near Avina Tourism Terminal II Hidden in an alcove at the back of the Emporium In the diplomatic archives room at the embassy In the Volus / Elcor office at the embassy Near the entrance to the Wards Access corridor On the balcony behind the embassy lounge Outside the Consort's Chambers 6 in the Wards At the back of the Flux casino In the back alley near Chora's Den In the lower Wards near the C-Sec Academy elevator In the upper market In the Wards Access corridor Outside the med clinic 2 in the C-Sec Academy In the requisitions office In the traffic control room 1 in the Docking Bay At the far end of the platform ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: Schells the Gambler Given by: Schells near the Flux entrance Location: Citadel Requirements: "Citadel: Rita's Sister and Chellick" 1 - Talk to Schells Return to Flux after completing the assignment involving Rita and Jenna to see a salarian named Schells get thrown out of Flux. Asking him about it reveals that he is working on developing a device that can be used to cheat at Quasar. He asks you to help his research by using the device to win some games for him. 2 - Give the Device to Doran (Optional) You can end the assignment right away by giving the device to Doran to put an end to Schells' cheating ways. Doran will give you credits as a reward, hoping you'll use them in his casino. Head back to Schells to tell him what you've done and complete the assignment. 3 - Scan the Machines (Optional) You can use the device on any of the machines in the casino. Doing so slightly improves your chances of winning. Any time you get more money than you bet it is considered a win. Win five times to collect enough data for Schells to use. If you win seven times however, Doran will become suspicious and throw you out. Return to Schells with your results to finish the assignment. 4 - Hit the Dance Floor (Optional) After you've completed the assignment you can return to Flux to find Doran strutting his stuff on the dance floor. Approach him and press the A button (E on the PC) to show him some moves of your own. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: Signal Tracking Given by: Suspicious Gambling Machine in the Flux casino Location: Citadel Requirements: Access to the Wards 1 - Track the Signal Examining the suspicious gambling machine at the back of the Flux casino alerts you to a mysterious signal being relayed throughout the Citadel. You need to find each relay in order to trace the signal to its source. The first relay is in the Wards access corridor. The location of the signal should be located on your map. Investigating this source will lead you to the next one, located behind Barla Von in the financial district of the Presidium. The final relay directs you to a remote area behind the emporium. 2 - The Source You come upon an ordinary-looking terminal that turns out to be a full-blown artificial intelligence! Distrustful of organics and sensing its imminent demise, it begins a self-destruct sequence to destroy you along with it. Activate the console to try to guess the abort sequence. The correct combination is Y-X-Y-A-X-A-A (On the PC the sequence varies). Averting the self-destruct completes the assignment. You also earn whatever credits the AI was unable to transfer away before you stopped the countdown. Note that you can also avert the self-destruct by shooting the nearby power junction, but this does not grant you any monetary reward. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: The Fan Given by: Conrad Verner near the markets in the upper Wards Location: Citadel Requirements: Access to the Wards 1 - First Encounter You can find Conrad Verner in the upper markets in the Wards. He asks you for an autograph. You can choose whether or not to give him one. 2 - Second Encounter After you become a Spectre and return to the Citadel, you can find Conrad in the same place. This time he asks for a photograph of you to hang on his wall. Once again you can accept or decline. 3 - Third Encounter After completing a main plot mission, return to the Citadel again to see Conrad once more. This time he wants you to help him become a Spectre agent too. You can use Charm to convince him more peacefully, or Intimidate him to make him cry. Once this conversation is over the assignment is complete. +8 Paragon for convincing Conrad using Charm +9 Renegade for convincing Conrad using Intimidate ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: The Fourth Estate Given by: Khalisah Al-Jilani in the C-Sec Academy Locations: Citadel, Normandy Requirements: Complete Therum, Feros, or Noveria 1 - The Interview Khalisah bint Sinan Al-Jilani with Westerlund News will ambush you in the CSec Academy, and ask you for an interview. You can refuse from the beginning, or cut her off during the interview with the option of hitting her for Renegade points. If you choose to answer her questions, using Charm or Intimidate will help you conduct a smoother interview. Miss Al-Jilani tends to appreciate answers that emphasize human sovereignty and independence as opposed to cooperation with other races. She will also ask you a question about your most recent mission. Finally, you have the option of choosing whether or not to comment on the investigation into Saren. Your monetary reward is based on how long the interview lasts and how well you field her questions. +2 Renegade for striking Al-Jilani. 2 - The Fallout Back on the Normandy, Admiral Hackett will contact you to tell you what AlJilani's story was like and how it was viewed by Earth and the Council. They will be happiest if you gave Charm responses, as Intimidate responses make the Council look bad. The Council will also disapprove of revealing information about your investigation into Saren. +8 Paragon for conducting a smooth interview using Charm +9 Renegade for conducting a smooth interview using Intimidate ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Citadel: Xeltan's Complaint Given by: General Septimus in Chora's Den Location: Citadel Requirements: "Citadel: Asari Consort" 1 - Speak to Xeltan After agreeing to help General Septimus, you can find Xeltan in the Elcor/Volus office at the embassy. Simply tell him that General Septimus is responsible for betraying his secrets. Once this is complete you can tell the Consort of your success if you haven't already spoken to her about General Septimus. +2 Paragon for comforting Xeltan about his secrets ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Feros: Data Recovery Given by: Gavin Hossle in the refugee camp on the Skyway Location: Feros 21B2fe Requirements: Spectre status 1 - Data Hunt Speak with Gavin Hossle at the weigh station on the Prothean skyway to learn that he's in need of some data that's still at the ExoGeni facility. Since you're going there anyway, he hopes you can recover it for him. 2 - At the Facility While you're in the ExoGeni complex, head east past the room with the glowing orb and keep going until you find the stairs leading to the upper level. This part of the level is simply a straight corridor. Gavin's console is at the end, guarded by three krogan. Once they're defeated you're free to recover his data from the console. There's also a secure storage locker nearby, along with a server node you can access for a codex entry. When you have the data, simply return to Gavin to complete the assignment. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Feros: Geth in the Tunnels Given by: Fai Dan in Zhu's Hope Location: Feros Requirements: Spectre status 1 - Fai Dan's Request Speak to Fai Dan at the Zhu's Hope colony to learn about the problems he and the other colonists face. One major concern is the geth that are holed up in the tunnels below the colony, likely guarding a transmitter used to coordinate attacks. Destroying the transmitter would take a lot of the pressure off the colonists. 2 - The Tunnels Head up the nearby stairs and follow the path north until you reach the steps descending towards the tunnels. Bear right until you reach the room on the eastern side. As soon as you enter there are two snipers at the far end of the hallway to worry about. Beyond are a group of krogan warriors guarding the transmitter itself. When it is safe to do so, fire on the transmitter until it is destroyed. Don't forget the technician kit and upgrade kit nearby. Head back and speak with Fai Dan to complete the assignment. +8 Paragon for helping Fai Dan with the transmitter ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Feros: Power Cells Given by: May O'Connell in Zhu's Hope Location: Feros Requirements: Spectre status 1 - Power Up May O'Connell is in charge of restoring power to the Zhu's Hope colony, which of course means she needs you to do it for her. Head down to the tunnels and enter the western passage to access the collapsed highway section. Fight off the varren if you haven't already done so and then examine the damaged vehicle nearby to pilfer its power cells from the fuel compartment. Nearby you can also find a sludge canister and a malfunctioning object. Return and give May the cells to complete the assignment. +8 Paragon for giving May the power cells ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Feros: Varren Meat Given by: Davin Reynolds in Zhu's Hope Location: Feros Requirements: Spectre status 1 - In Need of Food Speak to Davin Reynolds in the freighter on Zhu's Hope to learn about the colonists' food shortage. They need you to go down to the tunnels and deal with the alpha varren so they can safely hunt the rest. 2 - Going Hunting In the tunnels, take the western path to the collapsed highway section. Upon entering you must fight a group of varren. They aren't very powerful, and should die easily, but after they are killed the alpha varren shows up. The alpha is considerably tougher, so disable it if you can and try to keep your distance. When all the varren are dead you can return to Davin Reynolds for your reward. +8 Paragon for killing the alpha varren for Davin +2 Renegade for demanding payment from Davin ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Feros: Water Restoration Given by: Macha Doyle in Zhu's Hope Location: Feros Requirements: Spectre status 1 - The Water Shortage Macha Doyle needs your help. It seems the water supply to the Zhu's Hope colony has been cut off. You need to venture down to the tunnels and open the valves to allow water to flow. 2 - The Valves Your only obstacle to opening the valves are a series of three geth patrols you encounter in the side passages. There are two valves to open in the southern passage, and one to open in the north passage. The geth are holed up in each passage, but there are only a handful to worry about. Once the water is flowing again you can return to Macha Doyle for your reward. +8 Paragon for restoring the Zhu's Hope water supply ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Garrus: Find Dr. Saleon Given by: Garrus on the Normandy 21B3ga Location: Normandy, MSV Fedele Requirements: Spectre Status 1 - The One That Got Away A conversation with Garrus results in a story from his C-Sec days. He had been after a rogue geneticist who was performing unspeakable experiments on the poor residents of the Citadel. The doctor managed to escape and Garrus was never able to bring him to justice. 2 - The Mad Scientist Head to the Herschel System in the Kepler Verge and locate the doctor's ship, the MSV Fedele. In the main hold you can find a number of the doctor's test subjects, confirming that you are on the right track. At the front of the ship is Dr. Saleon himself. He maintains his innocence, claiming that he is "Dr. Heart," but Garrus can confirm his identity. Regardless, the doctor won't be taken alive and you will have to kill him. Return to the Normandy after you've looted all the nearby containers. ++++++++++++++++++++ ++++++++++++++++++++ 21B4no Assignment: Noveria: Espionage Given by: Mallene Callis in the Port Hanshan Hotel Location: Noveria Requirements: Spectre status 1 - Questionable Ethics You are solicited by Mallene Callis, an Armali employee who's seeking corporate secrets from Rafael Vargas, the Binary Helix salesman on the other side of the lobby. She wants you to pose as a potential client and distract him long enough for her to crack into his personal network and learn if Binary Helix has been infringing on the copyrights of her employer. You can refuse the task outright for some Paragon points. +8 Paragon for telling Mallene that what she is doing is illegal 2 - Talking to Vargas The goal here is just to keep the conversation going for as long as possible. The best way to do this is by using Charm or Intimidate at every opportunity. There are four places to use Charm or Intimidate, though--depending on your responses--you may only have to use one. If you aren't careful you risk Vargas discovering that you're just wasting his time and ending the conversation. Try to get him distracted or off topic. When Mallene's device beeps, simply excuse yourself from the conversation and leave. You also have the option to tell Vargas what's going on by informing him about Mallene. 3 - Return to Mallene Go back and speak with Mallene and tell her what happened. If you turned her in, you can lie and say that the device worked, or you can admit what you did. Either way, the assignment is complete. +2 Paragon for admitting you gave the device to Vargas +9 Renegade for lying and telling Mallene the device worked +2 Paragon for using Charm on Mallene +2 Renegade for using Intimidate on Mallene ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Noveria: Smuggling Given by: Opold in the Port Hanshan plaza Location: Noveria Requirements: Spectre status 1 - The Hanar's Request In the Port Hanshan plaza you can find a Hanar named Opold who has a request. He needs you to use your Spectre status to sneak a package through customs for him. Using Charm or Intimidate you can get him to tell you a bit more about the package, but he's still reluctant to fill you in completely. He assures you that the contents pose no threat to anyone in the port. 2 - The Package If you accepted the assignment, head back to the Normandy to collect the package. You now have a few choices. You can return the package to Opold for the promised payment, which ends the assignment. You can also decide to keep the package for yourself, which adds an upgrade item to your inventory. Going this route doesn't prevent you from using Opold as a store, but the hanar's buyer--a krogan named Inamorda--will be upset enough to ambush you in the docking bay. You can also cut out the middleman and sell the package directly to Inamorda at the hotel for some extra credits. Finally, you have the option of going directly to administrator Anoleis and informing him about the smuggling operation in exchange for a garage pass that will let you leave the port. +2 Renegade for giving the package to Inamorda +250 Credits for giving the package to Opold +500 Credits for giving the package to Opold using Charm or Intimidate +500 Credits for giving the package to Inamorda +750 Credits for giving the package to Inamorda using Charm or Intimidate +200 Credits for giving the package to Anoleis ++++++++++++++++++++ ++++++++++++++++++++ 21B5ta Assignment: Tali and the Geth Given by: Data received from a terminal on Solcrum Location: Normandy, Solcrum Requirements: "UNC: Geth Incursions" 1 - Geth Data Files You can find a geth terminal at the end of "UNC: Geth Incursions" that gives you a number of encrypted data files. You have the option to give these files to Tali, who wants them for her pilgrimage. +1 Paragon for giving the files to Tali +1 Renegade for refusing to give the files to Tali ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Asari Diplomacy (Investigate Mercenaries) Given by: Nassana Dantius in a radio transmission 21B6un Locations: Citadel, Sharjila Requirements: Spectre Status 1 - Nassana's Request (Optional) After completing one primary mission planet (unless it was Noveria) you may receive a transmission from an asari diplomat requesting your assistance. Return to the Citadel and seek out Nassana in the embassy lounge. She tells you that her sister has been kidnapped, and that she wants you to go rescue her. 2 - The Pirate Base Head to the Macedon System in the Artemis Tau Cluster and land on Sharjila. At the base to the north you can find a number of towers with pirate snipers in them, as well as pirates on the ground. There are more pirates and snipers (humans and krogan) inside the base itself, along with an asari biotic. When everyone is dead, head upstairs and check the desk on the second floor to obtain information showing Nassana has deceived you. Note that you can go straight to Sharjila without speaking to Nassana first. 3 - Return to the Citadel Go back to the embassy lounge and confront Nassana. She admits that she was lying to you, but offers a reward for helping her anyway. With enough Charm or Intimidate skill you can get her to give you a license for the Armali Council, which makes the Prodigy amp and Nexus tool. Finishing the conversation concludes the assignment. +2 Paragon for refusing payment +2 Renegade for saying her payment had better be enough ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Asari Writings Given by: Survey an Asari Matriarch's Writings Location: Uncharted Worlds Requirements: Spectre status *See the Guide to the Galaxy section for information on finding all the asari artifacts* ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Besieged Base Given by: Radio message from Alliance Command Location: Chohe Requirements: ~75% Paragon 1 - A Sensitive Situation When you've sufficiently proved your virtue by getting enough Paragon points, Admiral Hackett will contact you about a group of biotic extremists who have taken over a research outpost and have taken the civilians hostage. The Alliance needs you to go in and stop the biotics while minimizing civilian casualties. 2 - Save the Civilians Receiving this assignment opens up the Cacus System in the Hades Gamma Cluster. From here, land on Chohe and make for the nearby science station. To complete the assignment you must kill all the biotics in the facility. The civilians don't make it easy because they tend to wander aimlessly, and are very susceptible to damage. Your squad can actually be a liability here if you are trying to save the civilians, so consider keeping them back if you're having trouble. When all the biotics are dead you can report back to Hackett for an appraisal of your ability to save the hostages. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Cerberus Given by: Rear Admiral Kahoku in the Citadel Tower Location: Citadel, Binthu Requirements: "UNC: Missing Marines" 1 - Kahoku Needs Help After returning to the Citadel tower having completing "UNC: Missing Marines," Kahoku informs you that a shady group known as Cerberus was responsible for the deaths of his men. He needs you to head to the Voyager Cluster and eliminate their research outposts. Go to the Yangtze system and land on Binthu. 2 - The Cerberus Facilities The drop zone is in the middle of three research facilities. You can tackle the facilities in any order. Each is guarded by two heavy turrets on the exterior, and each contains a large room with a square energy barrier in the center. Inside each energy barrier is a different set of test subjects-either Thorian or rachni--that you can release by using the appropriate console. Around the perimeter of the field are a handful of research technicians (with biotic powers) guarded by Cerberus commandos and the occasional Cerberus sniper. 2 - Kahoku's Fate When you clear out the final facility you discover Kahoku's body in the center of the main room. Despite the nature of the creatures he was locked in with, the needle marks on his arm suggest a different cause of his death. Once you learn the admiral's fate, the assignment is complete, and "UNC: Hades' Dogs" begins. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Colony of the Dead (Investigate Samples) Given by: Server node in the ExoGeni complex on Feros Location: Chasca Requirements: Spectre status 1 - ExoGeni's Dirty Laundry A server node on the upper level of the Feros ExoGeni facility informs you about a connection between ExoGeni and Cerberus. You'll need to investigate the Matano System to learn more about this partnership. Head to Chasca in the Maroon Sea Cluster and explore any of the structures to the southwest. When you notice the husks it becomes apparent what has happened here. "Investigate Samples" -> "UNC: Colony of the Dead" 2 - The Fate of the Scientists There are a couple civilian structures, but exploring these is optional. All the buildings contain husks, but only the science facility has a terminal at the back to suggest where they came from. It seems that someone from the Cerberus group passed through the colony a few days before the colonists transformed into husks. Once you learn this information the assignment is finished. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Dead Scientists (Doctor at Risk) Given by: Terminal on the upper floor of the Port Hanshan hotel Location: Ontarom Requirements: Spectre status 1 - A Doctor in Trouble (Optional) With enough Electronics skill you can hack the terminal in the upper floor of the Port Hanshan hotel on Noveria. Doing so reveals a message to a doctor in the Newton System who is apparently now in danger because his connection to a certain organization has come to light. "Doctor at Risk" -> "UNC: Dead Scientists" 2 - Finding the Doctor Head to the Kepler Verge and land on Ontarom. Nestled in a valley to the southeast is an underground facility guarded by mercenaries. Eliminate them, both outside and inside the complex, and head to the back room, where a soldier names Toombs is threatening to kill the scientist you came looking for. If you have the Sole Survivor background Toombs will recognize you as a fellow marine from the mission on Akuze. This adds some dialogue, but does not otherwise affect the conversation. If you don't persuade him otherwise, Toombs will kill the scientist and then turn the gun on himself. Using Charm you can prevent their deaths, but with Intimidate you have the option of killing the doctor yourself. When you're done, return to the Normandy to complete the assignment. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Depot Sigma-23 Given by: Computer in Listening Post Theta Location: Unidentified Space Facility Requirements: Complete Noveria 1 - The Rachni Express Having finished "UNC: Listening Post Theta" you should have a good idea what's been going on. Automated cargo ships have been delivering rachni all over the galaxy, and you need to find their source in order to keep them from spreading. Travel to the Gorgon System in the Argos Rho Cluster and land on the unidentified space facility. 2 - Stop the Shipments The main hold has a few rachni in it, but it's not too much to handle. The trick here is that the hold is filled with boxes that make navigation difficult. Remember how you get through the hold to the far side, as you'll need to navigate your way back in a hurry. On the far side of the facility are a number of containers and a terminal where you can learn that--big surprise--Cerberus has been conducting experiments with the goal of creating a new biological weapon. Arm the nearby demolition charge and run back the way you came to return to the Normandy and escape the explosion. More rachni will appear in the hold but making it back to the ship is more important than dealing with them. Once you've safely escaped the explosion the assignment is finished. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Derelict Freighter Given by: The MSV Cornucopia in the Caspian System Location: MSV Cornucopia Requirements: Complete Feros 1 - Board the Freighter Out in the Caspian System of the Maroon Sea Cluster you can find a derelict freighter. Board the ship to investigate and find a small army of husks on board. It's obvious that the entire crew has been transformed. When you've defeated them all, head to the cockpit and check the logs. It seems the crew discovered an artifact that made them go insane. They flew straight into the Perseus Veil, where the geth no doubt found them and transformed them into husks. The ship was then directed back into the Traverse for someone like you to find, perhaps as a warning to those who would venture into geth space. When you're done exploring the ship, head back to the Normandy. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Distress Call (Unusual Readings) Given by: Computer console in Ambassador Udina's office Locations: Metgos Requirements: Citadel access 1 - Strange Readings (Optional) When you first arrive on the Citadel you can decrypt the computer console in the ambassador's office to receive an assignment about some unusual energy readings detected in the Argos Rho cluster. 2 - Investigate the System Go to the Hydra System in the Argos Rho Cluster and examine Metgos. You receive a distress signal from the planet's surface. "Unusual Readings" -> "UNC: Distress Call" 3 - Find the Distress Call Land on Metgos and drive to the location of the transponder signal, which turns out to be a geth ambush. There are two geth armatures, two rocket drones, and three rocket troopers to eliminate. Avoid the mine placed underneath the distress beacon, and don't let the geth surround you. When all the enemies have been defeated the assignment is complete. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Espionage Probe (Investigate Shipments) Given by: Terminal in the freighter in Zhu's Hope Location: Agebinium Requirements: Spectre status 1 - Diverted Supplies (Optional) Head inside the freighter at the Zhu's hope colony and access the terminal using your electronics skill. You will receive a message informing you of several supply shipments that have been diverted to the Voyager Cluster. 2 - The Missing Probe Arriving at the Amazon System in the Voyager Cluster triggers a message from Alliance Command. It seems they've lost a deep-space probe armed with a nuclear warhead and they need you to recover it before the unthinkable happens. "Investigate Shipments" -> "UNC: Espionage Probe" 3 - Find the Bomb Head down to Agebinium and make for the homing beacon. The signal is coming from an underground mining complex, suggesting that the probe didn't crash on the planet. Enter the mining tunnels and head to the back. When you enter the last room there is a cave-in as the path behind you is blocked. The holographic image of a pirate named Elanos Haliat appears and taunts you. You need to find another way out of the tunnels, but first you must disarm the bomb in front of you. There are three hard points you must disable, each requiring either a long sequence of button presses (on the Xbox 360) or 100 omni-gel. There is a ten second timer, but it does not count down while you are disabling each hardpoint. 4 - Back to the Surface Once the bomb is defused, head back out and bear left to enter the adjacent tunnel. This path leads you back out of the complex to a hidden entrance on a ridge overlooking Haliat's camp. You can either try to snipe Haliat and his mercs from the top of the ridge, or head down the hill and hop in the nearby Mako before dealing with them. Defeat all the enemies in sight-including Haliat--to complete the assignment. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: ExoGeni Facility (Investigate Facility) Given by: Terminal in the ExoGeni complex on Feros Location: Nodacrux Requirements: Complete Feros 1 - A Suspicious Message (Optional) On the upper level of the ExoGeni headquarters on Feros is a terminal that can be accessed for information on some suspicious ExoGeni activity in the Maroon Sea Cluster. Head to the Vostok System and examine Nodacrux, at which point Joker will inform you of a distress beacon on the planet's surface. "Investigate Facility" -> "UNC: ExoGeni Facility" 2 - The Overrun Facility Because of the rough terrain on Nodacrux, getting to the science facility is actually the most difficult part of this assignment. Check your map and plot a course through the valleys to the south. Once you have traversed the pass due east of the facility you can find a winding path up the side of the mountain to your left that will take you directly to your destination. Approaching the science facility should give you a pretty good idea about why the distress signal was activated. There are Thorian Creepers surrounding the entrance, and you can find many more on the inside. At the back of the facility are a few survivors. Speak to Dr. Ross to learn what happened at the facility, and then decide how to deal with the science team. She offers you a bribe to keep her illicit experiments a secret. If you don't accept then you will have to fight her and the other scientists. +8 Paragon for trying to arrest Dr. Ross +9 Renegade for making Dr. Ross pay for her crimes ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Geth Incursions (Geth Activities) Given by: Hackett after entering Armstrong Nebula; ExoGeni terminal Location: Armstrong Nebula Requirements: Spectre status 1 - Turn Back the Geth Invasion Decrypting a geth terminal in the ExoGeni facility on Feros informs you of some suspicious geth activity in the Armstrong Nebula. Travel there and Admiral Hackett will ask that you eliminate the known geth outposts in each system. "Geth Activities" -> "UNC: Geth Incursions" 2 - Gagarin System Head to the Gagarin System and land on Rayingri. Travel south to the overrun research outpost, which is on top of a large plateau surrounded by husk spikes. Inside there is a weapons locker and a storage locker in the first room. The main room is filled with husks. There are also husks in the back rooms that will pour out when you approach. You can find three crates and two malfunctioning objects in the back rooms. When you reenter the main room you will find that a squad of geth troopers, destroyers, and snipers have come in from behind you. Take them out and head back outside. As you exit the facility, more troopers, shock troopers, and snipers will get dropped all around you by a nearby geth ship. Hop in the Mako to make dealing with them easier. When all the geth are dead you can move on to the next system. 3 - Hong System Land on Casbin in the Hong System and head northeast towards the geth outpost. Follow the valley to the north and then east to avoid having to navigate the rocky hills surrounding the outpost. Geth snipers will jam your radar when you get close, so check your map to be sure of your heading. The outpost is surrounded by geth snipers and rocket troopers. Keep your distance as much as possible and take them out one at a time. Once they are defeated, a geth dropship will come in and begin depositing geth shock troopers in the center of the outpost. It will continue providing reinforcements until you destroy it. Fire on the ship, and once it is destroyed clear out the remaining geth and proceed to the next system. 4 - Tereshkova System Head to Antibaar in the Tereshkova System and make for the geth outpost to the north. Again, expect snipers to jam your radar so check your map to be sure you're going in the right direction. The outpost is guarded by a geth colossus, along with more geth snipers and rocket troopers. When the outpost is cleared out, reinforcements will begin arriving. Expect to face rocket troopers, shock troopers, and a few geth primes. Once all the enemies are defeated you are clear to move on to the next system. 5 - Vamshi System The final known geth outpost in the nebula is on Maji in the Vamshi System. The outpost here is to the north on top of a large rocky hill. Approach from the southeast, where you can find a winding path leading up the hill. There are numerous geth heavy turrets built into the hill so be alert as you make your ascent. The outpost itself is defended by rocket troopers and snipers. Reinforcements this time come in the form of a single geth colossus. When all the geth are killed your squad will remark that you still need to find the primary geth base for this sector. Return to the Normandy. 6 - The Geth Base You can find the geth base on Solcrum in the Grissom System. After landing in the Mako, head east to find the main base. As you come over the hill you can survey the base in the valley below. There are two colossi and three rocket troopers guarding the entrance. Your radar will be jammed once you make it inside. In the main room you must fight a geth destroyer and numerous geth stalkers. There is also a juggernaut on the second floor. The assignment is finally completed when all the geth are destroyed. There is a secure crate and an upgrade kit in the back room, along with a terminal that can be accessed to begin the assignment "Tali and the Geth." ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Hades' Dogs Given by: Admiral Kahoku's corpse on Binthu Location: Nepheron Requirements: Complete "UNC: Cerberus" 1 - Eliminating Cerberus Having found Kahoku's remains on Binthu at the end of the "UNC: Cerberus" assignment, you must now eliminate the people responsible once and for all. Travel to Nepheron, in the Columbia System of the Voyager Cluster. Head to the underground facility to the southwest and eliminate the pair of Cerberus snipers and anti-tanks outside. Proceed into the facility and mop up the rest of the commandos and snipers. 2 - The Shadow Broker At the back of the facility is a terminal containing encrypted files on Cerberus. Return to the Normandy and access the Galaxy Map to receive a message from a representative of the Shadow Broker, offering to pay you for the information you've just recovered on Cerberus. You can choose whether or not to sell the information. Any response ends the assignment. +8 Paragon for refusing to betray the Alliance +9 Renegade for selling the information ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Hostage Given by: Elevator newscaster during segment on biotic extremists Location: MSV Ontario Requirements: Spectre status 1 - Board the Freighter While riding in an elevator on the Citadel you may learn that a Chairman Burns--the head of the Alliance Parliamentary Subcommittee on Transhuman Studies--has been kidnapped by biotic extremists. Head to the Farinata System in the Hades Gamma Cluster and search for the MSV Ontario. It is hidden so move your cursor around and look for a twinkle of light to indicate its location. Once you've found it select a squad and board the freighter. You're facing all biotic enemies so adjust your equipment and tactics accordingly. Once you're spotted by the biotics you'll have three minutes to reach the hostage before he is executed. Head to the far side of the freighter when the main hold is clear of enemies. 2 - Negotiate with the Leader Confront the terrorist leader. If you can't persuade him to spare the hostage you will have to fight the extremists. A high enough Charm or Intimidate score will allow you to avoid combat and secure the release of Chairman Burns. Either way completes the assignment. +8 Paragon for defusing the situation using Charm +9 Renegade for defusing the situation using Intimidate +2 Paragon for trying to be diplomatic +2 Renegade for seeking a violent solution ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Hostile Takeover (Person of Interest) Given by: Helena Blake near the emporium in the financial district Location: Mavigon, Klensal, Amaranthine Requirements: Spectre Status 1 - A Person of Interest (Optional) Decrypting the computer console in the C-Sec academy offices gives you a message about an individual they've been keeping an eye on. She can be found near the emporium on the Presidium. 2 - Taking the Assignment Helena Blake solicits you outside the emporium on the Citadel. She wants your help removing two fellow leaders of a galactic crime syndicate. Since what she is asking you to do is technically illegal you receive Renegade points for agreeing to do as she asks. If you refuse to do what she wants you will receive the assignment anyway along with some Paragon points. +8 Paragon for refusing to take the assignment +2 Renegade for accepting the assignment "A Person of Interest" -> "UNC: Hostile Takeover" 3 - Eliminate Crimelord #1 Travel to Mavigon--a snowy planet with extremely low visibility--in the Han System of the Gemini Sigma Cluster. The syndicate hideout is on a hill to the southeast with three alliance heavy turrets outside that you should try to eliminate from a distance. When the external defenses are taken care of you are free to enter the building and kill everyone inside. Expect to encounter around half a dozen turian and krogan mercenaries in addition to the crime boss. There are a number of containers you can loot afterwards, including four medical kits to replenish your medi-gel. 4 - Eliminate Crimelord #2 The second target is on Klensal in the Dis System of the Hades Gamma Cluster. Head south to the syndicate hideout, which is guarded by three mercenaries as well as two snipers in the towers surrounding the entrance. Once again, enter the complex and eliminate the mercenaries inside. When both syndicate leaders are eliminated you need to go see Helena Blake. 5 - The Final Crimelord Go to the Fortuna System in the Horse Head Nebula and land on Amaranthine. Travel south to the engineering outpost. You can find her just inside the entrance, guarded by more mercenaries. Though still a leader of a criminal organization she vows to limit herself to gambling and smuggling operations. With sufficient Charm or Intimidate you can convince her to disband the syndicate completely. If you choose to try to arrest her however she refuses to go peacefully and you'll have to kill her along with her henchmen. She erects an energy barrier across the doorway which you can remove by shooting it. Helena has some biotic abilities, and she is guarded by several human and krogan mercenaries and snipers. When all the mercs are dead you can head upstairs and crack the hardened wall safe to get some extra credits. +8 Paragon for convincing Helena to mend her ways using Charm +9 Renegade for convincing Helena to mend her ways using Intimidate +2 Paragon for trying to arrest Helena +2 Renegade for letting Helena go free ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Listening Post Alpha Given by: Visit the Erebus System or access Listening Post Theta comm Location: Nepmos Requirements: Complete Noveria 1 - The Rachni Horde After finishing Noveria, the Styx Theta Cluster becomes available. Heading to the Erebus System triggers an urgent distress call from the planet Nepmos. Head down to the surface and proceed towards the source of the transmission. A group of Alliance marines are pinned down by legions of rachni who swarm out of the ground on regular intervals. Talking to Lt. Durand reveals the tough situation they are in. She asks you to help in any way you can. Head over to the damaged generator and hook up the Mako's power supply to reactivate the turrets. Then move your squad to the opening between one set of barricades and place yourself in the other opening. From here, the combined firepower should be enough to overwhelm any rachni that come your way. Fight off a few more waves, then speak to the lieutenant again to learn that the rachni are coming from an underground complex nearby. 2 - The Infested Mine Disconnect the Mako from the generator and drive west to the mine entrance. Though it appears to be empty at first, groups of rachni will begin pouring out of the ground as you get farther into the mine. Proceed cautiously and retreat when necessary. The soldiers tend to appear in groups of two or three. When the main cavern is clear, there are two side passages at the back to worry about. Each passage contains a few more soldiers and an enormous rachni brood warrior. Retreat back into the tunnels as necessary, and use your biotic powers to disable each rachni if you can. When the mine is cleared of enemies, the assignment is over and you can return to the Normandy. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Listening Post Theta Given by: Marines on Listening Post Alpha or visit the Acheron System Location: Altahe Requirements: Complete Noveria 1 - The Alliance Listening Post Go to the Acheron System in the Styx Theta Cluster and land on Altahe. Approach the listening post to find some rachni holes outside. Each hole will spew a few rachni soldiers as you get close. Stay in the Mako to make quick work of them. There are a handful of rachni in the base itself, but nothing you can't handle. Grab the containers at the back, and then access the terminal to learn that a shipment was received by the outpost a few days ago. It's likely the rachni were delivered aboard this ship. To learn more you'll need to investigate the supply depot in the Gorgon System. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Locate Signs of Battle Given by: Survey of a Medallion or ID Tag Location: Uncharted Worlds Requirements: Spectre status *See the Guide to the Galaxy section for information on finding all the salarian artifacts* ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Lost Freighter Given by: MSV Worthington in the Ming System Location: MSV Worthington Requirements: Complete Therum, Feros, or Noveria 1 - Investigate the Freighter It seems no one is aboard the MSV Worthington, which is adrift in the Ming System of the Gemini Sigma Cluster. The hold is filled with explosives however, and these are set to detonate when you get too close. Head to the southeast room and play the logs to hear someone named Julia say that she won't give up on Jacob. To the northeast you can find the brain-dead Jacob, still on life support, as well as a log from Dr. Smith. In the cockpit you can access the computer to hear the captain recount what transpired. It seems Julia went crazy after Jacob was nearly killed. After hearing all the logs, Julia shows up and attacks you with her biotic powers. She will also appear if you turn off Jacob's life support. When Julia is dead you can go back to Jacob and deactivate his life support systems (if you haven't already). ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Lost Module Given by: Admiral Hackett via transmission in the Attican Beta Cluster Locations: Eletania Requirements: Spectre status 1 - Find the Data Module Admiral Hackett needs you to recover a data module from a downed probe before the geth can get to it. Land on Eletania and head northeast to find the downed probe. The data module is missing, however, as a space monkey has made off with it. Four monkey colonies will appear on your map. You are interested in the one to the north, which is next to a mining complex. The monkey with the data module is at the very back of the mine in the westernmost room. The geth show up when you try to leave the mine. You will have to fight a full compliment of geth snipers, shock troopers, and a destroyer. When you are finished, return to the Normandy to complete the assignment. +4 Renegade for squishing a space monkey with the Mako +6 Paragon for finding the data module ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Major Kyle (Strange Transmission) Given by: Console in Executor Pallin's office Location: Presrop Requirements: Spectre status 1 - Follow the Transmission (Optional) You can decrypt a message from the computer console in C-Sec HQ that directs you to the Century System in the Hawking Eta Cluster. Your arrival will trigger a message from Alliance Command about a group of biotic cultists led by a former Alliance soldier. "Strange Transmission" -> "UNC: Major Kyle" 2 - Investigate the Compound Land on Presrop and proceed southwest towards the biotic compound. To access the building with Major Kyle you must attempt to enter the large structure first. You speak on the intercom with a biotic cultist inside. You can persuade them to let you see Major Kyle, or you can simply go inside and kill the cultists. At the rear of the building is a control panel to let you in to see Major Kyle. Head outside and go to the other side of the complex to enter the round building. If you persuaded your way in you can proceed to the back and talk to Kyle without incident. Shooting any of the cultists will turn the rest of them against you and make a diplomatic solution impossible. +2 Paragon for convincing the cultists using Charm +2 Renegade for convincing the cultists using Intimidate 3 - Major Kyle You can use Charm or Intimidate to persuade Major Kyle to turn himself in peacefully. If you accept his terms you can leave without a fight. Return to the Normandy to inform Admiral Hackett about the mission. +8 Paragon for persuading Kyle using Charm +9 Renegade for persuading Kyle using Intimidate +2 Renegade for killing Kyle in cold blood ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Missing Marines Given by: Rear Admiral Kahoku in the Citadel Tower Location: Edolus Requirements: Spectre status 1 - Armiston Banes (Optional) If you have completed the assignment "Citadel: Doctor Michel" then you should know about Armiston Banes, an Alliance researcher. Asking Kahoku about Banes reveals that he was found dead on a derelict scout ship by one of Kahoku's teams. Kahoku sent a recon team to the system where Banes was found to scout the region. This team has gone missing and Kahoku needs your help to find them. 2 - Find the Recon Team Head to Edolus in the Sparta System to begin the search for the recon team. Take the Mako north to the location of the distress signal where you will be attacked by a thresher maw. When fighting a thresher, be sure to keep moving or use the jump jets to avoid its attacks. Once it is defeated you can check on the bodies of Kahoku's men, who were doubtless lured to the thresher nest by the distress beacon. Return to Admiral Kahoku on the Citadel to give him the bad news. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Missing Survey Team Given by: Elevator newscaster during segment on ExoGeni Location: Trebin Requirements: Spectre status 1 - Find the Research Team While riding an elevator in the Citadel you may learn about a survey team that has gone missing in the Hades Gamma Cluster. Head to the Antaeus System and land on Trebin. Head north to find the research base deserted. The northernmost structure has a computer console that reveals that the team unearthed some kind of alien technology at the nearby excavation site. 2 - The Dig Site Nearly every inch of the mining tunnels is crawling with husks. There are initially nine husks to defeat in the main cavern. Once they are defeated head towards the back of the mine, where ten more husks will ambush you. The assignment is complete when all the husks are defeated. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Privateers (Missing Person) Given by: Garoth in the Citadel Tower; Port Hanshan terminal Location: Citadel, Xawin Requirements: Spectre status 1 - Garoth's Request (Optional) Find Garoth in the Citadel Tower. If asked, he informs you that his brother has gone missing in the Horse Head Nebula. +2 Paragon for offering to help +2 Renegade for refusing to help 2 - Find Garoth's Brother Head to the Strenuus System and find the MSV Majesty. Scanning the vessel reveals an energy trail leading to the nearby planet. Land on Xawin and make for the mercenary camp to the north. There are four turrets and mercenary snipers defending the base. On the inside are a group of human and krogan mercenaries, and a few more snipers. When all the enemies are dead, head up to the second floor to learn Captain Willem's fate. Head back to the Citadel and inform Garoth to end the assignment. +2 Paragon for comforting Garoth about his brother +2 Renegade for ridiculing Garoth for clinging to false hope ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Prothean Data Discs Given by: Survey of a Prothean Data Disc Location: Uncharted Worlds Requirements: Spectre status *See the Guide to the Galaxy section for information on finding all the Prothean artifacts* ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Rogue VI Given by: Admiral Hackett Location: Luna Requirements: Level 20 1 - To the Moon Admiral Hackett informs you that the Alliance needs your help again. It seems they've lost control of one of their training VIs on the Moon and they need you to go in and take it out. Head to the Solar System in the Local Cluster and land on Luna. Drive to the Alliance training ground. There are three buildings in this area, each guarded by a pair of heavy turrets. You can tackle the facilities in any order, as they are all nearly identical. +2 Renegade for telling Hackett you don't have time to help 2 - Penetrate the Defenses Each facility has around a dozen drones of different types (mostly advanced assault drones) which are very tough and have strong shielding. Try to lure out a few at a time and deal with them in small groups so you don't get overwhelmed. Don't be afraid to retreat if you have to, as the drones tend to close in and attack you in groups. Remember also that biotic powers are basically useless here, meaning Garrus and Tali are probably the best companions to have. Make good use of all your tech powers to make dealing with the drones easier. Save often to avoid having to repeat the whole assignment. Note also that the entrance to each building has a secure crate and a secure storage locker. 3 - The VI Conduits At the back of each facility are two rooms, each with four conduits you must destroy. Attacking the conduits results in one additional complication. In the first building the VI will release toxic gas into the room to try to poison you. In the second, the VI will erect energy barriers over all the conduits, and across each door that you need to shoot to get past. Finally, the VI calls in reinforcements in the final building when you start destroying the conduits. When all 24 conduits are destroyed, a binary message appears saying "HELP", suggesting that the VI might have actually been an AI after all... 4 - Specialization Class You have now earned your choice of specialization class. This new class will add available levels to your base class on the Squad screen based on your choice of specialization. Your base class determines which specialization you have access to: Soldier: Commando or Shock Trooper Engineer: Adept: Medic or Operative Bastion or Nemesis Infiltrator: Commando or Operative Vanguard: Sentinel: Nemesis or Shock Trooper Bastion or Medic Each specialization class adds certain benefits, but you must add talent points into the specialization to achieve them Bastion: + Biotic talent recharge + Barrier Damage target in stasis Commando: - rank 9 - rank 12 + Weapons damage + Immunity Medic: - all ranks - all ranks - rank 9 + Marksman - rank 12 + Assassination - rank 12 + First Aid recharge - all ranks + Neural Shock - rank 9 Healing revives squad members - rank 12 + Biotic talent damage - all ranks Nemesis: + Warp + Lift Operative: - rank 9 - rank 12 + Tech talent recharge - all ranks + Overload - rank 9 + Sabotage - rank 12 Shock Trooper: + Health - all ranks + Immunity (soldier) - rank 9 + Barrier (vanguard) - rank 9 + Adrenaline Burst - rank 12 ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: The Negotiation Given by: Radio message from Alliance Command Location: Nonuel Requirements: ~75% Renegade 1 - Mining Rights Once you've sufficiently proved your malevolence by filling up most of your Renegade meter, Admiral Hackett will contact you with a request. He wants you to broker a treaty with a man named Darius in the Hades Gamma Cluster. If you're suspicious that Hackett wants a renegade like yourself to broker a peace treaty, your concerns are well founded. 2 - Aggressive Negotiations Head to Nonuel in the Plutus System and travel northeast towards Darius's compound. Enter the building and speak with Darius, who is on the second floor balcony. He's not very impressed with you, and takes your presence as a sign that the Alliance isn't serious about negotiating with him. The only way to avoid a fight is to remain polite and give him everything he asks for. Otherwise, the negotiations break down and you're forced to deal with Darius and the guards. When the negotiations are complete, secure an exit and report back to Hackett to complete the assignment. As you might have suspected, Hackett secretly wanted you to kill Darius, both to eliminate the Alliance's dirty laundry, and to get unrestricted mining rights. If you managed to swallow your pride and secure a treaty peacefully, Hackett is somewhat disappointed but agrees to abide by the terms of the agreement. +8 Paragon for negotiating peacefully +25 Renegade for killing Darius ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Turian Insignias Given by: Survey a Turian Insignia Location: Uncharted Worlds Requirements: Spectre status *See the Guide to the Galaxy section for information on finding all the turian artifacts* ++++++++++++++++++++ ++++++++++++++++++++ Assignment: UNC: Valuable Minerals Given by: Survey of a metal, rare element, or gas Location: Uncharted Worlds Requirements: Spectre status *See the Guide to the Galaxy section for information on finding all the valuable materials* ++++++++++++++++++++ ++++++++++++++++++++ 21B7vi Assignment: Virmire: Assisting Kirrahe's Team Given by: Captain Kirrahe on Virmire Location: Virmire Requirements: Complete two of: Therum, Feros, or Noveria 1 - Communications Tower There are a number of ways you can make life easier on Kirrahe's teams while you're infiltrating Saren's base. First, bear right and head north to the communications tower. The tower is guarded by some light geth forces, but they have height and cover so proceed with caution. Up on the balcony is a terminal you can use to disrupt the geth communications. +2 Paragon for disrupting geth communications 2 - Satellite Uplink Tower Follow any path to the west to reach the satellite uplink tower. Simply shoot the uplink before proceeding to destroy it. +2 Paragon for disrupting the satellite uplink 3 - Refueling Platform Beyond the uplink tower, head north to reach the refueling platform. Here you must destroy the geth drones. There are large fuel tanks nearby that will explode when damaged, so use these to help eliminate the drones quickly. +8 Paragon for destroying the geth flyers 4 - Breaching Security To enter the base itself you must access a security terminal. To help Kirrahe, don't redirect the forces in his direction. If you've chosen to put the pressure on his men, Kirrahe will be killed. Complete the Virmire mission to end the assignment. +8 Paragon for helping Kirrahe +9 Renegade for sending the guards towards the salarian teams ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Virmire: Wrex and the Genophage Given by: Captain Kirrahe on Virmire Location: Virmire Requirements: Allow Wrex to join you 1 - Talk to Wrex If Wrex is part of your crew, speaking with Captain Kirrahe on Virmire will force a confrontation with Wrex. If you never recruited Garrus and you have yet to visit Liara's dig site then the conversation has to end peacefully. You can also end it peacefully if you've completed "Wrex: Family Armor" because he will trust you. If not, then you need to use Charm or Intimidate to get Wrex to back down. If you don't persuade him, Wrex is going to die one way or another. +28 Paragon for calming Wrex down using Charm +9 Renegade for calming Wrex down using Intimidate +28 Paragon for calming Wrex down because he trusts you +25 Renegade for killing Wrex +25 Renegade for ordering Ashley to kill Wrex +2 Paragon for lamenting your decision to kill Wrex +8 Paragon for chastising Ashley for killing Wrex ++++++++++++++++++++ ++++++++++++++++++++ Assignment: Wrex: Family Armor Given by: Wrex on the Normandy Location: Normandy, Tuntau 21B8wr Requirements: Spectre Status 1 - Wrex's Armor (Optional) You need to talk to Wrex enough to get him to tell you about his father. There's apparently a suit of armor out there somewhere belonging to Wrex's family that he wants back. 2 - The Armor Collector Head to the Phoenix System in the Argos Rho Cluster and land on Tuntau. From here, head to the structure to the south. The base is filled with mercs and pirates. Clear it out and then head upstairs (Don't forget all the containers to be found on the first floor). In the back room you can decrypt the wall safe to recover Wrex's armor. If Wrex is in your party you can give him the armor now, or return it to him back on the Normandy to complete the assignment. Completing this assignment will also help you defuse the Wrex situation on Virmire. ++++++++++++++++++++ ++++++++++++++++++++ 21B9x5 Assignment: X57: Avoid the Blasting Caps Given by: Simon Attwell on Asteroid X57 in the Asgard System Location: Asteroid X57 Requirements: Spectre Status, DLC "Bring Down the Sky" installed 1 - Tread Lightly While on X57, Simon Attwell may warn you about the live blasting caps surrounding one of the fusion torches. Sure enough, the eastern torch is surrounded by a field of proximity detecting mines. When you approach, the Normandy's VI informs you of the anti-vehicle demolitions and advises you to proceed on foot. Exit the Mako and carefully enter the minefield. To get past the proximity detectors safely, watch for the X indicators on your radar display and space yourself evenly between them. If you move between two detectors with enough space on either side you should be able to pass without causing an explosion. The blasting cap controls are guarded by a pair of batarian troopers and batarian rocket troopers. Take them out, then access the control panel to disarm the explosives. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: X57: Bring Down the Sky Given by: Asteroid X57 in the Asgard System Location: Asteroid X57 Requirements: Spectre Status, DLC "Bring Down the Sky" installed 1 - Collision Course Head to the Exodus Cluster and enter the Asgard System. An asteroid denoted as X57 is a collision course that will destroy the nearby colony of Terra Nova. There are three fusion torches propelling the asteroid towards the colony. Disabling all three will prevent the deaths of millions. 2 - X57 Radio and Other Detours (Optional) Located on top of a hill in-between the nearest two fusion torches is a trailer with radio controls. Activating the radio will broadcast the familiar Citadel elevator music into your helmet if you are within a certain distance of the transmitter. The trailer also contains a first aid kit, and you can check the logs on the table to learn about the broadcast. Check the logs a second time to read a tongue-in-cheeck message related to the January 2008 Fox News report involving Mass Effect. Additionally, you can find a dead engineer on a hill to the far west, near his damaged vehicle. To the far northeast you can also find a deserted camp, with a computer that directs you to a nearby explosives cache. This cache contains eight grenade storage containers. 3 - The First Fusion Torch Each torch is guarded by a number of heavy turrets that remain shielded until you get within their range. As you approach the first fusion torch, a woman tries to contact you on the radio, but there is significant interference in the signal. Enter the nearby torch facility to find the controls that will deactivate the torch. There is a body on the floor near the entrance. Opening the first door reveals the cause of his death. Batarian extremists have taken control of the asteroid. There are a half-dozen batarians to contend with--including a sniper on the far side of the room--as well as a pair of varren war beasts. When all the enemies are dead, search the room for a grenade storage box and a storage locker. Then head upstairs to find a secure crate and the torch controls. 4 - Kate Disable the first torch and you will be contacted by the woman again. Her name is Kate Bowman, a member of the science team in charge of brining the asteroid to Terra Nova. Yesterday it was hijacked by the batarians, and she holed up in the main facility with a handful of other survivors. She needs you to disable all three torches to keep the asteroid from colliding with the colony. 4 - Simon Head back to the main entrance to find Simon, another survivor. He may warn you about the live blasting caps surrounding one of the torches, and also asks that you try to find his missing engineers. +2 Paragon for telling Simon he is safe +2 Renegade for telling Simon to leave the shooting to you 5 - The Second Fusion Torch Kate tries to contact you again when you approach the second torch. There are a half-dozen batarian troopers inside the facility, as well as an equal number of rocket drones. When all the enemies are defeated, find the crate and the storage locker on the first floor. There is also a medical kit and a secure crate on the top floor balcony. While you disable the second torch, a group of terrorists--led by the batarian called Balak--break into the room where Kate and the others are hiding. When Kate refuses to tell him who's been disabling the torches, he kills her brother. Balak then sends his lieutenant, a batarian named Charn, to find and deal with you. 6 - The Third Fusion Torch The final torch facility is filled with cryo and fusion containment cells that should come in handy for defeating the batarian troopers, shock troopers, and varren war beasts inside. The batarian shock troopers have access to offensive and defensive biotic abilities, so be careful when dealing with them. Don't miss the storage locker on the first floor and the secure crate on the second floor when the fight is over. Disable the final torch and head back downstairs to find Charn waiting for you. 7 - Charn Charn's looking to talk, but if you plan on killing him anyway it's best to attack him now while you have the element of surprise. From the stairwell you can use a sniper rifle with high explosive rounds to kill Charn and the two nearby troopers in one shot. When the fight begins the two varren war beasts at the opposite end will charge you, and reinforcements will begin to trickle into the room from the main entrance. Expect several varren war beasts and troopers, as well as a handful of shock troopers and engineers. The batarian engineers are similar to the troopers, but have access to tech abilities. When all the reinforcements are dealt with you can find the key card to the main facility on Charn's body. Alternatively, with enough Charm or Intimidate skill you can broker an agreement with Charn. Charn's having second thoughts about the mission, and he'll willingly give you the key if you can convince him that you have what it takes to get rid of Balak. +8 Paragon for convincing Charn to give you his key card 8 - The Main Facility When you approach the main facility, three heavy turrets are triggered. Each turret is on a rail such that it moves in and out of cover. Keep your distance and aim carefully to take each turret down. There is a grenade storage box and an aid station inside the main entrance if you need to resupply. There is also another grenade storage box down the steps in the center of the main room. Head up the stairs and into the main facility to trigger a fight with a large number of defense drones and batarian troopers, shock troopers, and engineers. Climb the nearby stairs to reach the balcony on the second level where you can find more cover. Stay put and let the enemies come to you when the fight starts. When it dies down a bit you can move from cover and take down any stragglers. 9 - Balak When all the enemies are dealt with, Balak appears. His men have all been defeated so he's trying to escape with his life. Knowing you won't let him leave, he's locked the remaining prisoners in a holding cell with a bomb. If you try to follow him, he's threatening to kill the hostages. If you choose to attack Balak anyway, he will kill the hostages, then erect a small energy barrier guarded by a pair of varren war beasts. Balak and his bodyguards will run along the balcony to the opposite side of the room, where he will set up with a sniper rifle and try to kill you from a distance. Rather than waiting for the field to come down and dealing with the varren, you can cut him off by staying on the first floor and sprinting to the opposite side of the room. There are two defense drones to worry about as well. When all the enemies are dealt with you can confront Balak face to face. You can simply kill him, interrogate him, leave him to die a slow death, or take him into custody for the Alliance to deal with. Alternatively, if you decide to let him go free in favor of saving the hostages, you have ten minutes to defuse three bombs that have been placed around the facility while fighting off a few defense drones. +24 Paragon for letting Balak go to save the hostages +25 Renegade for letting the hostages die to stop Balak +2 Renegade for suggesting you want Balak to suffer for what he's done 10 - Aftermath When everything quiets down, Simon shows up. He offers you a reward of your choice for helping save the colony. You can pick light, medium, or heavy human armor, as well as a set of quarian armor. If you have enough Charm or Intimidate skill you can also get Simon to give you his omni-tool. If you saved the hostages, you can then go open the prison door and let them out. Kate will speak to you and thank you for everything you've done. When you've wrapped up your business on X57 you can return to the Normandy. The next time you access the galaxy map, X57 will have moved, with a description indicating that the engineers got it under control and will soon be able to put it into orbit as originally intended. ++++++++++++++++++++ ++++++++++++++++++++ Assignment: X57: One Missing Engineer Given by: Simon Attwell on Asteroid X57 in the Asgard System Location: Asteroid X57 Requirements: Spectre Status, DLC "Bring Down the Sky" installed 1 - Missing Engineers Simon Atwell will ask that you examine three survey stations to see if you can locate his missing engineers. First head to the transmission tower and repair it, which will pinpoint all three stations on your map. 2 - Survey Station 1 Station 1 is located to the southeast. There is a secure crate outside the station, as well as an aid station inside. Here you can find the body of C. Hymes, killed by an explosion, along with the station's logs. 3 - Survey Station 2 Station 2 is located to the north, and contains a hardened crate and aid station. There is no sign of engineer R. Montoya, but the logs indicate he saw signs of fighting and left to investigate. Accessing the logs triggers a group of three defense drones that you must destroy. Outside the station you can find a set of footprints leading off to the east. Head east to find the body of R. Montoya, located at the bottom of a nearby crater. Killed by a sniper, his body was never looted by the Batarians so you can find an omnitool on his corpse. 4 - Survey Station 3 Station 3 is located to the southwest, near the drop zone for the Mako. The body of G. Mendel is near the entrance, along with a technician kit. An aid station is located in the station, along with the station logs. 5 - Give Simon the Bad News Talk to Simon after finishing your business on X57 to tell him what happened to his engineers. ++++++++++++++++++++ COMPLETE CODEX 21Ccom -------------- This is a guide to finding the information available to you through the Galactic Codex. There is not necessarily only one way to receive a certain codex entry, but these are some of the circumstances in which an entry can be gained. Primary Codex Entries: 21C1pr Aliens: Council Races Asari - Talk to the Embassy Receptionist on the Presidium Salarians - Talk to Anderson after the Council hearing Turians - Start a new game Aliens: Extinct Races Protheans - Talk to Anderson and Nihlus before Eden Prime Rachni - Talk to Avina Tourism Terminal III Aliens: Non-Council Races Batarians - Talk to Anderson after becoming a Spectre Elcor - Talk to Calyn in the Volus/Elcor Embassy Geth - Talk to Ashley on Eden Prime Hanar - Talk to the Emporium Shopkeeper on the Presidium Keepers - Talk to Avina Tourism Terminal II Krogan - Learn about Wrex from Barla Von Quarians - Learn about the quarian from Dr. Michel or Wrex Volus - Talk to Din Korlack in the Volus/Elcor Embassy Aliens: Non-Sapient Creatures Husks - Encounter Husks on Eden Prime Thresher Maws - Defeat the thresher on Edolus and inspect the marine Varren - Talk to Davin Reynolds about the food shortage on Feros Citadel and Galactic Government Citadel - Talk to Captain Anderson after Eden Prime Citadel Council - Tank to Anderson and Udina on the Citadel Citadel Space - Approach the galaxy map on the Normandy Spectres - Talk to Jenkins and Chakwas before Eden Prime Humanity and the Systems Alliance Earth - View Earth on the Galaxy Map First Contact War - Talk to Pressly before Eden Prime Systems Alliance - Start a new game Planets and Locations Planet: Feros - Talk to Expat in the Upper Markets on the Citadel Planet: Ilos - Arrive on Ilos Planet: Noveria - Talk to Expat in the Upper Markets on the Citadel Planet: Virmire - Learn about Virmire from the Council Region: Terminus Systems - Talk to Anderson before Eden Prime Uncharted Wolds - Talk to Anderson before leaving the Citadel Ships and Vehicles FTL Drive - Talk to Chief Engineer Adams Military Ship Classifications - Talk to Chief Engineer Adams Normandy - Talk to Chief Engineer Adams Sovereign - Talk to Matriarch Benezia Space Combat - Inspect the Gunnery Station on the Normandy Vehicles: M35 Mako - Inspect the Mako on the Normandy Technology Biotics - Talk to Dr. Chakwas about Kaidan Computers: Artificial Intelligence (AI) - Find an AI on the Citadel Computers: Virtual Intelligence (VI) - Talk to Avina Terminal I Element Zero ("Eezo") - Examine the Normandy's Element Zero Core Mass Effect Fields - Examine Field Integrity Monitor on Normandy Mass Relays - Talk to Avina Tourism Terminal II Omni-tool - Talk to the Alliance Requisition Officer Weapons, Armor and Equipment Body Armor - Investigate the dig site on Eden Prime Kinetic Barriers ("Shields") - Examine Jenkins' body on Eden Prime Mass Accelerator - Inspect the weapons from outside the Normandy Medi-gel - Use the aid station in the medical bay on the Normandy Small Arms - Examine the weapons locker in C-Sec Traffic Control Secondary Codex Entries: 21C2se Personal History Summary Profile - Start a new game UPDATE: Bring Down the Sky Technology: Translation - Encounter Batarians on Asteroid X57 Aliens: Council Races Asari: Biology - Pursue a relationship with Liara Asari: Culture - Talk to Liara Asari: Government - Talk to Liara Asari: Military Doctrine - Talk to Shiala on Feros Asari: Religion - Talk to Liara Salarians: Biology - Talk to Kaidan Salarians: Culture - Decrypt the comm terminal near Liara on Noveria Salarians: Government - Talk to Captain Kirrahe on Virmire Salarians: League of One - Find a salarian artifact Salarians: Military Doctrine - Talk to Captain Kirrahe on Virmire Salarians: Special Tasks Group - Learn about Virmire from the Council Turians: Biology - Talk to Garrus Turians: Culture - Talk to Garrus Turians: Government - Talk to Garrus after finding Dr. Saleon Turians: Military Doctrine - Talk to Garrus Turians: Religion - Talk to Garrus after finding Dr. Saleon Turians: The Unification War - Find a turian artifact Aliens: Extinct Races Protheans: Beacon - Talk to Liara Protheans: Cipher - Talk to Liara about your visions Protheans: Data Discs - Find a Prothean artifact Protheans: Mars Ruins - View Mars on the Galaxy Map Aliens: Non-Council Races Geth: Armatures - Fight a Geth Armature on Therum Geth: Hoppers - Encounter the "Hoppers" on Therum Krogan: Biology - Talk to Wrex Krogan: Culture - Talk to Wrex Krogan: Genophage - Talk to Wrex Krogan: Krogan Rebellions - Talk to Avina Tourism Terminal III Krogan: Military Doctrine - Talk to Wrex after finding his armor Quarians: Economy - Talk to Tali Quarians: Government - Talk to Tali Quarians: Law and Defense - Talk to Tali Quarians: Migrant Fleet - Talk to Tali Quarians: Pilgrimage - Ask Tali about her Pilgrimage Quarians: Religion - Talk to Tali Citadel and Galactic Government Citadel Conventions - Examine diplomatic archives in the embassy Citadel Station: Citadel Security Services (C-Sec) - Talk to Pallin Citadel Station: Presidium Ring - Talk to Embassy Receptionist Citadel Station: Serpent Nebula - View nebula outside Med Clinic Citadel Station: Statistics - Talk to Anderson after Eden Prime Citadel Station: Wards - Talk to Barla Von on the Citadel Treaty of Farixen - Examine diplomatic archives in the embassy Humanity and the Systems Alliance Genetic Engineering - Talk to Rafael Vargas on Noveria Human Diplomatic Relations - Talk to Pressly Systems Alliance: Geological Survey - Survey a metal, mineral, or gas Systems Alliance: Military Doctrine - Talk to Ashley Systems Alliance: Military Jargon - Examine NAVMANUAL on command deck Systems Alliance: Military Ranks - Check the manual on your desk Systems Alliance: N7 - Examine Shepard's locker on the Normandy Terra Firma Party - Talk to Charles Saracino on the Citadel Timeline - Start a new game Planets and Locations Stations: Arcturus Station - Ask Joker about his history Stations: Gagarin Station - Talk to Kaidan about Jump Zero Ships and Vehicles FTL Drive: Appearance - Examine the viewport near Joker FTL Drive: Drive Charge - Inspect the Normandy's Core Charge Status Space Combat: Combat Endurance - Inspect the ship's Heat Load Monitor Space Combat: General Tactics - Examine NAVMANUAL in Udina's office Space Combat: Planetary Assaults - Talk to Ashley Starships: Carries - Use Intimidate with Mikhailovich or Al-Jilani Starships: Crew Considerations - Examine the Sleeping Pods Starships: Cruisers - Examine the Tracking Terminals in C-Sec Academy Starships: Dreadnought - Overhear a conversation in the Wards Starships: Fighters - Examine the Tracking Terminals in C-Sec Academy Starships: Frigates - Examine the Tracking Terminals in C-Sec Academy Starships: Heat Management - Inspect the ship's Heat Load Monitor Starships: Sensors - Talk to Pressly before Eden Prime Starships: Thrusters - Inspect the Normandy's rear hull Vehicles: Combat Drones - Inspect the Rogue VI on Luna Weapons: Ablative Armor - Inspect hull from outside Normandy Weapons: Disruptor Torpedoes - Check Peak 15's Gravitic Weapons Research Weapons: GARDIAN - Inspect the Normandy's Point Defense Systems Technology Biotics: Biotic Amps - Talk to Dr. Chakwas about Kaidan Biotics: Life as a Biotic - Talk to Kaidan Biotics: Training - Talk to Kaidan about his training Communications - Examine the FTL Comm Link on the Normandy Communications: Administration - Access the Wards' Extranet Terminal Communications: Methodology - Inspect server node at ExoGeni on Feros Credits ("Creds") - Talk to the Emporium Shopkeeper on the Presidium Weapons, Armor and Equipment Upgrades - Open an upgrade kit ---------------------------------------------------------------------SECTION III ---------------------------------------------------------------------- ======================= Equipment and Upgrades ======================= 31equi MANUFACTURERS 31Aman ------------- Aldrin Labs: "Aldrin Labs is a human manufacturer based on the Luna colony. Providing basic, reliable equipment at an affordable cost has made them a primary supplier of armor, omni-tools and bio-amps to the Systems Alliance military." Available: Level 1 License: 100 Credits C-Sec Requisition Officer Items ----Low Quality: Agent Armor Hydra Armor Onyx Armor Solaris Amp Bluewire Tool Ariake Technologies: "An Earth-based electronics concern, Ariake Tech is best known for their high-grade Omni-tools. Recently they have branched out to develop a line of high-grade armor with an enhanced ablative weave to provide extra protection." Available: Level 18 License: 6,250 Credits C-Sec Requisition Officer, Rentola Items ----Mid Quality: Tsunami Assault Rifle Katana Shotgun Raikou Pistol Naginata Sniper Rifle Mercenary Armor Logic Arrest Tool Armali Council: "The Armali Council is an affiliation of asari manufacturing guilds recognized for maintaining consistent standards of excellence. Armali makes high-grade Omni-tools, and their bio-amps are widely recognized as the finest money can buy, though these only available to a select list of clients." Available: Level 18 License: 6,250 Credits Rentola Items ----Mid Quality: Prodigy Amp Nexus Tool Armax Arsenal: "The main suppler of elite turian military units, Armax Arsenal weapons and armor are high-quality, high-priced, and very difficult to acquire for most non-turians. They also make a basic-grade Omnitool that is available to the general public. Available: Level 36 License: 30,000 Credits Expat Items ----Low Quality: Gemini Amp High Quality: Crossfire Assault Rifle Avalanche Shotgun Brawler Pistol Punisher Sniper Rifle Predator L/M/H Armor Devlon Industries: "Devlon Industries is best known for producing basic armor models that can withstand a variety of environmental extremes such as cold, heat, or toxic exposure. They also market a complete line of military-grade weapons. Available: Level 18 License: 6,250 Credits Delan Items ----Low Quality: Explorer Armor Liberator Armor Survivor Armor Thermal Armor Mid Quality: Raptor Assault Rifle Firestorm Shotgun Stinger Pistol Striker Sniper Rifle Elanus Risk Control: "Elanus began as a privately owned turian security firm. It has expanded into an interstellar conglomerate after opening itself up to foreign investment. Their affordable, yet reliable body armor, weapons and Omni-tools are popular with security personnel and mercenaries." Available: Level 1 License: 100 Credits Morlan, Rentola Items ----Low Quality: Banshee Assault Rifle Hurricane Shotgun Striker Pistol Hammer Sniper Rifle Mid Quality: Duelist Armor Guardian Armor Warlord Armor Elkoss Combine: "A volus manufacturer based in the Terminus Systems, the Elkoss Combine produces less expensive versions of items carried by high-end manufacturers. Functional, yet affordable armor, weapons and Omni-tools are all available from the Elkoss Combine." Available: Level 1 License: 100 Credits Delan, Expat, Opold Items ----- Low Quality: Avenger Assault Rifle Scimitar Shotgun Edge Pistol Reaper Sniper Rifle Assassin Armor Guardian Armor Cipher Tool Geth Armory*: "Few details are known about the manufacture of geth equipment, though their weapons and armor are of the highest quality. Geth Armory equipment is not compatible with existing mods and neither the Pulse Rifle nor the armors have any Upgrade Slots." Available: Level 36 License: 30,000 Credits Morlan Items ----High Quality: Pulse Rifle Assault Rifle Battlemaster Armor Berserker Armor Rage Armor Hahne-Kedar: "Reliable and efficient, Earth-based Hahne-Kedar has become a major supplier to the Systems Alliance military. Their weapons are considered stock quality at best, though their armor lines are generally recognized as above-average. Available: Level 1 License: N/A Normandy Requisition Officer Items ----Low Quality: Lancer Assault Rifle Storm Shotgun Kessler Pistol Avenger Sniper Rifle Mid Quality: Mantis Armor Predator Armor Scorpion Armor Silverback Armor Ursa Armor Haliat Armory: "One of the smaller turian weapons manufacturers, Haliat Armory was given permission by the Hierarchy to sell excess units on the galactic market. Rather than trying to compete with high-end manufacturers, Haliat specializes in a line of basic-level weapons." Available: Level 18 License: 6,250 Credits Ledra Items ----Mid Quality: Thunder Assault Rifle Tornado Shotgun Stiletto Pistol Equalizer Sniper Rifle Kassa Fabrication: "A human-controlled private company, Kassa Fabrication is known to make the finest body armor in the galaxy. When it comes to personal protection suits, no expense is spared--as is reflected in the exorbitant cost of their products. Recently, Kassa has also begun to manufacture Omnitools, though it will be some time until the quality is brought up to the high standards of their armor lines." Available: Level 36 License: 30,000 Credits C-Sec Requisition Officer, Petozi Items ----Mid Quality: Polaris Amp Polaris Tool High Quality: Breaker Assault Rifle Armageddon Shotgun Razer Pistol Harpoon Sniper Rifle Colossus Armor Rosenkov Materials: "A human corporation, Rosenkov Materials has forged a reputation as one of the premier armor manufacturers in Citadel Space." Available: Level 18 License: 6,250 Credits Opold Items ----Mid Quality: Titan Armor High Quality: Kovalyov Assault Rifle Sokolov Shotgun Karpov Pistol Volkov Sniper Rifle Serrice Council: "An asari consortium, the Serrice Council is the creator of the most powerful bio-amp on the market. Not just concerned with profit, they typically make customers undergo a rigorous screening process before being approved to purchase their product. Serrice Council amps are incredibly rare--and highly prized--items on the galactic market." Available: Level 36 License: 30,000 Credits Delan, Rentola Items ----High Quality: Phantom Armor Savant Amp Savant Tool Sirta Foundation: "A biomedical firm, Sirta made its fortune eliminating several genetic diseases endemic to human populations. The foundation is renowned for its humanitarian efforts, and refuses to produce weapons or similar 'offensive' products. They do, however, offer basic protective or utilitarian items ranging from armor to Omni-tools to Bio- amps." Available: Level 1 License: 100 Credits Delan, Petozi, Rentola Items ----Low Quality: Phoenix Armor Unity Amp Chameleon Tool Spectre - Master Gear: "Master Spectre gear consists of prototype technology not yet available through other manufacturers." Available: N/A License: N/A N/A Items ----Mid Quality * Despite the description, the armors from the Geth Armory are upgradable. HIDDEN MANUFACTURERS 31Bhid -------------------- Note: The equipment from these manufacturers may or may not appear in the game, and can only be obtained by the player by using the cheat console on the PC. Batarian State Arms: "The batarian government does not trust private industry to create their military hardware. BSA is a vast nationalized institution infamous for its waste and corruption. It produces effective, if unethical, chemical weapons and a line of Nuclear, Chemical, and Biological (NBC) protective armor." Cerberus Skunkworks: "The operatives of Cerberus produce their own specialist hardware for black ops wetwork. Their weapons are advanced particle beams with excellent shield penetration, damage, and accuracy. Their field hardsuits feature advanced protective measures and sophisticated anti-hacking measures." Hahne-Kedar Shadow Works: "Founded a decade ago, this Hahne-Kedar subsidiary is a place for younger employees to 'think outside the box.' HKSW supplies weapons and armor to Alliance special forces units. In keeping with the parent company's corporate philosophy, products are rugged, reliable, and require less maintenance than competitors." Jormangund Technology: "A rising star of post-contact human industry, Jormangund returns consistent profits through aggressive integration of alien technologies. Mainly known for advanced optical computers and AI 'blueboxes,' the company has recently developed a 'micro gravitic' personal weapon that effectively fires small disruptor torpedoes." Spectre - Advanced Gear: "Advanced Spectre gear rivals that of top militarygrade manufacturers" Spectre - Basic Gear: "Basic Spectre gear is functional and effective." WEAPONS 31Cwea ------- ++++++++++++++++++++ Assault Rifles Low level players will want to look for an Avenger to swap for their Lancer because of its increased damage. All rifles at this level have poor accuracy and shots-before-overheat, so players shouldn't worry much about these categories. Mid level characters have a broader choice of assault rifles. The Thunder does the most damage, though this can reasonably be traded for the higher SBO and accuracy of the Raptor or Tsunami. Players should find a rifle that fits their play-style and stick with it. High level characters have the greatest choice in assault rifles. The HMWAR should be the weapon of choice for those who can afford it, but the Geth Pulse Rifle is also a fine choice--if you can find one--due to its superior accuracy. The Kovalyov is also a good choice for dealing high damage. Ariake Technologies I DMG Tsunami II III IV V - - - VI VII VIII IX X 216 228 240 252 264 276 288 SBO - - - 46 49 51 54 57 60 64 ACC - - - 24 26 28 30 32 34 36 Armax Arsenal I II III IV V VI VII VIII IX X DMG Crossfire - - - - - - 273 286 299 312 SBO - - - - - - 65 69 74 81 ACC - - - - - - 53 55 56 57 Devlon Industries I DMG Raptor II III IV V - - - VI VII VIII IX X 198 209 220 231 242 253 264 SBO - - - 49 51 54 57 61 65 69 ACC - - - 31 33 34 36 38 40 42 Elanus Risk Control I DMG Banshee 135 144 153 162 171 180 189 198 207 216 SBO II III IV V VI VII VIII IX X 36 38 39 41 42 44 46 48 51 54 ACC 1 1 1 1 1 4 6 II III IV V 9 12 15 Elkoss Combine I VI VII VIII IX X DMG Avenger 150 160 170 180 190 200 210 220 230 240 SBO 35 36 37 39 41 42 44 46 48 51 ACC 1 1 1 1 1 1 1 1 1 1 Geth Armory I II III IV V VI VII VIII IX X DMG Pulse Rifle - - - - - - 280 294 308 322 SBO - - - - - - 29 31 33 36 ACC - - - - - - 80 80 81 81 Hahne-Kedar I II III IV V DMG Lancer 120 128 136 144 152 160 168 176 184 192 VI VII VIII IX X SBO 38 39 41 42 44 46 49 51 54 57 ACC 1 Haliat Armory 3 5 I 7 10 13 15 17 20 23 II III IV V DMG Thunder - - - VI VII VIII IX X 234 247 260 273 286 299 312 SBO - - - 44 46 49 51 54 57 60 ACC - - - 17 19 21 24 26 28 30 Kassa Fabrication I II III IV V DMG Breaker - - - - VI VII VIII IX X - - 294 308 322 336 SBO - - - - - - 61 65 69 74 ACC - - - - - - 49 51 52 53 Rosenkov Materials I II III IV V VI VII VIII IX X DMG Kovalyov - - - - - - 315 330 345 360 SBO - - - - - - 57 61 65 69 ACC - - - - - - 45 46 48 50 Spectre - Master Gear I DMG HMWAR II III IV V - - - - - VI VII VIII IX X - 336 - SBO - - - - - - 63 - - 77 ACC - - - - - - 75 - - 77 - 384 ++++++++++++++++++++ ++++++++++++++++++++ Shotguns The choice of shotguns for low level characters is limited, so players should look for a Scimitar as it deals the most damage--the drop in SBO and accuracy at this level is negligible. Mid level players should upgrade to a Katana because of its damage, even if it has slightly lower accuracy and SBO when compared to the Firestorm. High level players that don't have access to an HMWSG should look to the Avalanche because of its extremely high shots-before-overheat rating, or the Sokolov, which does a high amount of damage. Ariake Technologies DMG Katana I - II III IV V - - VI VII VIII IX X 197 211 226 240 254 269 283 SBO - - - 4.2 4.3 4.5 4.6 4.8 5.0 5.3 ACC - - - 70 70 71 72 73 74 75 Armax Arsenal I II III IV V DMG Avalanche - - - - - VI VII VIII IX X - 260 276 291 307 SBO - - - - - - 6.1 6.5 6.9 7.5 ACC - - - - - - 81 82 82 83 Devlon Industries I II III IV V DMG Firestorm - - - VI VII VIII IX X 180 194 207 220 233 246 260 SBO - - - 4.5 4.6 4.8 5.0 5.3 5.5 5.8 ACC - - - 72 73 74 75 75 76 77 Elanus Risk Control I II III IV V VI VII VIII IX X DMG Hurricane 115 126 137 148 158 169 180 191 202 212 SBO 3.3 3.3 3.4 3.5 3.6 3.6 3.7 3.8 3.9 4.0 ACC 56 57 58 59 60 62 63 64 65 66 Elkoss Combine DMG Scimitar I II III IV V VI VII VIII IX X 128 140 152 164 176 188 200 212 224 236 SBO 3.1 3.2 3.2 3.3 3.4 3.4 3.5 3.6 3.7 3.8 ACC 48 49 51 52 53 55 56 57 58 60 Hanhe-Kedar I II III IV V VI VII VIII IX X DMG Storm 102 112 122 131 141 150 160 170 179 189 SBO 3.4 3.5 3.6 3.7 3.8 3.9 4.0 4.1 4.2 4.4 ACC 60 61 62 63 64 65 66 67 68 69 Haliat Armory I II III IV V DMG Tornado - - - VI VII VIII IX X 213 229 244 260 276 291 307 SBO - - - 3.9 4.0 4.1 4.3 4.4 4.6 4.8 ACC - - - 67 68 69 69 70 71 72 Kassa Foundation I II III IV V DMG Armageddon - - - - VI VII VIII IX X - - 280 297 314 330 SBO - - - - - - 5.5 5.8 6.1 6.6 ACC - - - - - - 80 80 81 81 Rosenjov Materials I DMG Sokolov II III IV V - - - - - VI VII VIII IX X - 300 318 336 354 SBO - - - - - - 5.0 5.3 5.5 5.8 ACC - - - - - - 78 79 79 80 Spectre - Master Gear I DMG HMWSG - II III IV V - - - - VI VII VIII IX X - 320 - - SBO - - - - - - 5.8 - - 7.0 ACC - - - - - - 90 - - 91 378 ++++++++++++++++++++ ++++++++++++++++++++ Pistols Low level pistol users should try to acquire the Stinger II from Cole while on Eden Prime, as it is a big improvement over the Kessler players start with. Mid level players can then trade up for a Raikou, as it is clearly the best pistol available at this level. High level characters should try to acquire an HMWP, but failing this the Karpov is a good choice, as is the Brawler, which does less damage but can fire more shots before overheating. Ariake Technologies DMG Raikou I II III IV V - - - VI VII VIII IX X 163 173 182 192 202 211 221 SBO - - - 18 19 20 21 22 23 24 ACC - - - 63 64 65 66 66 67 68 Armax Arsenal I II III IV V DMG Brawler - - - - - VI VII VIII IX X - 208 218 229 239 SBO - - - - - - 25 26 28 31 ACC - - - - - - 77 77 78 79 Devlon Industries I DMG Stinger - II III IV V 132 - VI VII VIII IX X 150 158 167 176 185 194 202 SBO - 17 - 19 20 21 22 23 25 26 ACC - 65 - 66 67 68 69 69 70 71 Elanus Risk Control DMG Striker I II III IV V VI VII VIII IX X 101 108 115 122 130 137 144 151 158 166 SBO 14 14 15 16 16 17 18 18 19 20 ACC 47 48 49 51 52 53 54 55 56 57 Elkoss Combine I DMG Edge II III IV V VI VII VIII IX X 112 120 128 136 144 152 160 168 176 184 SBO 13 14 14 15 16 16 17 18 18 19 ACC 38 39 40 42 43 44 45 47 48 49 Hahne-Kedar I II III IV V VI VII VIII IX X DMG Kessler 90 96 102 109 115 122 128 134 141 147 SBO 14 15 16 16 17 18 19 19 20 22 ACC 52 53 54 55 56 57 58 59 60 61 Haliat Armory I II III IV V DMG Stiletto - - - VI VII VIII IX X 177 187 198 208 218 229 239 SBO - - - 17 18 19 19 21 22 23 ACC - - - 60 60 61 62 63 64 65 Kassa Fabrication I DMG Razer II III IV V VI VII VIII IX X - - - - - - 224 235 246 258 SBO - - - - - - 23 25 26 28 ACC - - - - - - 75 75 76 77 Rosenkov Materials DMG Karpov I II III IV V VI VII VIII IX X - - - - - - 240 252 264 276 SBO - - - - - - 22 23 25 26 ACC - - - - - - 73 73 74 75 Spectre - Master Gear I DMG HMWP - II III IV V - - - - - VI VII VIII IX X 256 - - 294 SBO - - - - - - 24 - - 29 ACC - - - - - - 87 - - 88 ++++++++++++++++++++ ++++++++++++++++++++ Sniper Rifles Low level players may want to stick with the Avenger, as it has the highest accuracy rating at this level. More damage can be done with the Reaper, but at a significant cost to accuracy. Shots-before-overheat doesn't vary much for sniper rifles, so mid level players should look to the Equalizer for high damage, the Striker for high accuracy, or the Naginata for a balance of both. The HMWSR X and the Punisher X are the only sniper rifles to offer a full 2.0 SBO rating to high level characters. Beyond these, the Vokov is a good choice for dealing high damage. Ariake Technologies I DMG Naginata II III IV V - - - VI VII VIII IX X 166 180 194 209 223 238 252 SBO - - - 1.5 1.5 1.5 1.5 1.6 1.6 1.6 ACC - - - 55 56 57 58 59 60 61 Armax Arsenal I II III IV V DMG Punisher - - - - - VI VII VIII IX X - 226 242 257 273 SBO - - - - - - 1.8 1.9 2.0 2.0 ACC - - - - - - 72 72 73 74 Devlon Industries I DMG Striker II III IV V - - - VI VII VIII IX X 152 165 178 191 205 218 231 SBO - - - 1.5 1.6 1.6 1.6 1.7 1.7 1.8 ACC - - - 59 60 60 61 62 63 64 Elanus Risk Control I DMG Hammer II III IV V VI VII VIII IX X 92 103 113 124 135 146 157 167 178 189 SBO 1.2 1.2 1.3 1.3 1.3 1.3 1.3 1.3 1.3 1.4 ACC 35 37 38 39 41 42 43 45 46 47 Elkoss Combine I DMG Reaper II III IV V VI VII VIII IX X 102 114 126 138 150 162 174 186 198 210 SBO 1.2 1.2 1.2 1.2 1.2 1.2 1.3 1.3 1.3 1.3 ACC 24 25 27 28 30 31 33 34 36 38 Hahne-Kedar I DMG Avenger II III IV V VI VII VIII IX X 82 91 101 110 120 130 139 149 158 168 SBO 1.3 1.3 1.3 1.3 1.3 1.4 1.4 1.4 1.4 1.4 ACC 41 42 44 45 46 47 48 50 51 52 Haliat Armory I DMG Equalizer II III IV V - - - VI VII VIII IX X 179 195 211 226 242 257 273 SBO - - - 1.4 1.4 1.4 1.5 1.5 1.5 1.5 ACC - - - 50 51 52 54 55 56 57 Kassa Fabrication I II III IV V VI VII VIII IX X DMG Harpoon - - - - - - 244 260 277 294 SBO - - - - - - 1.7 1.8 1.8 1.9 ACC - - - - - - 69 70 70 71 Rosenkov Materials DMG Volkov I II III IV V - - - - - - VI VII VIII IX X 261 279 297 315 SBO - - - - - - 1.6 1.7 1.7 1.8 ACC - - - - - - 66 67 68 69 Spectre - Master Gear I DMG HMWSR - II III IV V - - - - VI VII VIII IX X - 278 - - SBO - - - - - - 1.8 - - 2.0 ACC - - - - - - 85 - - 86 336 ++++++++++++++++++++ ARMOR 31Darm ----- ++++++++++++++++++++ Light Armor The distinct advantage of light armor is its tech/biotic protection, so that should be a major factor in choosing what armor to equip your character with. Hahne-Kedar offers the best armor to low level human and turian characters, while Phoenix armor is best for Tali. Rosenkov's Titan armor is best for mid level characters, though players valuing shields can also choose Ariake's Mercenary armor. At high levels, Kassa Fabrication's Colossus armor offers the best damage protection for all characters, though players looking to outfit Garrus with high tech/biotic protection should look for the elusive Phantom armor. Aldrin Labs I DMP Agent 5 SHD T TBP 7 9 VI VII VIII IX X 11 13 15 17 19 21 23 49 63 77 91 105 119 133 147 161 175 12 14 16 19 21 23 25 27 30 32 DMP Hydra 5 SHD H,Q TBP II III IV V 7 9 11 13 15 17 19 21 23 49 63 77 91 105 119 133 147 161 175 12 14 16 19 21 23 25 27 30 32 DMP Onyx 5 SHD H,T,Q 49 63 77 91 105 119 133 147 161 175 TBP 7 9 11 13 15 17 19 21 23 12 14 16 19 21 23 25 27 30 32 Ariake Technologies I II III IV V DMP Mercenary - - - - - 169 195 221 247 273 299 325 SHD H,T TBP - - - 18 20 22 24 26 28 30 19 21 23 25 27 30 32 Armax Arsenal I II III IV V DMP Predator L - - SHD H,T - - VI VII VIII IX X - - - - VI VII VIII IX X - 24 26 28 30 342 378 414 450 TBP - - - Devlon Industries I DMP Explorer 5 SHD H,T,Q TBP 4 SHD H,T,Q 4 SHD H,T,Q TBP 4 9 VI VII VIII IX X 11 13 15 17 19 21 23 9 11 14 16 18 21 23 26 5 7 9 11 13 15 17 19 21 23 6 9 11 14 16 18 21 23 26 5 7 9 11 13 15 17 19 21 23 6 9 7 11 14 16 18 21 23 26 9 11 13 15 17 19 21 23 56 72 88 104 120 136 152 168 184 200 4 6 9 I 2 SHD H,T 11 14 16 18 21 23 26 II III IV V 4 6 8 VI VII VIII IX X 10 12 14 16 18 20 70 90 110 130 150 170 190 210 230 250 0 DMP Guardian 0 2 SHD H,T 1 4 4 6 6 9 8 12 14 17 19 10 12 14 16 18 20 70 90 110 130 150 170 190 210 230 250 0 Elkoss Combine 0 I DMP Assassin 1 4 6 9 II III IV V 12 14 17 19 VI VII VIII IX X 12 14 16 18 20 22 24 26 28 30 SHD H,T TBP 7 5 DMP Duelist TBP II III IV V 6 Elanus Risk Control TBP 46 47 49 50 56 72 88 104 120 136 152 168 184 200 DMP Thermal SHD T - 56 72 88 104 120 136 152 168 184 200 DMP Survivor TBP - 56 72 88 104 120 136 152 168 184 200 DMP Liberator TBP - 49 63 77 91 105 119 133 147 161 175 0 0 1 4 6 9 12 14 17 19 DMP Gladiator 12 14 16 18 20 22 24 26 28 30 SHD H TBP 49 63 77 91 105 119 133 147 161 175 0 0 1 I II III IV V Hahne-Kedar DMP Mantis - - VI VII VIII IX X - - 26 28 30 32 34 36 38 84 20 - DMP Silverback 18 20 22 24 26 28 30 156 180 204 228 252 276 300 12 - SHD H,T - - 18 20 22 24 26 28 30 156 180 204 228 252 276 300 26 28 30 32 34 36 38 12 14 16 18 20 22 24 26 28 30 SHD H,T 84 108 132 156 180 204 228 252 276 300 20 22 24 26 28 30 32 34 36 38 DMP Ursa - SHD H,T TBP - DMP Scorpion TBP - - - - - 18 20 22 24 26 28 30 - - 156 180 204 228 252 276 300 - 26 28 30 32 34 36 38 Kassa Fabrication I II III IV V DMP Colossus - - SHD H,T,Q TBP - - VI VII VIII IX X - - 61 63 65 67 - - - - - - - - - - - 32 34 36 38 I II III IV V - - - Rosenkov Materials DMP Titan 12 14 17 19 20 22 24 26 28 30 32 34 36 38 SHD H,T TBP 9 84 108 132 156 180 204 228 252 276 300 DMP Predator TBP 6 12 14 16 18 20 22 24 26 28 30 SHD H,T TBP 4 - 285 315 345 375 VI VII VIII IX X 34 36 38 39 41 42 44 SHD H,T TBP - Serrice Council - 26 28 30 32 34 36 38 I II III IV V - SHD T - 130 150 170 190 210 230 250 - DMP Phantom TBP - - - - - - - - - VI VII VIII IX X - Sirta Foundation I II III IV V DMP Phoenix 2 4 SHD H,T,Q TBP 6 8 - 39 41 42 44 266 294 322 350 59 60 62 63 VI VII VIII IX X 10 12 14 16 18 20 49 63 77 91 105 119 133 147 161 175 20 22 24 26 28 30 32 34 36 38 ++++++++++++++++++++ ++++++++++++++++++++ Medium Armor Medium armor offers a balance between the high damage protection of heavy armor and the high tech/biotic protection of light armor. Hahne-Kedar's medium armor is the best available to low level characters, offering superior stats in all categories. The highest damage protection for mid level characters comes from Titan armor, but comes at the cost of the higher shields offered by Ariake's Mercenary armor. For high level characters the decision is between the superior damage protection of the Colossus armor, or the high shields and TBP offered by Armax Arsenal's Predator M armor. Both are good choices, so players should empirically determine which armor better suits their style of play. Aldrin Labs I DMP Agent 63 77 91 105 119 133 147 161 175 189 1 3 DMP Hydra 8 1 3 5 8 63 77 91 105 119 133 147 161 175 189 1 3 5 8 Ariake Technologies I DMP Mercenary 24 - SHD H,T,K 1 - SHD H,T - Devlon Industries - - I DMP Predator M 10 12 14 16 19 21 II III IV V 117 - Armax Arsenal TBP 10 12 14 16 19 21 17 19 21 23 25 27 29 31 33 35 SHD H,T,K TBP 10 12 14 16 19 21 63 77 91 105 119 133 147 161 175 189 DMP Onyx TBP 5 17 19 21 23 25 27 29 31 33 35 SHD H TBP VI VII VIII IX X 17 19 21 23 25 27 29 31 33 35 SHD T TBP II III IV V VI VII VIII IX X 30 32 34 36 38 40 42 195 221 247 273 299 325 351 8 10 12 14 16 19 21 II III IV V VI VII VIII IX X - - - - - - - - - - - - - 414 - - - I - - - II III IV V - 39 - 38 - 42 486 42 VI VII VIII IX X DMP Explorer 17 19 21 23 25 27 29 31 33 35 SHD H,T,K TBP 72 88 104 120 136 152 168 184 200 216 0 0 0 0 2 4 6 9 11 14 DMP Liberator 17 19 21 23 25 27 29 31 33 35 SHD H,T,K,Q 72 88 104 120 136 152 168 184 200 216 TBP 0 0 DMP Survivor TBP 0 0 0 11 14 0 0 2 4 6 9 11 14 0 0 I 0 2 4 II III IV V 6 9 11 14 VI VII VIII IX X 90 110 130 150 170 190 210 230 250 270 0 DMP Guardian 0 0 0 0 0 0 1 4 6 14 16 18 20 22 24 26 28 30 32 SHD H,T 90 110 130 150 170 190 210 230 250 270 0 Elkoss Combine 0 I DMP Assassin 0 0 0 0 II III IV V 0 1 4 6 VI VII VIII IX X 24 26 28 30 32 34 36 38 40 42 SHD H 63 77 91 105 119 133 147 161 175 189 0 DMP Gladiator 0 0 0 0 0 0 1 4 6 24 26 28 30 32 34 36 38 40 42 SHD H,T TBP 9 14 16 18 20 22 24 26 28 30 32 SHD H,T TBP 6 72 88 104 120 136 152 168 184 200 216 DMP Duelist TBP 4 17 19 21 23 25 27 29 31 33 35 Elanus Risk Control TBP 2 72 88 104 120 136 152 168 184 200 216 DMP Thermal SHD T 0 17 19 21 23 25 27 29 31 33 35 SHD H,T,K TBP 0 63 77 91 105 119 133 147 161 175 189 0 0 0 0 0 0 0 1 4 6 Hahne-Kedar I DMP Mantis 108 132 156 180 204 228 252 276 300 324 10 12 14 16 18 20 22 24 26 28 DMP Predator - SHD H,T,K TBP - - - - 30 32 34 36 38 40 42 180 204 228 252 276 300 324 16 18 20 22 24 26 28 - - - DMP Silverback - - SHD H,T,K - - 30 32 34 36 38 40 42 180 204 228 252 276 300 324 16 18 20 22 24 26 28 24 26 28 30 32 34 36 38 40 42 SHD H,T TBP - - DMP Scorpion TBP VI VII VIII IX X 24 26 28 30 32 34 36 38 40 42 SHD H,T,K TBP II III IV V 108 132 156 180 204 228 252 276 300 324 10 12 14 16 18 20 22 24 26 28 DMP Ursa - - - 30 32 34 36 38 40 42 SHD H,T,K - - - 180 204 228 252 276 300 324 TBP - - - 16 18 20 22 24 26 28 Kassa Fabrication I II III IV V DMP Colossus - - SHD H,T,K TBP - - - Rosenkov Materials - - VI VII VIII IX X - - - - I II III IV V 68 69 70 71 315 345 375 405 22 24 26 28 VI VII VIII IX X DMP Titan - - - 44 46 47 49 50 52 54 SHD H,T,K - - - 150 170 190 210 230 250 270 TBP - - - 16 18 20 22 24 26 28 Sirta Foundation I DMP Phoenix 14 16 18 20 22 24 26 28 30 32 SHD H,T,K TBP II III IV V VI VII VIII IX X 63 77 91 105 119 133 147 161 175 189 10 12 14 16 18 20 22 24 26 28 ++++++++++++++++++++ ++++++++++++++++++++ Heavy Armor Only wearable by Wrex and humans with the Soldier class, heavy armor focuses on elite damage protection and shields but has little or no tech/biotic protection. Mantis armor is the best available for low level characters that are able to equip it. Titan armor is a good choice for mid level players, though higher shields can be found from Mercenary armor, or any of the Hahne-Kedar armors. As with medium armor, high level characters must choose between the superior damage protection of the Colossus armor, or the high shields and tech/biotic protection offered by Predator H armor. Both are good choices, so players should empirically determine which armor better suits their style of play. Aldrin Labs DMP Hydra I II III IV V VI VII VIII IX X 33 35 37 39 41 43 45 47 49 51 SHD H TBP 84 98 112 126 140 154 168 182 196 210 0 0 DMP Onyx 0 0 1 3 5 8 10 33 35 37 39 41 43 45 47 49 51 SHD H,K TBP 0 84 98 112 126 140 154 168 182 196 210 0 0 0 0 0 1 3 5 8 10 Ariake Technologies I II III IV V DMP Mercenary - - - - - 234 260 286 312 338 364 390 SHD H,K TBP - - - 0 VI VII VIII IX X 46 48 50 52 54 56 58 0 1 3 5 8 10 Armax Arsenal I II III IV V VI VII VIII IX X DMP Predator H - - - - - - - - - - - - - 468 504 540 SHD H,K TBP - - Devlon Industries I DMP Explorer 0 - - II III IV V 31 33 35 VI VII VIII IX X 0 0 0 0 0 0 0 0 2 33 35 37 39 41 43 45 47 49 51 SHD H,K 96 112 128 144 160 176 192 208 224 240 0 0 DMP Survivor 0 0 0 0 0 0 0 2 33 35 37 39 41 43 45 47 49 51 SHD H,K TBP - 96 112 128 144 160 176 192 208 224 240 DMP Liberator TBP - 33 35 37 39 41 43 45 47 49 51 SHD H,K TBP - 54 56 58 96 112 128 144 160 176 192 208 224 240 0 Elanus Risk Control 0 0 I 0 0 0 II III IV V 0 0 0 2 VI VII VIII IX X DMP Duelist 30 32 34 36 38 40 42 44 46 48 SHD H TBP 120 140 160 180 200 220 240 260 280 300 0 0 DMP Guardian 0 SHD K - 0 - - - 180 200 220 240 260 280 300 - - I 0 0 0 0 0 0 0 36 38 40 42 44 46 48 0 0 0 0 II III IV V 0 0 0 VI VII VIII IX X 40 42 44 46 48 50 52 54 56 58 84 98 112 126 140 154 168 182 196 210 0 0 0 0 0 0 0 0 0 0 40 42 44 46 48 50 52 54 56 58 SHD H,K 84 98 112 126 140 154 168 182 196 210 0 Geth Armory 0 0 I II III IV V DMP Battlemaster SHD K - - - DMP Berserker SHD K - DMP Rage SHD K TBP 0 - DMP Gladiator TBP 0 - SHD H TBP 0 0 DMP Assassin TBP 0 0 Elkoss Combine TBP 0 120 140 160 180 200 220 240 260 280 300 DMP Warlord TBP 0 30 32 34 36 38 40 42 44 46 48 SHD H,K TBP 0 - - 0 - - 0 - - 0 0 0 VI VII VIII IX X - - 0 - 71 72 74 75 336 364 392 420 47 48 50 51 - - - - - - 71 72 74 75 - - - - - 336 364 392 420 - - - - - 47 48 50 51 - - - - - - - 0 - - - - - 71 72 74 75 336 364 392 420 47 48 50 51 Hahne-Kedar I DMP Mantis 144 168 192 216 240 264 288 312 336 360 0 2 4 - - DMP Predator SHD H,K TBP - - - DMP Ursa SHD H,K TBP 216 240 264 288 312 336 360 - 6 - - - - - 46 48 50 52 54 56 58 8 10 12 14 16 18 46 48 50 52 54 56 58 - - 10 12 14 16 18 216 240 264 288 312 336 360 - - 8 - - - 10 12 14 16 18 46 48 50 52 54 56 58 6 - 8 - - SHD H,K 6 - - DMP Scorpion TBP VI VII VIII IX X 40 42 44 46 48 50 52 54 56 58 SHD H,K TBP II III IV V 216 240 264 288 312 336 360 6 8 10 12 14 16 18 Kassa Fabrication I II III IV V DMP Colossus - - SHD H,K TBP - - - - Rosenkov Materials - - - - VI VII VIII IX X - - 76 77 78 79 360 390 420 450 - - 12 14 16 18 I II III IV V VI VII VIII IX X DMP Titan - - - 57 58 60 62 63 65 66 SHD H,K - - - 180 200 220 240 260 280 300 TBP - - - 6 8 10 12 14 16 18 Sirta Foundation I DMP Phoenix 30 32 34 36 38 40 42 44 46 48 SHD H,K II III IV V VI VII VIII IX X 84 98 112 126 140 154 168 182 196 210 TBP 0 2 4 6 8 10 12 14 16 18 ++++++++++++++++++++ OTHER EQUIPMENT 31Eoth --------------- ++++++++++++++++++++ Bio-Amps The best bio-amp is the Savant, though it doesn't become available until players reach a high level. For lower level players, the Polaris is the best overall amp. Aldrin Labs I II III IV V DUR Solaris Amp 5 5 5 VI VII VIII IX X 5 5 5 5 5 5 5 PWR 10 10 10 10 10 10 10 10 10 10 CLD 5 7 8 10 12 13 15 17 18 20 Armali Council I II III IV V DUR Prodigy 25 25 25 25 25 25 25 25 25 25 PWR 0 CLD 25 27 28 30 32 33 35 37 38 40 Armax Arsenal 0 I DUR Gemini Amp PWR 5 0 0 0 II III IV V 0 5 0 VI VII VIII IX X 0 5 0 5 0 0 0 VI VII VIII IX X 0 5 0 0 5 0 5 0 5 0 5 0 5 0 CLD 15 17 18 20 22 23 25 27 28 30 Kassa Fabrication I DUR Polaris II III IV V VI VII VIII IX X 35 35 35 35 35 35 35 35 35 35 PWR 10 10 10 10 10 10 10 10 10 10 CLD 15 17 18 20 22 23 25 27 28 30 Serrice Council I II III IV V VI VII VIII IX X DUR Savant - - - - - 35 35 35 35 35 PWR - - - - - 40 40 40 40 40 CLD - - - - - 33 35 37 38 40 Sirta Foundation I DUR Unity Amp II III IV V VI VII VIII IX X 15 15 15 15 15 15 15 15 15 15 PWR 5 5 5 5 5 5 5 5 5 5 CLD 0 2 3 5 7 8 10 12 13 15 ++++++++++++++++++++ ++++++++++++++++++++ Omni-Tools The Savant omni-tool is the best available to players of a sufficient level. Lower level players should look for a Nexus Tool to enhance tech cooldowns, the Logic Arrest Tool for good shield and medical bonuses, or the Polaris tool for a balance of both. Aldrin Labs I II III IV V SHD Bluewire Tool TEC 5 0 MED 5 2 5 4 5 Ariake Technologies 5 7 5 I TEC 7 MED - Armali Council TEC 5 - - 5 5 5 5 5 11 13 16 18 20 5 5 5 5 5 VI VII VIII IX X 25 25 25 25 25 25 25 9 11 13 16 18 20 - - I II III IV V SHD Nexus Tool 5 II III IV V - - 5 9 5 SHD Logic Arrest Tool - VI VII VIII IX X 25 25 25 25 25 25 25 VI VII VIII IX X 15 15 15 15 15 15 15 15 15 15 30 32 34 37 39 41 43 46 48 50 MED 5 5 Elkoss Combine I II III IV V SHD Cipher Tool 15 15 15 15 15 15 15 15 15 15 TEC 5 0 MED 0 0 Kassa Fabrication SHD Polaris TEC MED 5 0 5 2 4 0 5 0 0 I II III IV V 5 5 5 VI VII VIII IX X 6 0 5 8 0 0 11 13 15 0 0 0 VI VII VIII IX X 15 15 15 15 15 15 15 15 15 15 10 12 14 17 19 21 23 26 28 30 15 15 15 15 15 15 15 15 15 15 Serrice Council I II III IV V SHD Savant - - - - - - - - - 43 45 48 50 52 TEC - VI VII VIII IX X 35 35 35 35 35 MED - Sirta Foundation - - I II III IV V SHD Chameleon Tool TEC - 0 - 0 25 25 25 25 25 0 VI VII VIII IX X 0 0 0 0 0 0 10 12 14 17 19 21 23 26 28 30 MED 0 0 0 0 0 0 0 0 0 0 ++++++++++++++++++++ UPGRADES 31Fupg -------- ++++++++++++++++++++ Medi-Gel Upgrades Upgrade ------- 0 Capacity -------- ---- Cost Available --------- Level I 6 Medi-gel 200 Morlan, Normandy R.O. Level II 7 Medi-gel 3,125 Expat, Morlan, Petozi Level III 8 Medi-gel 12,500 Level IV 9 Medi-gel 56,000 Level V 10 Medi-gel 110,000 Opold, Rentola ++++++++++++++++++++ ++++++++++++++++++++ Grenade Upgrades C-Sec R.O., Rentola Michel, Delan The best all-around grenade upgrade is the High Explosive upgrade, though other choices can be appropriate depending on the situation. Fusion Explosives should be limited to use against organic enemies, and Cryo Explosives should be reserved for enemies with firearms. Upgrade ------- Capacity -------- Cost ---- --------- Level I 6 Grenades 200 Level II 7 Grenades 3,125 Level III 8 Grenades Available C-Sec R.O., Normandy R.O. Morlan, Opold 12,500 Expat, Rentola Level IV 9 Grenades 56,000 Level V 10 Grenades 110,000 Cryo Explosive I Max Accuracy C-Sec R.O., Rentola Delan II III IV V VI VII VIII IX X -20% -23% -26% -29% -32% -35% -38% -41% -44% -47% Fusion Explosive I Toxic Damage +75% +20% +25% +35% +45% +50% +55% +60% +65% +70% Damage/sec Duration (s) High Explosive Damage +37% II III IV V 5 5 6 5 I 7 5 8 5 VI VII VIII IX X 9 5 II III IV V 10 11 12 13 14 5 5 5 5 5 VI VII VIII IX X +10% +13% +16% +19% +22% +25% +28% +31% +34% Radius (cm) +50 +60 +70 +80 +90 +100 +110 +120 +130 +140 Weapons Force +34% +37% +10% +13% +16% +19% +22% +25% +28% +31% Incendiary Explosive I Damage/sec II III IV V VI VII VIII IX X 15 19 23 27 31 35 39 43 47 51 Duration (s) 5 5 5 5 5 5 5 5 5 5 ++++++++++++++++++++ ++++++++++++++++++++ Armor Upgrades Upgrades -------- Levels Notes ------ Armor Plating ----I II III Damage Protection +5% First Aid Interface I Health Regen/sec I Hardening +9% III +1% Hardened Weave +1.5% +2.0% II III Best used against +10% +11% +12% Motorized Joints I Smash Damage Shield Battery Shields II +7% II Only offensive armor +10% +15% +20% I II +40 Shield Regenerator III III +45 I II enemies using melee. +50 III upgrade. Shield Regen Rate +15% +18% +21% Shock Absorbers I II III Physics Threshold +10% +15% +20% Stimulant Pack I Cooldown Rate Toxic Seals I Upgrades III +5% II Toxic Resistance -------- II +7% +9% III Use against Thorian +30% +40% +50% Levels Notes ------ Ablative Coating Creepers and Rachni. ----IV V VI VII Improves Armor Plating Damage Protection +10% +12% +14% +16% Energized Weave IV V VI VII Combines Shield Shield Regen Rate +20% +24% +28% +32% Hardened Hardening Exoskeleton +15% +20% +25% +30% IV Smash Damage V VI VII Combines Motorized +25% +30% +35% +40% IV V VI VII Regenerator and Weave upgrades. Physics Threshold +30% +40% +50% +60% Kinetic Buffer upgrade. Joints and Shock Absorber upgrades. Good choice for Talent Regen Rate +10% +12% +14% +16% Engineers and Mobile Accuracy Biotics. +10% +12% +14% +16% Shields +10 Medical Interface IV Health Regen/sec Toxic Resistance VI +16 VII Combines First Aid +2.3% +2.6% +2.9% +3.2% Interface and Toxic IV +90 Upgrades -------- V +14 +30% +40% +50% +60% Shield Modulator Shields +12 V VI VII Improves Shield +100 +110 +120 Levels Battery upgrade. Notes ------ ----- Combat Exoskeleton VIII IX Smash Damage X Improves Exoskeleton +25% +30% +35% Physics Threshold +50% +70% +90% Hardening Seals upgrades. upgrade. Good choice for Soldiers. +25% +30% +35% Energized Plating VIII IX X Improves Ablative Damage Protection +15% +19% +23% Kinetic Exoskeleton VIII IX Coating upgrade. X Shield Regen Rate +25% +30% +35% Mobile Accuracy Shields +20% +23% +26% +40 Medical Exoskeleton Health Regen/sec Toxic Resistance +45 VIII IX +50 X Use against Thorian +3.5% +4.0% +4.5% +50% +65% +80% Creeprs and Rachni. Talent Regen Rate +15% +19% +23% Shield Interface VIII IX Shields X Improves Shield +120 +140 +160 Modulator upgrade. ++++++++++++++++++++ ++++++++++++++++++++ Ammunition Upgrades Upgrades -------- Levels Notes ------ ----- Anti-Personnel Rounds I Dmg. vs Organics II III Use against organic +15% +20% +25% Armor Piercing Rounds I II III enemies. Use againse the geth. Dmg. vs Synthetics +15% +20% +25% Chemical Rounds I II III Use against organic Toxic Damage +30% +35% +40% Damage/sec 5 Duration 5 5 Hammerhead Rounds Weapons Force Phasic Rounds Shield Bypass 6 enemies. 7 5 I II III Use to knockdown +20% +25% +30% I II III charaging enemies. Use against enemies with +20% +25% +30% high shields or Barrier. Damage -30% -30% -30% Radioactive Rounds I Target Cooldowns Upgrades -------- II III Use against tough tech -15% -18% -21% Levels Notes ------ Cryo Rounds ----IV Target Accuracy V VI VII Use against enemies with -20% -25% -30% -35% Shield Bypass firearms and high +10% +14% +18% +22% Incendiary Rounds IV Damage/sec Duration or biotic enemies. 10 5 Target Accuracy V VI VII 12 14 16 5 5 Good general purpose upgrade. 5 -10% -12% -14% -16% Polonium Rounds IV V VI VII Use against organics. Toxic Damage +40% +45% +50% +55% Damage/sec 5 Duration 6 5 Proton Rounds 5 IV Shield Bypass Damage shields or Barrier. 7 8 5 V 5 VI VII Improves Phasic Rounds +40% +45% +50% +55% upgrade. -20% -20% -20% -20% Shredder Rounds Dmg. vs Organics IV V VI VII Improves Anti-Personnel +25% +30% +35% +40% Rounds upgrade. Tungsten Rounds IV V VI VII Improves Armor Piercing Dmg. vs Synthetics +25% +30% +35% +40% Upgrades -------- Levels Rounds upgrade. Notes ------ ----- High Explosive Rounds VIII IX X Best used with heat Blast Radius (m) +4 Weapons Force +500% +500% +500% Marksman/Overkill Heat Generation +500% +500% +500% talents. Damage VIII IX Damage/sec Target Accuracy dampening upgrades and +20% +24% +28% Inferno Rounds Duration +4.1 +4.2 15 5 X 18 5 Improves Incendiary 21 Rounds upgrade. 5 -20% -24% -28% Sledgehammer Rounds VIII IX X Good for stopping Weapons Force +40% +45% +50% charging organic Toxic Damage +40% +50% +60% enemies. Heat Damping -20% -20% -20% Snowblind Rounds Damage Rate of Fire Target Accuracy VIII IX X +20% +24% +28% -40% -40% -40% -20% -24% -28% ++++++++++++++++++++ Use against enemies with firearms. ++++++++++++++++++++ Weapon Upgrades Upgrades -------- Levels ------ ----- Combat Sensor Detection Level Heat Sink I II III 1 2 3 I II Heat Absorption Damage Countermeasure to radar jamming by geth enemies. III Allows more shots before +10% +12% +14% High-Caliber Barrel I II III overheating occurs. Recommended only for +10% +12% +14% Rate of Fire sniper rifles. -20% -20% -20% Heat Absorption -20% -20% -20% Improved Sighting I Max Accuracy II +5% Recoil Damper I Kickback Damping Upgrades -------- Notes III Increases maximum +7% II +9% III Improves accuracy. +10% +12% +14% Levels Notes ------ Combat Scanner accuracy. ----IV V VI VII Improves Combat Sensor Detection Level 4 Kinetic Stabilizer Stability IV V 6 7 upgrade. VI VII Improves Recoil Damper +15% +18% +21% +24% Rail Extension IV Damage V VI Upgrades Improves High-Caliber Notes ------ Detection Level Max Stability Barrel upgrade. -20% -20% -20% -20% Levels Combat Optics ----VIII IX X Improves Combat Scanner 8 10 upgrade. 9 +15% +18% +21% Frictionless Materials VIII IX Heat Absorption Damage Kinetic Coil Stability VII upgrade. +20% +23% +26% +29% Heat Absorption -------- 5 X Improves Heat Sink +20% +24% +28% +5% +6% VIII IX X +7% Improves Kinetic +20% +24% +28% Damage Scram Rail Damage Heat Absorption +5% VIII IX +6% X Stabilizer upgrade. +7% Improves Rail Extension +20% +23% +26% -10% -10% -10% ++++++++++++++++++++ upgrade. upgrade. ================== Combat Strategies 32comb ================== GENERAL STRATEGIES 32Agen ------------------ 1. Know your class Each class in Mass Effect has strengths and weaknesses. Soldiers are the best at using weapons, and have access to heavy armor, but lack tech or biotic powers. Engineers do well against synthetics like the geth and have the useful Decryption and Electronics abilities, but aren't the best when it comes to combat. Adepts are best at disabling opponents with their biotic powers, but don't do as well using conventional weapons. If you are a Soldier, you are more than capable of handling most enemies that come your way. The biggest downside to playing as a Soldier is the lack of other abilities, so consider bringing along tech and biotic characters for balance. One of the big advantages to playing as an Engineer is in the non-combat abilities like Decryption and Electronics, which can allow you to unlock doors and containers, or slice computer terminals. Engineers aren't helpless in combat, however, and have the ability to disrupt enemy shields, abilities, and weapons. Adepts are among the weakest classes when it comes to direct combat. To offset this, you may want to upgrade your talents in as broad a spectrum as possible. The more biotic abilities you have available, the more likely you'll have one when you need it. Adepts also specialize in crowd control abilities like Singularity, which more than makes up for any combat shortcomings. The other three classes are hybrids of the first three. Vanguards have access to weapons and armor training, but don't have the range of biotic abilities that Adepts have. Similarly, Infiltrators gain weapons and armor training as well, but lack the range of debuffs possessed by an Engineer. The most supporting class is the Sentinel, which offers a mix of tech and biotic powers, but lacks weapon or armor talents. 2. Balance Though it would seem that the more combat users you have in your squad the more formidable you would be, balance in your squad selection can go a long way--if you know how to best utilize the abilities of your followers. If you need to face a geth armature on foot for example, heavy weapons fire will certainly do the trick, but you will always have to worry about the armature's weapons--which can easily eliminate you or any of your teammates in a single strike. However, if you have a biotic user in your squad you can use abilities like Lift to disable the armature temporarily. Likewise, with a tech user you can disable its shields or overheat the weapons of any support troops. There are also non-combat bonuses to having a balanced squad, like being able to hack into more difficult storage devices when playing as a soldier. 3. Know your enemy The strengths and weaknesses of your enemy are important to be aware of. Tech powers that eliminate shields and overheat weapons won't be of much use against the rachni, but can be a life-saver against the geth. If you aren't sure what you're walking into, a balanced squad is the way to go. If you do know what enemies you are going to face on a given planet however, consider brining along characters suited to dealing with that specific enemy type. 4. Using cover Pressing your back against a wall is often the safest thing you can do in combat. It provides you protection, and allows you the ability to only fire when it is safe to do so. However, there are some disadvantages, and it's important to be aware of them. Not all enemies have ranged weapons, and even some of those that do have a tendency to charge at you. You will frequently see krogan and geth destroyers running full speed up a hallway in an attempt to engage you at close range. In these cases your best bet is to backpedal away, as staying in cover severely limits your mobility and opens you up to melee attacks. Powers like Lift can also be vital for dealing with charging enemies. Additionally, you may want to stay mobile when you're facing a large number of enemies in an open area. Sometimes big groups will try to surround you, in which case staying in one place isn't a good idea. Cover won't help you if it's not between you and your enemy. There's an additional concern when facing biotics, as they can lift light cover to take away your hiding place. In these cases, try to find immobile cover like corners or immovable objects. 5. Using your squad This is certain to vary depending on your class, but a few general ideas apply when it comes to using your squad in combat. First, you should always know what abilities each of your squad members has and how best to use them. Depending on your settings, your squad may use many of their abilities on their own, which can usually take the pressure off of inexperienced players to make tactical decisions. Remember however that certain powers--like Stasis--will only be used if you select them. More subtle is the ability for you to use your squad for fire and maneuver tactics. Sending your squad out front to take up a position near the enemy (but still in cover) is a good general rule at the start of many firefights. Enemies tend to focus their attention on whoever is closest to them, so having your squad protected but also drawing fire from the enemy frees you to flank and finish them. This is also a good technique for Infiltrators that are focused on sniper-rifle combat. Sending your squad up ahead can draw enemies out into the open, allowing you to deal with them from a distance. 6. Improving your odds On the higher difficulty levels some of the more aggressive tactics break down. It becomes a bad idea to run out into open areas, or to fight enemies in places where they can surround you. To make up for this, you can revert to the classic RPG tactic of scouting ahead to locate a few enemies, then retreating to a safe place where you can easily destroy them when they follow you. This is especially effective in narrow corridors where you can funnel enemies into a tight field of fire. 7. Make good use of your equipment Throughout Mass Effect you're going to collect an absurd amount of loot in the form of weapons, armor, and especially upgrades. Make sure you're outfitting yourself and your team with the best possible equipment at all times to maintain your competitive edge. Remember that armor and weapons vary significantly by manufacturer, so the sophistication level of the equipment doesn't tell the whole story. Be sure to look at the stats of each item before you equip it to make sure you're trading up. A very important and often overlooked component of Mass Effect is the ability to upgrade your weapons. You're likely to find more upgrades than anything else, and you should put them to good use. Though armor and weapon upgrades can provide general advantages to your gear, the ammunition upgrades can make a big difference depending on who (or what) you're fighting. You can swap these out at any time, so be sure to keep a few different types of ammunition on hand. As the situation dictates, you'll be able to deal extra damage to synthetics, or bypass shields, for example. Unused items go to waste and take up valuable space in your inventory. You can only carry 150 items at a time, so any equipment and upgrades you aren't using should be sold or turned into omni-gel. The latter is good for a variety of decryption and electronics purposes, but selling items can provide you with the funds to buy new and better equipment. Some weapons can only be found by purchasing them, so be sure to pick up any licenses you come across to increase the range of items your requisition officer can carry. Advanced players may choose to purchase only specific licenses, to increase the odds of a certain weapon or armor appearing in the requisition officer's inventory. 8. Miscellaneous tips Explosives are your friend. There are a number of them placed in each area, and it's a shame to let them go to waste. If an enemy is nearby, shoot the explosive to deal massive damage. Save often. It's never fun to have to start a planet over because you didn't reach a checkpoint. Save after every major battle if you don't know what you're walking in to. Along the same vein, don't be afraid to retreat and regroup if you have to. <><><><><> TIP - Sonny Nilsson: "Everything can be killed on foot, and by using the Mako you cut the XP by 3 times: Everything is worth more XP on foot." <><><><><> <><><><><> TIP - Tom Bruno: "All enemies seem to aim rockets at the front end of the Mako, and because the turret is further back you can park the nose behind a rock and still shoot at the enemies. They'll hit the obstacle every time and you can kill them at your leisure." <><><><><> SUB-BOSS STRATEGIES 32Bsub ------------------- 1. Armatures Fighting armatures and colossi in the Mako is considerably different from fighting them on foot. In the Mako simply keep your distance enough to avoid their attacks by using the jump jets while you whittle down their defenses with the machine gun and cannon. On foot you'll want to take cover, as a single blast can be lethal. Using your squad as a distraction is also a good idea, as the armatures tend to focus on the threat that is closest to them. This will allow you to attack them without worrying about being hit. Biotics to disable armatures and tech powers to lower shields are also very useful. <><><><><> TIP - R_Russ_R: "Just park the Mako on top of it! It won't be able to get up, and you can exit the Mako and kill it on foot without it shooting back." <><><><><> 2. Asari Commandos The biggest concern when facing the asari commandos is their biotic abilities. In a group they are particularly deadly because they can disable you and take you out while you don't have a chance to fight back. They can also lift light objects to take away your cover, and the defensive barrier power allows them to protect themselves and make it difficult for you to damage them. Upgrades that bypass shields are a good idea, since tech powers aren't particularly effective. Commandos have a resistance to biotics, but if your biotics work they can be extremely helpful for disabling the commandos before they can disable you. 3. Geth Heavy Soldiers The destroyer, juggernaut, and prime are some of the most dangerous geth enemies you can face on foot. Unlike the armatures which tend to stay in one place, these soldiers will often charge directly at you, firing heavy weapons and rockets in your direction. Keep your distance and don't stay behind cover if they're going to reach you before you can kill them. Like most geth, they are susceptible to biotic powers, so use these to disable them before they can do too much damage. 4. Krogan Saren's heavily armed krogan troops can be some of the most formidable and challenging opponents you will face. You'll want to keep your distance as some will charge at you and engage you from close range. They also have the ability to regenerate health, and are resistant to most powers. The best way to deal with them is heavy and concentrated firepower. Biotic powers that can disable them are also tremendously useful. Have your squad target the nearest krogan and deal with it before any other enemies. <><><><><> TIP - Tom Bruno: It's a pain when you kill them and they heal and come back at you with full health again. This can be avoided though, if you use any ammo that disintegrates them; i.e. Proton or Incendiary rounds will vaporize them the first time you kill them. <><><><><> 5. Rachni Brood Warriors Only encountered on a handful of assignments in the uncharted worlds, these fearsome rachni are a great deal larger than the soldiers and even more deadly. Like all rachni you will face, equipping upgrades that increase your resistance to toxins should help, but it's most important to keep your distance and avoid melee stacks. When dealing with rachni, using biotic powers can also help to disable enemies and keep them from attacking you. BOSS STRATEGIES 32Cbos --------------- 1. Fist The weakest of the bosses, Fist can be challenging because of the turrets guarding him, and the nature of the combat space. Though there is cover in Fist's office, it can be difficult to get your squad in a good position to deal with him. You can aim straight for Fist if you want, but he tends to stay in cover, so concentrate on his turrets instead. Fist will give up if you destroy his turrets, so target them with tech powers and concentrated fire. If you added Wrex to your squad for this fight he can make it easier on you, since he can take considerable damage. 2. Matriarch Benezia There are two portions to the fight with Benezia. The first simply involves Benezia summoning asari commandos and geth to help her, while the second requires you to fight her directly (along with a few reinforcements). The biggest challenge when facing Benezia head-on is that you are in such close proximity to her at the start, and taking cover is pointless because she is a biotic, and she has more biotic commandos coming in to flank you. She can't easily be harmed by biotics of your own, and some tech powers are also useless. Your best bet is to concentrate as much direct fire (and powers) on her as possible from all your squad members. If you can take her out before she or her commandos can use their biotics on you, you're likely to have a much easier time fighting her. <><><><><> TIP - Angelmedia: "The geth you face are easy, slow, and dumb. Point and shoot, but don't waste biotics. The asari commandos are fast, deadly, and powerful. They have guns and hardcore biotics that can immobilize you. Benezia stays on the bridge, but can still hit you with biotic orbs that zap massive shields and health. Keep moving. First Wave: Immediately target the first asari commando on the stairs with a biotic attack that will take her out in one hit. Buff shields on the other team members and boost your weapon in case something goes wrong. Don't fire at the first enemy until the biotic attack is executed or she will back up and move out of range. Quickly run up the stairs and shoot the exploding canister to take out commando number two. Second Wave: The two new enemies are at the end of the walkway. Run back down the stairs and duck in the doorway where you first entered. You are safe here from Benezia and the geth. Target the explosive canister on the bridge in case one of the enemies rushes you. Pop out from hiding and fire until you bring down the enemies. If one of them comes at you shoot the canister on the bridge. There is a third enemy that generally comes around the back and joins the other two on the walkway, but sometimes she comes down the bridge at you. Watch your radar to see which way she goes. Once the enemies on the walkway are dead go to their previous position on the walkway. Open the two crates to the left along the way. Continue around to the west and take out the geth behind the crates. Third Wave: Take out the geth that appear at the end of the walkway, and continue past their position and past Benezia to the doorway you crouched in during the second wave. Take out the geth on the end of the walkway. Benezia: Go crazy and unload on her. Have your squad hit her hard with biotics while you blast her with a weapon (remember to buff your weapons before firing. She should go down in less than five seconds. Fourth wave: Crouch or take cover near Benezia's body and take out her remaining enemy agent's. You can fire at them from up on the bridge, but they will rush you. If you get close, have a heavy duty biotic or high end weapon ready to push them back." <><><><><> 3. Saren Saren has no weaknesses. Using some tech powers won't hurt, but most biotics have no effect whatsoever because of his glider. It's best to stay mobile-using your squad to draw his fire--while you gradually whittle him down. Using ammunition that does extra damage to organics will help you out. 4. Saren Reborn The monster Saren is turned into by Sovereign is a very different foe than the one you've faced previously. He is now a synthetic, so you'll need to adjust your upgrades accordingly. He also has the addition of a number of tech abilities, so he will try to overheat your weapons and take down your shields. Because he is so fast you will need help from your squad to have any chance of hitting him. It's also worth a try to use any biotic or tech powers you have, since these can be done while paused at the power wheel. Any way you can disable him or damage his abilities will make this fight that much easier. <><><><><> TIP - Sonny Nilsson: "Biotics are very effective on him. Lift is what you want to use; easiest by far was when I had Liara and Wrex with me. Also keep a constant fire on him so he won't regen his shields." <><><><><> 5. Thresher Maws The easiest way to defeat a thresher is in the Mako. If you're lucky, it's possible to find a spot where it won't go back underground, but won't be able to hit you either. This can be a tough feat at times though, and because its attacks are so deadly it's often better just to keep moving--or use the jump jets to avoid its fire. Beware of splash damage from the toxic spray it shoots at you, and don't let it emerge directly beneath you. To improve your accuracy, zoom in with the turret and slow down or stop when firing the cannon. To have any chance you will need to avoid its attacks at all costs. <><><><><> TIP - Sonny Nilsson: "These can be defeated on foot, and I actually recommend doing so. Keep the distance to around where the skill target starts to appear, then just side step and shoot. This usually also keeps them from going down into the ground. With the Immunity skill they cannot kill you, but if they land a 'melee' hit you die instantly." <><><><><> ==================== Guide to the Galaxy 33guid ==================== When in command of the Normandy, you can travel to any known star system by accessing the galaxy map, located prominently in the center of the command deck. Note: For planets you can land on, the location of points of interest on the map are approximated by a coordinate system. The origin is in the bottom left on a grid of 100 by 100. Locations are indicated by (x,y) ++++++++++++++++++++ Argos Rho Cluster Hydra System Varmalus Metgos (Land, Assignment: "UNC: Distress Call") Level 2 Heat Hazard POI: Escape Pod (35,60) Thorium Deposit (Survey: Heavy Metal) (65,45) Transponder Signal (65,35) Turian Wreckage (Survey: Turian Insignia) (65,80) Mercury Deposit (Survey: Rare Earth) (20,25) Theyar Canrum Survey: Turian Insignia Syba Survey: Gas Deposit Gorgon System (Unlock: "UNC: Depot Sigma-23") Unidentified Space Facility (Land, Assignment: "UNC: Depot Sigma-23") Wuo Vectra Camaron Sharblu Slekon Phoenix System Patashi Survey: Rare Earth Carbonaceous Asteroid (Hidden) Survey: Prothean Data Disc Sylsalto Tuntau (Land, Assignment: "Wrex: Family Armor") POI: Asari Capsule (Asari Writings) (85,75) Crashed Probe (30,70) Hidden Structure (75,15) Lithium Deposit (Light Metal) (10,50) Mercury Deposit (Heavy Metal) (50,75) Vebinok Survey: Light Metal ++++++++++++++++++++ ++++++++++++++++++++ Armstrong Nebula Gagarin System Junthor Survey: Asari Writings Pressha Rayingri (Land, Assignment: "UNC: Geth Incursions") POI: Abandoned Scavenger Camp (20,45) Crashed Escape Pod (League Medallion) (20,30) Engine Debris (80,50) Overrun Research Outpost (55,40) Polonium Deposit (Rare Earth) (20,35) Scavenger Corpses (15,75) Thorium Deposit (Rare Earth) (65,35) Titanium Deposit (Light Metal) (65,75) Sogelrus Antirumgon Survey: Light Metal Grissom System (Unlock: "UNC: Geth Incursions") Benda Survey: League Medallion Zaherux Survey: Light Metal Notanban Solcrum (Moon, Land, Assignment: "UNC: Geth Incursions") POI: Asari Capsule (Asari Writings) (30,20) Escape Pod (50,15) Magnesium Deposit (Light Metal) (70,20) Mercenary Base (65,45) Thorium Deposit (Rare Earth) (40,65) Uranium Deposit (Rare Earth) (70,70) Rocky Asteroid Survey: Light Metal Hong System Pomal Casbin (Land, Assignment: "UNC: Geth Incursions") POI: Anomalous Signal (30,70) Engine Debris (20,55) Geth Outpost (70,45) Gold Deposit (Heavy Metal) (50,65) Mummified Salarian (Salarian ID Tag) (25,45) Samarium Deposit (Rare Earth) (60,25) Uranium Deposit (Rare Earth) (70,40) Matar Survey: Matriarch's Writings Theshaca Treagir Survey: Light Metal Tereshkova System Carbonaceous Asteroid (Hidden) Survey: League Medallion Antibaar (Land, Assignment: "Geth Incursions") POI: Crashed Probe (55,65) Geth Outpost (55,75) Lithium Deposit (Light Metal) (65,15) Magnesium Deposit (Light Metal) (30,65) Mercury Deposit (Heavy Metal) (35,20) Prothean Ruin (Prothean Data Disc) (15,45) Thresher Maw (20,40) Patamalrus Survey: Heavy Metal Hunsalra Thegeuse Survey: Heavy Metal Solmarlon Mawinor Vamshi System Maji (Land, Assignment: "Geth Incursions") POI: Beryllium Deposit (Light Metal) (60,45) Engine Debris (75,30) Geth Outpost (30,70) Magnesium Deposit (Light Metal) (40,70) Strange Skull (70,20) Thorium Deposit (Rare Earth) (30,20) Turian Wreckage (Turian Insignia) (55,20) Pregel Survey: Turian Insignia Almos ++++++++++++++++++++ ++++++++++++++++++++ Artemis Tau Cluster Athens System Salamis Proteus Survey: Gas Deposit Nausicaa Circe Survey: Gas Deposit Pharos Survey: Turian Insignia Knossos System Phaistos Metallic Asteroid (Hidden) Survey: Heavy Metal Therum (Land, Mission: Find Liara T'Soni) Zakros Armeni Archanes Survey: Gas Deposit Carbonaceous Asteroid (Hidden) Survey: League Medallion Macedon System Sharjila (Land, Assignment: "UNC: Asari Diplomacy") Level 1 Pressure Hazard POI: Asari Capsule (Asari Writings) (15,55) Escape Pod (65,45) Magnesium Deposit (Light Metal) (55,35) Stronghold (45,65) Thorium Deposit (Rare Earth) (15,65) Uranium Deposit (Rare Earth) (15,15) Porolan Survey: Asari Writings Patavig Metallic Asteroid (Hidden) Survey: Light Metal Fargeluse Survey: Gas Deposit Sparta System (Unlock: "UNC: Missing Marines") Tremanre Asteroid Cluster (Hidden) Survey: Prothean Data Disc Edolus (Land, Assignment: "UNC: Missing Marines") POI: Crashed Probe (70,40) Distress Signal (40,60) Lithium Deposit (Light Metal) (70,30) Mummified Salarian (Salarian ID Tag) (70,70) Palladium Deposit (Rare Earth) (45,15) Polonium Deposit (Rare Earth) (20,30) Thresher Maw (40,60) Altaaya Ontamalca Survey: Gas Deposit Alsages Survey: Rare Earth ++++++++++++++++++++ ++++++++++++++++++++ Attican Beta Cluster Hercules Xathorron Syided Survey: Matriarch's Writings Eletania (Land, Assignment: "UNC: Lost Module") Level 1 Toxic Hazard POI: Downed Recon Probe (55,40) Engine Debris (40,55) Gold Deposit (Heavy Metal) (80,40) Monkey Colony (40,75) Monkey Colony (55,75) Monkey Colony (75,20) Monkey Colony (80,65) Mysterious Globe (20,20) Palladium Deposit (Heavy Metal) (20,55) Zatorus Survey: Heavy Metal Theseus System Sytau Feros (Land, Mission: "Feros: Geth Attack") Sharring Survey: Prothean Data Disc Quana Survey: Light Metal Logan ++++++++++++++++++++ ++++++++++++++++++++ Exodus Cluster Asgard System (Unlock: DLC: Bring Down the Sky) Terra Nova Asteroid X57 (Land, Assignment: "X57: Bring Down the Sky") POI: Body of R. Montoya (30,85) Construction Camp (85,75) Explosives Cache (85,85) Fusion Torch (35,60) Fusion Torch (50,30) Fusion Torch (70,50) Main Facility (60,80) Survey Station 1 (80,20) Survey Station 2 (25,85) Survey Station 3 (20,20) Transmission Tower (40,40) Vehicle Wreckage (15,50) X57 Radio (60,30) Borr Tyr Loki Utopia System Arcadia Eden Prime (Mission: "Prologue: Find the Beacon") Zion Nirvana Xanadu ++++++++++++++++++++ ++++++++++++++++++++ Gemini Sigma Cluster Han System (Unlock: "UNC: Hostile Takeover") Paravin Survey: Asari Writings Huningto Mavigon (Land, Assignment: "UNC: Hostile Takeover") Level 2 Cold Hazard POI: Cobalt Deposit (Light Metal) (70,65) Engine Debris (30,20) Gold Deposit (Heavy Metal) (55,45) Mummified Salarian (Salarian ID Tag) (55,45) Syndicate Hideout (70,25) Farcrothu Patatanlis Survey: Light Metal Ming System Antiroprus MSV Worthington (Land, Assignment: "UNC: Lost Freighter") Parag Survey: Light Metal Altanorch Survey: League Medallion ++++++++++++++++++++ ++++++++++++++++++++ Hades Gamma Cluster Antaeus System Ageko Edmos Survey: Gas Deposit Ploba Survey: Asari Writings Trebin (Land, Assignment: "UNC: Missing Survey Team") POI: Crashed Probe (20,50) Excavation Site (55,65) Plutonium Deposit (Rare Earth) (40,40) Research Base (55,55) Thresher Maw (80,35) Transmitter Tower (20,70) Turian Wreckage (Turian Insignia) (80,35) Uranium Deposit (Rare Earth) (70,65) Vemal Survey: Rare Earth Hunidor Cacus System (Unlock: 80% Paragon or Renegade) Zayarter Survey: Heavy Metal Chohe (Land: Assignment: "UNC: Besieged Base") POI: Abandoned Outpost (Asari Writings) (65,60) Engine Debris (20,20) Mercenaries (20,60) Mercury Deposit (Heavy Metal) (45,25) Polonium Deposit (Rare Earth) (35,65) Science Base (60,25) Thresher Maw (40,20) Xamarri Faringor Survey: Rare Earth Treyarmus Dis System (Unlock: "UNC: Hostile Takeover") Jartar Nearrum Survey: Light Metal Klensal (Land, Assignment: "UNC: Hostile Takeover") POI: Beryllium Deposit (Light Metal) (80,60) Escape Pod (40,30) Mummified Salarian (League Medallion) (55,40) Platinum Deposit (Heavy Metal (40,50) Syndicate Hideout (40,45) Metallic Asteroid (Hidden) Survey: Light Metal Gremar Raysha Survey: Turian Insignia Farinata System Tunshagon Rocky Asteroid (Hidden) Survey: Light Metal MSV Ontario (Land, Assignment: "UNC: Hostage") Juntauma Survey: Prothean Data Disc Nepneu Survey: Rare Earth Plutus System (Unlock: 80% Paragon or Renegade) Mingito Survey: Rare Earth Maidla Clocrolis Survey: Rare Earth Nonuel (Land, Assignment: "UNC: The Negotiation" POI: Crashed Probe (15,40) Crate (Asari Writings) (30,30) Mercenary Corpse (League Medallion) (30,30) Samarium Deposit (Rare Earth) (60,55) Thresher Maw (25,80) Thresher Maw (90,30) Titanium Deposit (Light Metal) (25,80) Warlord's Outpost (65,65) Veyaria ++++++++++++++++++++ ++++++++++++++++++++ Hawking Eta Cluster Century System Tamahera Klendagon Presrop (Moon, Land, Assignment: "UNC: Major Kyle") POI: Abandoned Mining Camp (40,75) Biotic Compound (25,30) Crashed Mining Vehicle (30,60) Engine Debris (20,50) Gold Deposit (Heavy Metal) (30,30) Mercenaries (80,45) Thresher Maw (70,75) Turian Wreckage (30,60) Uranium Deposit (Rare Earth) (60,30) Metallic Asteroid (Hidden) Survey: Heavy Metal Canctra Survey: Light Metal Tharopto Survey: League Medallion ++++++++++++++++++++ ++++++++++++++++++++ Horse Head Nebula Fortuna System (Unlock: "UNC: Hostile Takeover") Maganlis Survey: Turian Insignia Therumlon Survey: Rare Earth Amaranthine (Land, Assignment: "UNC: Hostile Takeover") POI: Engineering Outpost (40,25) Escape Pod (15,45) Iridium Deposit (Heavy Metal) (35,55) Thorium Deposit (Rare Earth) (55,30) Turian Wreckage (Turian Insignia) (30,35) Uranium Deposit (Rare Earth) (70,50) Wentania Pax System Svarog Noveria (Land, Mission: "Noveria: Geth Interest") Morana Veles Survey: Asari Writings Strenuus System (Unlock: "UNC: Privateers") Yunthorl Survey: League Medallion Antitarra Survey: Gas Deposit Trelyn MSV Majesty (Hidden) Xawin (Land, Assignment: "UNC: Privateers") Level 1 Cold Hazard POI: Abandoned Camp (70,45) Cobalt Deposit (Light Metal) (60,60) Corpse and Destroyed Vehicle (65,20) Crashed Probe (30,30) Geth Beacon (65,75) Iridium Deposit (Heavy Metal) (70,20) Palladium Deposit (Heavy Metal) (45,75) Privateer Base (25,70) Thresher Maw (30,30) Turian Wreckage (Turian Insignia) (45,45) Thesalgon ++++++++++++++++++++ ++++++++++++++++++++ Kepler Verge Herschel System (Unlock: Assignment: "Garrus: Find Dr. Saleon") Tungel Matol Clugon MSV Fedele (Hidden, Land, Assignment: Garrus: Find Dr. Saleon") Rocky Asteroid Survey: Heavy Metal Clobaka Newton System Ontarom (Land, Assignment: "UNC: Dead Scientists") POI: Crashed Probe (70,35) Gold Deposit (Heavy Metal) (25,20) Palladium Deposit (Heavy Metal) (65,20) Shifty Looking Cow (25,30) Turian Wreckage (Turian Insignia) (50,60) Underground Facility (70,20) Juncro Survey: Gas Deposits Klencory Survey: Asari Writings Sesmose ++++++++++++++++++++ ++++++++++++++++++++ Local Cluster (Unlock: Level 20) Solar System Mercury Venus Earth Luna (Moon, Land, Assignment: "UNC: Rogue VI") POI: Alliance Training Ground (25,45) CCCP Luna 23 (25,70) Mars Jupiter Saturn Uranus Neptune Pluto ++++++++++++++++++++ ++++++++++++++++++++ Maroon Sea Cluster (Unlock: Complete Feros) Caspian System MSV Cornucopia (Hidden, Land, "UNC: Derelict Freighter") Clotanca Survey: Heavy Metal Farnuri Survey: Heavy Metal Almacrux Antida Survey: Turian Insignia Matano System Inti Chasca (Land, "UNC: Colony of the Dead") POI: Beryllium Deposit (Light Metal) (45,35) Civilian Structure (25,40) Civilian Structure (35,30) Escape Pod (30,20) Palladium Deposit (Heavy Metal) (45,70) Plutonium Deposit (Rare Earth) (50,75) Prothean Pyramid (Prothean Data Disc) (65,20) Science Facility (20,30) Metallic Asteroid (Hidden) Survey: Heavy Metal Apo Illapa Rocky Asteroid (Hidden) Survey: Prothean Data Disc Supay Survey: Light Metal Vostok System Clomarthu Nodacrux (Land, "UNC: ExoGeni Facility" POI: Cobalt Deposit (Light Metal) (40,25) Engine Debris (70,50) Gold Deposit (Heavy Metal) (15,55) Science Facility (70,30) Thorian Creeper Camp (30,70) Turian Wreckage (Turian Insignia) (75,75) Metallic Asteroid (Hidden) Survey: Heavy Metal Alko Pataiton Survey: Asari Writings ++++++++++++++++++++ ++++++++++++++++++++ Pangaea Expanse (Unlock: Complete Therum, Feros, Noveria, and Virmire) Refuge System Agetoton Ilos (Land, Mission: "Race Against Time") Zafe ++++++++++++++++++++ ++++++++++++++++++++ Sentry Omega Cluster (Unlock: Complete two of Therum, Feros, and Noveria) Hoc System Jarfor Nemata Virmire (Land: Mission: "Virmire") Cloroplon Prescyla ++++++++++++++++++++ +++++++++++++++++++++ Styx Theta Cluster (Unlock: Complete Noveria) Acheron System Farthorl Altahe (Land, Assignment: "UNC: Listening Post Theta") POI: Asari Capsule (Asari Writings) (40,30) Escape Pod (75,75) Listening Post (40,20) Gold Deposit (Heavy Metal) (15,35) Rachni Colony (75,35) Samarium Deposit (Rare Earth) (20,55) Carbonaceous Asteroid (Hidden) Survey: Turian Insignia Grosalgen Survey: Light Metal Imaneya Erebus System Nepmos (Land: Assignment: "UNC: Listening Post Alpha") POI: Buried Safebox (League Medallion) (20,50) Crashed Probe (20,20) Listening Post (65,20) Mining Camp (70,75) Palladium Deposit (Heavy Metal) (65,35) Rachni Ambush (30,50) Rachni Ambush (65,60) Rachni Infested Mine (25,25) Titanium Deposit (Light Metal) (35,25) Uranium Deposit (Rare Earth) (75,75) Quaji Survey: Heavy Metal Wermani Survey: Prothean Data Disc Chofen ++++++++++++++++++++ ++++++++++++++++++++ Serpent Nebula Widow System Citadel Station ++++++++++++++++++++ ++++++++++++++++++++ Voyager Cluster Amazon System Agebinium (Land, Assignment: "UNC: Espionage Probe") POI: Alliance Homing Beacon (35,65) Beryllium Deposit (Light Metal) (20,80) Crashed Vehicle (70,65) Engine Debris (45,75) Magnesium Deposit (Light Metal) (15,35) Mercenary Camp (50,70) Samarium Deposit (Rare Earth) (50,15) Turian Wreckage (Turian Insignia) (65,70) Derneuca Sonedma Survey: Rare Earth Sybin Survey: Turian Insignia Tremar Survey: Gas Deposit Columbia System (Unlock: "UNC: Hades' Dogs") Clojia Nepheron (Land, Assignment: "UNC: Hades' Dogs") POI: Beryllium Deposit (Light Metal) (70,20) Engine Debris (55,20) Mummified Salarian (Salarian ID Tag) (35,45) Platinum Deposit (Heavy Metal) (80,50) Shack (25,45) Thorium Deposit (Rare Earth) (60,70) Thresher Maw (25,40) Underground Facility (40,35) Ontaheter Survey: Rare Earth Gromar Survey: League Medallion Yangtze System (Unlock: "UNC: Cerberus") Renshato Binthu (Land, Assignment: "UNC: Cerberus") POI: Crashed Probe (15,45) Palladium Deposit (Heavy Metal) (40,55) Prothean Pyramid (Prothean Data Disc) (50,25) Research Facility (35,70) Research Facility (45,25) Research Facility (65,55) Uranium Deposit (Rare Earth) (65,30) Dregir Survey: Light Metal Alrumter Survey: Prothean Data Disc Patajiri Survey: Rare Earth ++++++++++++++++++++ ======== Secrets 34secr ======== ROMANCES AND SQUAD CONVERSATIONS 34Arom -------------------------------- While you're on the Normandy you can talk to each of your crew members in order to learn more about them. If you are a male you can also pursue a romantic relationship with either Ashley or Liara. As a female, you can pursue a romance with Liara or Kaidan. There's no real trick to the romances; usually being nice to the object of your affection is enough. You can take advantage of opportunities to flirt at certain points, though this is not always necessary. Note that choosing the middle ("neutral") responses throughout the game will not be sufficient to woo any of your crew members. You only have the opportunity to talk to each member of your crew while you are on the Normandy, and they usually only have something new to say after you complete each primary mission world (Therum, Feros, Noveria, etc.). ++++++++++++++++++++ Ashley Williams -> Conversation 1 Immediately following Eden Prime you can find Ashley in the crew quarters. If you resisted her inclusion in the squad while on Eden Prime she will be cold towards you, but you have the option to patch things up. She feels somewhat guilty because she believes that if Jenkins were still alive she wouldn't have been assigned to the Normandy. You can reassure her to make her feel more welcome. +2 Paragon for being welcoming towards Ashley +2 Renegade for being fixated on the mission's failure -> Conversation 2 While on the Citadel, head down to the Wards and examine the view out the main window to initiate a conversation with your crew. If Shepard is male, ask "what's not to like" about humanity to initiate a small but cute set of dialogue options with Ashley. (This conversation can only be triggered if you have not yet entered the med clinic or eliminated Fist, but it is entirely optional and not required for pursuing a romance with Ashley.) -> Conversation 3 Ashley expresses her concern about having nonhumans on the Normandy. She doesn't want them to have the ability to gather intelligence on the most advanced ship in the Alliance fleet. If you're trying to court her it's a good idea to try to smooth things over diplomatically, even if you disagree with her position. Telling her she is out of line will make her disinclined to speak openly with you again. -> Conversation 4 You interrupt Ashley in the middle of a vid-mail from one of her sisters. If you're a male and have been showing interest in Ashley then her sister will mention that she's seen you on the vids and thinks that you're cute. Otherwise, Kaidan will be the one who is mentioned in the message. This opens up an avenue to talk with Ashley about her family. You can learn about her father's military service, and how she had to help her mother raise her younger sisters. Discussion of her father leads to his interest in poetry, and how she reads his favorite poem to his grave every time she returns home. She asks if her belief in God will be a problem for you. If you're interested in courting her then it's best to be diplomatic here, even if you think she's crazy. -> Conversation 5 Ashley offers you a drink in commemoration of Armistice Day, the anniversary of the end of the First Contact War. This leads her to reveal that her family was blacklisted because of her grandfather's actions at Shanxi during the war. If you're trying to be nice to her then it's best not to criticize her grandfather. You should also tell her that it isn't her fault and that she's still welcome on your ship. -> Conversation 6 Around this time--if you've been showing interest in both Ashley and Liara-they will confront you in the comm room and ask that you choose between them. Trying to keep both won't work for Ashley, who gets disgusted and leaves. She also takes it much harder than Liara if you reject her. If you choose Ashley, she expresses an interest in continuing your relationship when the mission is over. -> Conversation 7 During the lockdown on the Citadel, your romantic interest will approach you. Dismissing them and saying you don't want to talk will effectively end the relationship. Otherwise, they express their concern that you aren't being taken seriously. You are interrupted by Joker, who tells you to meet Captain Anderson at Flux. -> Conversation 8 Once you plot a course for Ilos, you have one final opportunity to have a private moment with your romantic interest. They will confront you in your quarters before you reach the Mu relay. Your responses dictate whether or not the two of you will wait until the mission is over to further your relationship. ++++++++++++++++++++ ++++++++++++++++++++ Kaidan Alenko -> Conversation 1 If you are male then Kaidan has nothing to say to you after Eden Prime. If you are female however, then you have the option of speaking with him. He's curious to know why you're headed to the Citadel, and you have the choice of filling him in on the Captain's plan. You can also tell him that he helped on the mission, or lament your own failures. +2 Renegade for being fixated on the mission's failure -> Conversation 2 While on the Citadel, head down to the Wards and examine the view out the main window to initiate a conversation with your crew. If Shepard is female, ask "what's not to like" about humanity to initiate a small but telling set of dialogue options with Kaidan. (This conversation can only be triggered if you have not yet entered the med clinic or eliminated Fist, but it is entirely optional and not required for pursuing a romance with Kaidan.) -> Conversation 3 Kaidan expresses his concerns that the Council isn't doing enough to help you track down Saren and stop the Reapers. He also talks about brain camp ("BAaT") and about his relationship with Rahna and his other friends there. If you are a female you can also learn about his romantic tendencies, and how he used to read books about space-farers who traveled the stars to earn the love of beautiful women. He also asks if you get this personal with everyone on the ship, at which point you can openly declare your interest in him. -> Conversation 4 If you're female, Kaidan expresses concern for you; not wanting you to cut corners. He tells you about the mistakes the Alliance made when first dealing with biotics. They brought in turian experts to teach those with biotic capabilities, and Kaidan didn't get along with his teacher. He may also inquire about a rumor that you're interested in Liara. If you want to contine your relationship with Kaidan then it's a good idea to downplay any relationship you have with her. -> Conversation 5 Kaidan continues to be concerned that the rest of the galaxy isn't worried about Saren or the Reapers. He talks more about Vyrnnus and how he killed him for hurting Rahna. -> Conversation 6 Around this time--if you've been showing interest in both Kaidan and Liara-they will confront you in the comm room and ask that you choose between them. Trying to keep both won't work for Kaidan, and he will leave. He also takes it harder than Liara if you reject him. If you choose Kaidan, your next conversation involves his desire to get the Council on the side of humanity. He also expresses an interest in continuing your relationship when the mission is over. -> Conversation 7 During the lockdown on the Citadel, your romantic interest will approach you. Dismissing them and saying you don't want to talk will effectively end the relationship. Otherwise, they express their concern that you aren't being taken seriously. You are interrupted by Joker, who tells you to meet Captain Anderson at Flux. -> Conversation 8 Once you plot a course for Ilos, you have one final opportunity to have a private moment with your romantic interest. They will confront you in your quarters before you reach the Mu relay. Your responses dictate whether or not the two of you will wait until the mission is over to further your relationship. ++++++++++++++++++++ ++++++++++++++++++++ Liara T'Soni -> Conversation 1 You can go to the med bay after picking up Liara to make sure that she is alright. She thanks you for saving her from the geth, but is concerned that the rest of your crew does not trust her. If asked, she will tell you about her research into the Protheans, which leads her to admit her fascination with you. You can also talk about Benezia, and learn more about the asari. Liara discusses the rumors concerning asari promiscuity, and clarifies the misinformation about asari unions and relationships. -> Conversation 2 Liara talks about how impressed she is with humanity, and with you in particular. She may also ask about your relationship with Ashley/Kaidan. If you're interested in continuing a relationship with Liara then it's a good idea to downplay any relationship you have with Ashley/Kaidan. -> Conversation 3 Liara asks how you are feeling, and says she is concerned that you bear too much of a burden for one person to carry. -> Conversation 4 Around this time--if you've been showing interest in both Liara and either Kaidan or Ashley--the two of them will confront you in the comm room and ask that you choose between them. Trying to keep both won't work for Kaidan or Ashley. Liara takes it the best if you reject her, as she blames herself for misjudging your interest. She is very embarrassed, and hopes that you can both put it behind you and move forward as friends. If you choose Liara then your next conversation involves some more information on asari unions. -> Conversation 5 During the lockdown on the Citadel, your romantic interest will approach you. Dismissing them and saying you don't want to talk will effectively end the relationship. Otherwise, they express their concern that you aren't being taken seriously. You are interrupted by Joker, who tells you to meet Captain Anderson at Flux. -> Conversation 6 Once you plot a course for Ilos, you have one final opportunity to have a private moment with your romantic interest. They will confront you in your quarters before you reach the Mu relay. Your responses dictate whether or not the two of you will wait until the mission is over to further your relationship. ++++++++++++++++++++ ++++++++++++++++++++ Urdnot Wrex -> Conversation 1 Talk to Wrex to learn about the krogan war with the turians and the consequences of the genophage. He tells you how his people are dying but don't seem to want to do anything about it. -> Conversation 2 Wrex tells you about the time he saw Saren. He was operating with a large group of mercenaries that were raiding ships out in the Traverse. They had been hired by Saren, but Wrex only saw him once. Wrex had a bad feeling when he saw him, so he quit. A smart move, because all the other mercs turned up dead within a week. -> Conversation 3 When asked why he became a mercenary, Wrex tells you about how he tried to unite the clans so that they could focus on breeding in order to sustain their population. He ran into opposition from his father, Jarrod, who still believed in the old ways of constant warfare. Jarrod betrayed Wrex and killed those loyal to him. Wrex was able to slay Jarrod, but he knew it was too late for the krogan. He gave up on saving their species and left to become a mercenary. If asked, he also tells you about a promise he made to recover his family's long lost battle armor, something you can help him with. -> Conversation 4 Wrex elaborates on his earlier sentiment that killing for credits is better than killing for a lost cause. It's easier to just forget about the problems of the krogan than it is to try to fix them. You can also inquire about his life as a mercenary. -> Conversation 5 At this point you can ask Wrex about any adventures he's had as a mercenary. He tells you about a time he was hired by a volus diplomat to eliminate a target that turned out to be another mercenary and a friend of his. They battled for days but in the end neither one got the better of the other. ++++++++++++++++++++ ++++++++++++++++++++ Garrus Vakarian -> Conversation 1 Garrus thanks you for bringing him along on your mission, and talks more about why he left C-Sec: He felt that C-Sec's rules imposed too many restrictions and made it difficult for him to do his job. -> Conversation 2 You can ask Garrus about why he joined C-Sec in the first place. He wanted to fight injustice, but also to make his father happy. Garrus's father was a highly decorated C-Sec officer, and someone who always did things by the book. His father talked Garrus out of receiving special training that could have helped him become a Spectre. Garrus resents the C-Sec way of operating because he believes that the only way to take down Saren is to beat him at his own game. You can agree or disagree with Garrus's viewpoint on the necessity of rules. -> Conversation 3 When asked if he has any interesting stories from his days at C-Sec, Garrus talks about Dr. Saleon, a salarian scientist who was performing brutal experiments on the poor citizens of the Citadel. He escaped the station, and Garrus has been unable to get anyone to track him down. You can offer to look into it for him, but he asks that you bring him with you when you go after the doctor. -> Conversation 4 Garrus expresses his concern that you may never find Saren, and asks if you're concerned that the Council might actually be protecting him. He suggests that if you do find Saren you should kill him because he's too dangerous to be left alive. You can choose to agree or disagree with this sentiment. -> Conversation 5 After dealing with Dr. Saleon, Garrus thanks you again for bringing him along. Depending on how you dealt with the Dr. Saleon situation--and how you handled your earlier conversations with him--Garrus may also have something to say about what he learned from the experience. Your actions have helped to shape his character, and his words reflect this. ++++++++++++++++++++ ++++++++++++++++++++ Tali'Zorah nar Rayya -> Conversation 1 Tali expresses her admiration for the Normandy and discusses her interest in ships. If you're interested, she can tell you the story of the geth uprising and how her people were driven into exile. You can also discuss her pilgrimage and learn more about quarian life. -> Conversation 2 Tali's excitement has died down and she has become uneasy. She isn't used to how quiet your ship is and it worries her. On the flotilla silence means that something is broken and needs to be fixed. You can reassure her that she is simply homesick and that she will feel better soon. -> Conversation 3 Tali is sleeping better, but she still needs something to bring back to her fleet when she finishes her pilgrimage. Her gift needs to be especially valuable because her father serves on the Admiralty Board. -> Conversation 4 Tali comments that it feels like you're getting close to catching Saren. She thanks you for bringing her along and treating her like an equal. -> Conversation 5 If you found the data on the geth from their incursion in the Armstrong Cluster then Tali will ask for a copy to take back to her fleet. She says that new information on the geth will be invaluable to her people and that it would make a perfect gift for her pilgrimage. You can choose whether or not to give her a copy. ++++++++++++++++++++ ACHIEVEMENT BONUSES 34Bach ------------------- Medal of Honor - 100 - Finish Mass Effect -> Unlock Hardcore and levels 51-60 Medal of Heroism - 25 - Finish Feros Distinguished Service Medal Council Legion of Merit - 25 - Finish Eden Prime - 25 - Finish Virmire Honorarium of Corporate Service - 25 - Complete Noveria. Long Service Medal - 25 - Finish Mass Effect twice -> +5% weapon damage Distinguished Combat Medal - 25 - Finish Mass Effect on Hardcore -> Unlock Insanity and gamer picture Medal of Valor - 50 - Finish Mass Effect on Insanity -> Unlock gamer picture Pistol Expert - 10 - 150 Pistol Kills -> +25% Marksmanship duration Shotgun Expert - 15 - 150 Shotgun Kills -> Bonus Talent: Shotguns Assault Rifle Expert - 15 - 150 Assault Rifle Kills -> Bonus Talent: Assault Rifles Sniper Expert - 15 - 150 Sniper Rifle Kills -> Bonus Talent: Sniper Rifles Lift Mastery - 15 - Use Lift 75 times -> Bonus Talent: Lift Throw Mastery - 15 - Use Throw 75 times -> Bonus Talent: Throw Warp Mastery - 15 - Use Warp 75 times -> Bonus Talent: Warp Singularity Mastery - 15 - Use Singularity 75 times -> Bonus Talent: Singularity Barrier Mastery - 15 - Use Barrier 75 times -> Bonus Talent: Barrier Stasis Mastery - 15 - Use Stasis 75 times -> Bonus Talent: Stasis Damping Specialist - 15 - Use Damping Field 75 times -> Bonus Talent: Damping Field AI Hacking Specialist - 15 - Hack 75 synthetic enemies -> Bonus Talent: Hacking Overload Specialist - 15 - Use Shield Overload 75 times -> Bonus Talent: Electronics Sabotage Specialist - 15 - Use Sabotage 75 times -> Bonus Talent: Decryption First Aid Specialist - 15 - Use medi-gel 150 times - Bonus Talent: First Aid Neural Shock Specialist - 15 - Use Neural Shock 75 times -> Bonus Talent: Medicine Scholar Completionist - 25 - Find all primary Alien codex entries - 25 - Finish majority of all quests -> +5% experience rewards Tactician - 25 - Total shield damage > health damage -> +10% shields Medal of Exploration Rich - 50 - Land on an uncharted world - 25 - Earn 1,000,000 Credits -> Unlock Spectre gear Dog of War - 25 - 150 organic kills -> +10% health Geth Hunter - 25 - 250 synthetic kills -> +10% shields Soldier Ally - 20 - Finish majority of game with Ashley -> +10% damage protection Sentinel Ally - 20 - Finish majority of game with Kaidan -> -10% Lift and Throw cooldown Krogan Ally - 20 - Finish majority of game with Wrex -> +10% health regeneration per minute Quarian Ally - 20 - Finish majority of game with Tali -> -10% Sabotage and Hacking cooldown Turian Ally - 20 - Finish majority of game with Garrus -> -10% Damping and Overload cooldown Asari Ally - 20 - Finish majority of game with Liara -> -10% Stasis and Barrier cooldown Power Gamer - 20 - Get to level 50 -> +10% experience rewards Extreme Power Gamer - 50 - Get to level 60 -> +5% experience rewards Renegade Paragon Paramour Spectre Inductee Search and Rescue - 15 - 75% Renegade - 15 - 75% Paragon - 10 - Complete a romantic subplot - 15 - Become a Spectre - 10 - Rescue Liara Charismatic - 10 - Save Wrex/cause Saren's suicide Colonial Savior - 50 - Complete "Bring Down the Sky" WALKTHROUGH CONCLUSION ---------------------- 34Cwal SECTION 10: Break the Cycle 1 - Backdoor The Mako arrives on the Presidium with a bang, taking out a group of geth in the process. Pull yourself from the wreckage and make for the nearby elevator. There are some husks nearby to contend with, but no other enemies in sight. Hop in the elevator to ascend the Citadel tower. "Race Against Time: Conduit" -> "Race Against Time: Final Battle" 2 - "Suit Up, We're Going Outside!" By this time, Saren has access to the station's controls and Sovereign is coming in to activate the Citadel relay. To make matters worse, the transportation system has been shut down. The only way to reach the top of the tower now is to scale the outside on foot! Head forward along the maintenance shaft. You don't have long to go before you're ambushed by a group of geth troopers. Beyond you've got destroyers and krogan warriors to contend with. Ascend the ramp to the left to enter the exhaust plain. 3 - The Dropship To orient yourself, just look for Sovereign off in the distance and head in that direction. Bear left and follow the passage to reach an open area where a dropship begins deploying geth soldiers in front of you. You don't have the firepower to deal with it on your own. Fortunately, there are three defense turrets in the immediate area that can deal with the dropship for you. Two of the turrets can be turned on simply by activating them, but the third has an average electronics lock. The more turrets you activate the faster the dropship will be taken down. When the turrets are firing on the ship, simply find a trench to hole up in and fire at the geth that get dispensed onto the battlefield. When the geth ship takes sufficient damage it will retreat and you can proceed. 4 - The Geth Turrets Beyond the next passage is the exterior defense grid, where you will find several geth heavy turrets in addition to the large number of geth troopers. There are shields around the turrets, but they are exposed enough that you can still hit them easily. If you don't want to fight the turrets you can dip into the side passage to the east to avoid them. The passage is guarded by a large number of powerful krogan however, so you'll have to pick your poison. Beyond this area is a hatch you can use to reenter the tower. 5 - The Tower Back at the top of the elevator you must now fight your way through the remaining geth defenders to reach Saren. Compared to what you've just been through, these remaining soldiers shouldn't provide much of a challenge. Head up the steps at the far side to interrupt Saren before he can do any more damage. 6 - Stopping Saren Like last time, Saren is on his glider, and he takes the time to speak with you before your encounter. This time however, you have the chance to put a stop to the fight before it begins. It's not easy, but with a enough Charm or Intimidate skill you can force Saren to give up on Sovereign and end his own life. If not, you'll have to fight him once more. This fight is much like the one on Virmire, so remember to stay mobile and use every power at your disposal to take him down. Despite Sovereign's upgrades, he is still an organic, so adjust your upgrades accordingly. +24 Paragon for avoiding the fight with Saren using Charm +25 Renegade for avoiding the fight with Saren using Intimidate 7 - The Council's Fate When Saren is defeated, head over to the control panel and use Vigil's files to regain control of the Citadel. You open up a comm link to Joker, who is standing by with the entire Arcturus Fleet ready to come to your aid as soon as you unlock the mass relays around the Citadel. The timing of their attack is critical. Until the Citadel's arms are opened the Alliance fleet won't be able to attack Sovereign, and they will be targets for the geth fleet until that happens. In the meantime, the Destiny Ascension--the Citadel's flagship carrying the Citadel Council--is under heavy fire from the geth. You can bring in the Alliance fleet now to save the Council at the cost of many human lives, or you can hold them back until they can attack Sovereign directly. The choice is yours. +28 Paragon for ordering the Alliance to save the Ascension +29 Renegade for ordering the Alliance to hold back +8 Paragon for saying Sovereign is all that matters +9 Renegade for saying Sovereign is all that matters 8 - Dark Energy Bad news. Saren's dead, but his synthetic components aren't. Sovereign is controlling Saren's remains in one last attempt to stop you. Make sure your weapons upgrades are set to damage synthetics and that you are using the best equipment available. Saren is much more mobile than before--akin to the geth hoppers--so you will need to keep on your toes to avoid being flanked. Don't bother taking cover, move about and do your best to avoid his attacks. He has a deadly rocket barrage when he is stationary, along with the ability to overheat your weapons and take down your shields. The safest thing you can do is disable him using biotics. As long as he is immobilized he won't be able to harm you and you don't have to worry about him zipping around the room. When Saren is finally beaten your victory over Sovereign is assured. Sit back, relax, and enjoy the ending sequence. CONGRATULATIONS! You've Completed MASS EFFECT! ---------------------------------------------------------------------SECTION IV ---------------------------------------------------------------------- ======== Credits 41cred ======== I wish to thank... -> Casey Hudson, Preston Watamaniuk, Drew Karpyshyn, Derek Watts, David Falkner, Ray Muzyka, Greg Zeschuk, and the talented team at BioWare for their dedication and commitment to creating the best story-driven games in the world. -> Evil Chris Priestly for putting up with the BioWare Community. -> The Mass Effect Wikia (http://masseffect.wikia.com) for providing a community for knowledge--and providing me with some planetary information. Contributors: -> Ian Young for noticing a mistake in the Ctrl-F search codes. -> Tom Bruno for tips on avoiding rockets in the Mako, and killing Krogan. -> Eric Rose for missing armor information. -> Quinn Bardon for providing a number of missing codex entries. -> Patrick Healy for offering a technique for unjamming radar in the Mako. -> Justin Craft for offering info on the Flux dance scene. -> Edward Mao for notcing some missing Paragon/Renegade points. -> Justin baker for finding some missing planetary information. -> San Sargin for noticing some missing planetary information. -> Alejandro Rodriguez-Matos for noticing a number of incorrect Paragon and Renegade points, and continuing to find a staggering number of faults with this guide. Without his assistance I might actually think this guide was close to being finished! -> Dr. Feelgood for noting missing Renegade points in the conversation with Ethan Jeong. -> Seldon for providing info on a specific conversation with Maeko Matsuo. -> Ichy for finding an extra thresher maw on Nonuel. -> Rds590 for noticing that despite BioWare's description for the Geth Armory, the armor does have upgrade slots. -> Anima_Caligo for noticing a mistake in the Hostile Takeover assignment. -> Matt Kurtz for noticing several incorrect Paragon and Renegade values. -> Jonathan Williams for a number of important contributions. -> dmartinua for missing planetary information. -> Zachariah Gibson for noticing a mistake in the Fourth Estate assignment. -> Anonymous for noticing some missing Paragon and Renegade points. -> Angelmedia for detailed strategies on defeating Benezia. -> R_Russ_R for a tip on defeating armatures. -> J Laudig for finding an alternate way to finish the Signal Tracking assignment. -> Brian Bjornsson for noticing a missing league medallion in the Artemis Tau Cluster. -> JRISSMART1500 for pointing out a typo in the Dr. Michel assignment. -> Vladkre2 for Berserker armor stats. -> Aivar Pardla for noticing a mistake in the Family Armor assignment. -> George Siotos for pointing out a mistake in the Asari Diplomacy assignment. -> Stephen Wright for a strategy on entering the secure labs on Noveria. -> Samuel Williams for pointing out some errors in the Paragon / Renegade rewards. -> Videogameman5 for some info on the Pulse Rifle stats. -> David Link for pointing out a mistake in the Asari Consort assignment. -> Sonny Nilsson for boss strategies and the Explorer armor tip. -> Jonathan DeVries (C. Darksun) for pointing out a mistake in the Paragon and Renegade points for the Asari Consort assignment. -> stompy101 (from the BioWare forums) for confirming an alternate way to complete the Wrex and the Genophage assignment. -> Brent (bstocking) for information on the Doctor at Risk assignment. -> The Mass Effect instruction manual for basic information. -> Prima's Mass Effect Guide for upgrade info, as well as missing codex and planetary information. =========== Contact Me 41cont =========== One of the difficulties in writing a walkthrough for an RPG lies in its depth. To learn everything requires multiple playthroughs with different characters making different choices. Because my process for seeing everything is likely imperfect there is a very good chance I will miss something. That's why I need YOUR help to make this guide the best it can be. Should you happen to find any mistakes, errors, or omissions in this guide-or if you simply wish to submit something you believe will help other readers--please email me at [email protected] and let me know about it. Also please be sure to include your name so I can credit you. ========== Revisions 43revi ========== v0.10 - 11/26/2007 - Started Writing. Added table of contents and began writing Section I. -> 1,374 words v0.11 - 11/27/2007 - Completed the Game Basics part of Section I. Began writing the walkthrough for Eden Prime. -> 5,365 words v0.20 - 11/28/2007 - Finished the Eden Prime and Citadel (I) walkthroughs. Added locations and codex entries. -> 9,176 words v0.21 - 11/29/2007 - Added codex entries. Began side quest entries. Minor formatting changes and adjustments. -> 11,398 words v0.30 - 11/30/2007 - Wrote minimal squad bios. Expanded locations section. Minimal work on Equipment section. Major side quest entries, location entries, and codex entries. Finished Liara's Dig Site Walkthrough. -> 15,464 words v0.40 - 12/01/2007 - Major additions to Manufacturers section, and to Weapons, Armor, Equipment, and Upgrades. Added to Locations section. Completed Achievements section. Edited Assignments section. -> 21,357 words v0.50 - 12/02/2007 - Minor info added to various sections. -> 22,539 words v0.51 - 12/03/2007 - Proofread most sections. Optional Assignments info added. -> 24,878 words v0.52 - 12/04/2007 - Minor additions and changes to the Optional Assignments section. -> 25,287 words v0.61 - 12/05/2007 - Finished the Feros and Noveria walkthroughs. Added optional assignments and locations information. -> 30,384 words v0.62 - 12/06/2007 - Optional Assignments information added. -> 32,795 words v0.70 - 12/07/2007 - Finished the main story walkthrough. -> 36,699 words v0.71 - 12/07/2007 - Fixed some formatting issues. Added optional assignment information. -> 36,736 words v0.72 - 12/08/2007 - Added combat strategies. -> 39,461 words v0.73 - 12/08/2007 - Edited codex entries, added equipment stats, fixed some Paragon/Renegade information. Fixed the early Citadel missions with Wrex and Garrus. Spell checked. -> 41,028 words v0.80 - 12/08/2007 - Finished most non-collection assignments. -> 42,918 words v0.81 - 12/09/2007 - Added planetary information. Miscellaneous edits. Added some codex entries. Some Renegade points added. Equipment updates. -> 43,460 words v0.82 - 12/10/2007 - Added some codex entries. Added to main missions and optional assignments. Subtracted some missing equipment information. -> 43,207 words v0.90 - 12/11/2007 - Added some mission information, and some Renegade points. Fixed some codex and equipment issues. -> 43,250 words v0.91 - 12/11/2007 - Miscellaneous info. Added equipment entries, and strategy tips. -> 43,594 words v0.92 - 12/12/2007 - Equipment updates and edits. Miscellaneous edits and additions. -> 43,866 words v0.93 - 12/13/2007 - Added equipment info. Minor fixes to optional assignments. Miscellaneous error fixes. -> 44,108 words v0.94 - 12/14/2007 - Added equipment updates and fixes. -> 44,430 words v0.95 - 12/20/2007 - Added relationship and squad conversation information. Started to change locations to coordinates. -> 45,840 words v1.00 - 12/21/2007 - Finished updating locations. Proofread entire guide. Completed missing assignments. -> 48,612 words v1.01 - 12/24/2007 - Corrected a mistake in the Asari Diplomacy mission. Added to the character creation section. -> 48,799 words v1.02 - 12/28/2007 - Corrected some major mistakes in the Character Creation section. Added autoleveled squad attributes. -> 49,689 words v1.03 - 01/02/2008 - Miscellaneous edits and additions. -> 49,956 words v1.04 - 01/03/2008 - Proofread the walkthrough and fixed some minor mistakes. Added some equipment information. -> 50,180 words v1.05 - 01/12/2008 - Added reader submissions. -> 50,804 words v1.10 - 01/25/2008 - Added Renegade and Paragon points, revisions to the walkthrough, and equipment information. -> 51,093 words v1.11 - 02/08/2008 - Added missing planetary information. -> 51,122 words v1.12 - 02/28/2008 - Added miscellaneous info. -> 51,190 words v1.13 - 03/11/2008 - Added information for the "Bring Down the Sky" DLC. -> 53,363 words v1.20 - 03/24/2008 - Proofread guide. -> 53,503 words v1.30 - 05/29/2008 - Made updates for PC version. -> 54,153 words v1.31 - 06/07/2008 - Minor updates and fixes. -> 54,401 words v1.32 - 06/09/2008 - Made minor modifications. Reorganized contents, added character profiles, and fixed some Paragon/Renegade points. Fixed some grammatical mistakes. -> 54,919 words v1.33 - 06/12/2008 - Minor updates and fixes. Corrected some weapon stats. Added hidden manufacturers. -> 55,165 words v1.34 - 06/21/2008 - A number of mistakes corrected, and assignment information added. -> 55,549 words v1.35 - 07/08/2008 - A few very minor updates. -> 55,569 words v1.36 - 07/23/2008 - Proofread guide and made appropriate changes. -> 55,685 words v1.37 - 08/04/2008 - Minor update for the "Bring Down the Sky" DLC on PC, and some added info on conversations with Maeko Matsuo. -> 55,848 words v1.38 - 08/13/2008 - Fixed and added Paragon/Renegade points for the conversation with Ethan Jeong. -> 55,896 words v1.40 - 08/18/2008 - Expanded character creation section. Miscellaneous improvements and additions. -> 58,281 words v1.41 - 08/28/2008 - Corrected fallacious Paragon/Renegade points. -> 58,825 words v1.42 - 09/02/2008 - Added some Paragon/Renegade points, some planetary locations, and some miscellaneous updates. -> 59,037 words Special note: On August 30, 2008 this guide received its 1,000,000th hit on GameFAQs.com. I want to thank all of the readers who made this possible. v1.43 - 09/08/2008 - Minor updates and fixes. Removed some erroneous Paragon/Renegade points. -> 58,992 words v1.44 - 10/31/2008 - Miscellaneous updates from reader submissions. -> 59,151 words v1.45 - 01/21/2009 - Corrected some formatting mistakes, and added a few reader-submitted tips. -> 59,309 words v1.46 - 03/03/2009 - Expanded background section, added information to equipment sections, plus other miscellaneous additions. -> 60,679 words v1.47 - 04/01/2009 - Miscellaneous tweaks, additions to Manufacturers section. -> 61,028 words