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MASS EFFECT GUIDE/WALKTHROUGH v0.94
Written by Eric Jewett, [email protected]
Last Modified: Friday, December 14, 2007
This document Copyright 2007 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 2003-2007 by BioWare Corp. Mass Effect, BioWare,
and the BioWare logo are either registered trademarks or trademarks of
BioWare Corp.
Microsoft, the Microsoft Game Studios logo, Xbox 360, and the Xbox 360 logos
are either registered trademarks or trademarks of Microsoft Corp. in the
United States and other countries.
Unauthorized copying, reproduction, rental, public performance or broadcast
of this game is a violation of applicable laws.
-----------------------------------------------------------------------------
You can find this guide at:
CheatCC.com (v0.91)
GameFAQs.com (v0.94)
GameRevolution.com (v0.90)
My360.com.au (v0.93)
NeoSeeker.com (v0.93)
SuperCheats.com (v0.93)
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==================
TABLE OF CONTENTS
==================
I. (1) INTRODUCTION
(2) BACKGROUND
(3) CONTROLS
(4) FAQ
(5) CHARACTERS
(6) LOCATIONS
(7) GAME BASICS
A. Character Creation
B. Introduction to RPGs
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
II. (1) WALKTHROUGH
A. Primary Mission
B. Optional Assignments
C. Complete Codex
III.(1) EQUIPMENT AND UPGRADES
A. Weapons
B. Armor
C. Other Equipment
D. Upgrades
(2) COMBAT STRATEGIES
A. General Strategies
B. Sub-Boss Strategies
C. Boss Strategies
(3) SECRETS
A. Romances
B. Achievement Bonuses
C. Miscellaneous Secrets
D. Walkthrough Conclusion
IV. (1) CREDITS
(2) CONTACT ME
(3) REVISIONS
----------------------------------------------------------------------
SECTION I
----------------------------------------------------------------------
=============
Introduction
=============
Mass Effect is the first in a planned trilogy of games created by BioWare,
award winning 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 as an Xbox 360 exclusive in North America on
November 20, 2007. The game is rated "M" for Mature by the ESRB for Blood,
Language, Partial Nudity, Sexual Themes, and Violence.
======
Story
======
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 allowed humans to develop faster-than-light travel, allowing rapid
expansion throughout the Solar System.
Within a year humanity discovered another piece of Prothean technology, a
dormant mass relay that has been encased in ice near Pluto. 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.
In 2157, humanity made first contact with an alien species known as the
turians. This resulted in a conflict known as the First Contact War, as the
next several months saw skirmishes between the turians and Earth's Systems
Alliance fleets. This conflict eventually 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 to expand, and in 2165 it was granted an embassy on the
Citadel, the political and economic heart of the civilized galactic
community.
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...
=========
Controls
=========
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 - First Aid
Left Trigger - Draw Weapon / Zoom
Right Trigger - Draw Weapon / Fire Weapon
Left Bumper - Draw Weapon / Hold to Select Weapon
Right Bumper - Draw Weapon / 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
Start Button - Main Menu
Back Button - Throw Grenade
MAKO CONTROLS
-------------
A Button - Activate Jump Jets
B Button - Exit Mako
X Button - Return to Normandy
Y Button - Repair
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 - Throw Grenade
SQUAD COMMANDS
--------------
Direction: Up - Move
Direction: Down - Take Cover
Direction: Left - Rally
Direction: Right - Target
===========================
Frequently Asked Questions
===========================
Coming Soon
===========
Characters
===========
COMMANDER SHEPARD
-----------------
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 decided by the player.
At the beginning of the game, Shepard is the Executive Officer on the SSV
Normandy, a prototype Alliance Military vessel.
SQUAD MEMBERS
-------------
Ashley Williams
Gunnery Chief Ashley 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 has been repeatedly passed over for a fleet
assignment.
Ashley is a Soldier, specializing in combat abilities.
Kaidan Alenko
Lieutenant Alenko is a crewmember on the SSV Normandy. He has some
technical skill, but trained primarily in the use of biotics. He is equipped
with L2 biotic implants, but experiences minimal side effects.
Kaidan is a Sentinel, specializing in tech and biotic abilities.
Liara T'Soni
Dr. Liara T'Soni is an asari scientist who spends most of her time on
archaeological digs. She hopes to someday learn the truth about the Prothean
extinction.
Liara is an Adept, specializing in biotic abilities.
Urdnot Wrex
Urdnot Wrex is one of the galaxy's few remaining krogan battle masters,
rare individuals who master advanced biotic and combat abilities. He has
spent much of his recent history as a bodyguard, hired mercenary, or bounty
hunter.
Wrex is a Vanguard, specializing in combat and biotic abilities.
Garrus Vakarian
Garrus Vakarian is a turian Citadel Security officer. He is unhappy with
his job because he feels it is too restrictive with regards to what he is
allowed to do in order to apprehend known criminals.
Garrus is an Infiltrator, specializing in combat and tech abilities.
Tali'Zorah nar Rayya
Tali'Zorah nar Rayya is a quarian machinist on a pilgrimage in search of
something useful to bring back to her people.
Tali is an Engineer, specializing in tech abilities.
==========
Locations
==========
Note: For planets you can land on, the location of collectable items and
materials on the map is approximated by a number from 1 to 16 according to
the grid below:
----------------
| 1 2 3 4 |
| |
| 5 6 7 8 | ^
| | N
| 9 10 11 12 |
| |
| 13 14 15 16 |
----------------
THE MILKY WAY
-------------
++++++++++++++++++++
Argos Rho Cluster
Hydra System
Varmalus
Metgos (Land, Assignment: "UNC: Distress Call")
Level 2 Heat Hazard
Survey: Turian Insignia (3)
Rare Earth (11)
Heavy Metal (13)
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")
Survey: Asari Writings (4)
Heavy Metal (6)
Light Metal (9)
Vebinok
Survey: Light Metal
++++++++++++++++++++
++++++++++++++++++++
Armstrong Nebula
Gagarin System
Junthor
Survey: Asari Writings
Pressha
Rayingri (Land, Assignment: "UNC: Geth Incursions")
Survey: Light Metal (3)
Rare Earth (9)
Rare Earth (11)
League Medallion (13)
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")
Survey: Rare Earth (2)
Rare Earth (7)
Asari Writings (14)
Light Metal (16)
Rocky Asteroid
Survey: Light Metal
Hong System
Pomal
Casbin (Land, Assignment: "UNC: Geth Incursions")
Survey: Heavy Metal (7)
Salarian ID Tag (10)
Rare Earth (11)
Rare Earth (11)
Matar
Survey: Matriarch's Writings
Theshaca
Treagir
Survey: Light Metal
Tereshkova System
Carbonaceous Asteroid (Hidden)
Survey: League Medallion
Antibaar (Land, Assignment: "Geth Incursions")
Survey: Light Metal (6)
Prothean Data Disc (5)
Heavy Metal (10)
Light Metal (15)
Patamalrus
Survey: Heavy Metal
Hunsalra
Thegeuse
Survey: Heavy Metal
Solmarlon
Mawinor
Vamshi System
Maji (Land, Assignment: "Geth Incursions")
Survey: Light Metal (6)
Light Metal (11)
Rare Earth (14)
Turian Insignia (15)
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
Macedon System
Sharjila (Land, Assignment: "Asari Diplomacy")
Level 1 Pressure Hazard
Survey: Rare Earth (5)
Asari Writings (5)
Rare Earth (13)
Light Metal (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")
Survey: Salarian ID Tag (3)
Rare Earth (10)
Light Metal (11)
Rare Earth (14)
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
Survey: Heavy Metal (6)
Heavy Metal (12)
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
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
Survey: Light Metal (4)
Heavy Metal (7)
Salarian ID Tag (7)
Farcrothu
Patatanlis
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")
Survey: Rare Earth (4)
Rare Earth (10)
Turian Insignia (12)
Vemal
Survey: Rare Earth
Hunidor
Cacus System (Unlock: 80% Paragon or Renegade)
Zayarter
Survey: Heavy Metal
Chohe (Land: Assignment: "UNC: Besieged Base")
Survey: Rare Earth (6)
Asari Writings (7)
Heavy Metal (10)
Xamarri
Faringor
Survey: Rare Earth
Treyarmus
Dis System (Unlock: "UNC: Hostile Takeover")
Jartar
Nearrum
Survey: Light Metal
Klensal (Land, Assignment: "UNC: Hostile Takeover")
Survey: Heavy Metal (6)
Light Metal (8)
League Medallion (11)
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"
Survey: Light Metal (2)
Rare Earth (7)
League Medallion (10)
Asari Writings (10)
Veyaria
++++++++++++++++++++
++++++++++++++++++++
Hawking Eta Cluster
Century System
Tamahera
Klendagon
Presrop (Moon, Land, Assignment: "UNC: Major Kyle")
Survey: Turian Insignia (6)
Heavy Metal (10)
Rare Earth (11)
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
Amarathine (Land, Assignment: "UNC: Hostile Takeover")
Survey: Heavy Metal (6)
Rare Earth (7)
Turian Insignia (10)
Rare Earth (11)
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
Survey: Heavy Metal (2)
Turian Insignia (6)
Light Metal (7)
Heavy Metal (16)
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
Juncro
Survey: Gas Deposits
Klencory
Survey: Asari Writings
Ontarum (Land, Assignment: "UNC: Dead Scientists")
Survey: Turian Insignia (7)
Heavy Metal (13)
Heavy Metal (15)
Sesmose
++++++++++++++++++++
++++++++++++++++++++
Local Cluster (Unlock: Level 20)
Solar System
Mercury
Venus
Earth
Luna (Moon, Land, Assignment: "UNC: Rogue VI")
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")
Survey: Rare Earth (3)
Heavy Metal (6)
Light Metal (11)
Prothean Data Disc (15)
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"
Survey: Turian Insignia (4)
Heavy Metal (5)
Light Metal (10)
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")
Survey: Rare Earth (5)
Heavy Metal (9)
Asari Writings (10)
Carbonaceous Asteroid (Hidden)
Survey: Turian Insignia
Grosalgen
Survey: Light Metal
Imaneya
Erebus System
Nepmos (Land: Assignment: "UNC: Listening Post Alpha")
Survey: Rare Earth (4)
League Medallion (5)
Light Metal (10)
Heavy Metal (11)
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")
Survey: Light Metal (1)
Turian Insignia (3)
Light Metal (9)
Rare Earth (14)
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")
Survey: Rare Earth (3)
Heavy Metal (8)
Salarian ID Tag (10)
Light Metal (16)
Ontaheter
Survey: Rare Earth
Gromar
Survey: League Medallion
Yangtze System (Unlock: "UNC: Cerberus")
Renshato
Binthu (Land, Assignment: "UNC: Cerberus")
Survey: Heavy Metal (6)
Rare Earth (11)
Prothean Data Disc (11)
Dregir
Survey: Light Metal
Alrumter
Survey: Prothean Data Disc
Patajiri
Survey: Rare Earth
++++++++++++++++++++
============
Game Basics
============
CHARACTER CREATION
------------------
When you start a new game, you can begin with the default version of
Commander Shepard, or you can create your own. Creating your own allows you
to customize your character in a number of ways, as detailed below.
First, you select the gender of your character. Shepard can be male of
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.
The next step when creating a character is to select your pre-service
history. This indicates your character's background before joining the
Alliance Military. This choice affects how characters view you in the game.
Three choices are available:
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 parent's footsteps, you enlisted at the age of
eighteen."
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."
Earthborn: "As an Earthborn, you had a rough childhood in the
slums of Earth, and have a gritty edge to your
personality."
Next you select your psychological profile, detailing what type of person
you are and what will cause people to recognize you.
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."
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."
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."
After creating a character profile, you must select your class from the
six types available to you.
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
Fitness
Medium Armor
Pistols
Unlockable Talents: Assault Training
First Aid
Heavy Armor
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: Hacking
Light Armor
Medicine
Shielding
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
Light Armor
Throw
Warp
Unlockable Talents: Lift
Pistols
Singularity
Stasis
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
Light Armor
Pistols
Unlockable Talents: Damping
First Aid
Fitness
Medium Armor
Sniper Rifles
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
Light Armor
Medium Armor
Shotguns
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
Electronics
First Aid
Throw
Unlockable Talents: Decryption
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 adjust a range of facial details.
When you are finished, select "Finalize" to begin the game.
INTRODUCTION TO RPGS
--------------------
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 your experience points are converted into 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
-------------
A large portion of Mass Effect involves conversations with other
characters. This is done through the "Conversation Wheel" that appears at
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.
To select a dialogue choice, hold the left analog stick in the direction
of the choice you wish to select and 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.
The 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 certain type of character.
Sometimes you will see the option on the middle left to "Investigate."
This 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 spend 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 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
talents will be grayed out, and you will not have the option of using them.
THE MISSION COMPUTER
--------------------
By pressing the Start Button 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, by using the left analog stick to point to a
direction on the display and pressing the A button to select it.
The Mission Computer allows you access to game details for:
Equipment: View and change your currently equipped weapons, armor,
items, and upgrades.
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.
Map: Shows a two dimensional overview of your current area. It
indicates the positions of your character as well as known
points of interest, objectives, and other pieces of useful
information. You can use the left and right bumpers to
zoom in and out for a better view as needed.
Save: Allows you to save your current progress through the game.
You can not save in certain situations, such as during
combat and while riding in elevators.
Squad: View and modify stats and abilities for you and your squad
members.
Load: Load previously saved games.
Journal: View your current missions and assignments.
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 technology you come across.
COMBAT
------
The combat in Mass Effect resembles a first-person shooter, but is
actually powered by a complex RPG rules set operating beneath the surface.
You can draw your weapon by pressing the X button or either of the triggers,
and can holster it by pressing the B button.
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 means more shield strength, and empty
boxes means the shields are depleted.
Radar is shown in the bottom right corner, and shows enemies as red dots.
Certain types of enemies can jam your radar, hiding their locations from you.
The right analog stick is used to aim the target reticule. Holding the
left trigger zooms in for more precise aiming, increasing your character's
accuracy. The reticule turns orange when it is placed over an enemy.
Pulling the right trigger then fires your weapons at that enemy. 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 right trigger for a long period of time. Sustained
fire will also overheat your weapon, meaning you must wait for it to cool
down before using it again.
There are two combat wheels. The first is the "Weapons Wheel" which is
accessed by holding down the left bumper. This 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.
ADVANCING LEVELS
----------------
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 all squad members 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.
At the Squad screen you can press the Y button to automatically
distribute talent points to the selected character, or you can spend them
manually but selecting the desired talent and pressing the A button.
Players earn talent points for each new level as follows:
Level Shepard Points per Level Squad Points per Level
1-5 3 2
6-20 2 2
21-35 2 1
36-60 1 1
THE GALAXY MAP
--------------
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 nebulas you can visit. By moving your cursor
over a selected cluster you can see its name and view the path the Normandy
would take to reach that part of the galaxy. New clusters and systems become
available as you learn more about the galaxy.
After selecting a location with the A button, you zoom in to the Cluster
Level, which shows all known star systems in that cluster. To explore a star
system you must travel there by highlighting the system and pressing the A
button.
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. 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. When you find a hidden object, press Y to
scan it.
By highlighting a planet, moon, or other object and pressing A, 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. Press A to survey or land on a planet when given
the option.
EQUIPMENT
---------
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 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 race uses a different set of armor because of their
differences in physiology. The one exception is the asari, who can wear
human armor.
Light Armor: "Light armor offers a basic level or 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)
All weapons and armors can be upgrades to enhance their properties.
Upgrades can increase damage, improve shields, and more.
To upgrade equipment, access the Equipment screen through the Mission
Computer. Equip the item you wish to use and press the X button to view the
Upgrade screen. Use the directional pad to select the desired upgrade and
press the A button to equip it.
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. Every time you defeat
an enemy you gain XP, money, and items. These new items are placed in your
inventory. You can also purchase items from stores or take them from
containers you find throughout the game. Stores also 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 in 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 possible. 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.
SQUAD MANAGEMENT
----------------
Selecting Squad 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.
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 Xbox 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 Xbox Achievement
Opens two Intimidate slots
Gives one Intimidate point
5% damage/duration bonus on all weapons/powers
UNCHARTED WORLDS
----------------
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.
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 often several deposits of rare materials that can be
surveyed on a planet's surface.
When you are done exploring a planet, simply press the X button while in
the Mako to return to the Normandy
USING THE MAKO
--------------
The SSV 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 to enter the Mako, and the B
button 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, which allow
the operator to deftly jump over incoming enemy rockets.
If the Mako becomes damaged from enemy fire, press the Y button to repair
it. Doing so uses 15 omni-gel and requires the Mako to be stationary.
----------------------------------------------------------------------
SECTION II
----------------------------------------------------------------------
============
Walkthrough
============
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 full
experience that is Mass Effect, and includes many optional items that are not
required to complete your adventure.
The Walkthrough is broken into three section. 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 the Optional Assignments section, detailing 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
---------------------------
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
1 - Head to the Briefing Room
You begin by heading to the front of the Normandy, where Joker has just
finished a mass relay jump. He relays his success to Nihlus Kryik who is
overseeing the operation. When Nihlus leaves, Joker remarks on his distrust
for Spectres, at which point you have your first opportunity to speak.
Captain Anderson comes on the comm and asks you to report to the briefing
room. Your dialog 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.
+ Paragon for agreeing with Joker
+ Renegade for chastising your crew
New Mission: "Prologue: On the Normandy"
2 - Talk to Pressly (Optional)
On your way back towards the briefing room you can overhear Navigator Pressly
having a conversation with Adams in Engineering. Speaking with Pressly
reveals his concerns about the mission. He feels that Nihlus and Anderson
are hiding something from the crew.
3 - Talk to Jenkins and Chakwas (Optional)
Outside of the briefing room, Corporal Jenkins is having a conversation with
Dr. Chakwas. You can use this opportunity to learn more about both
crewmembers.
+ Paragon for being supportive of Jenkins
+ Renegade for telling Jenkins the mission isn't about him
4 - The Real Mission
Enter the briefing room and speak with Nihlus. He asks about Eden Prime, the
destination for the mission. Captain Anderson enters and reveals the true
nature of the operation: A Prothean beacon was unearthed on Eden Prime and
you are being sent in to recover it. Nihlus will also be using this
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 complicates the mission, as you must now find
and secure the beacon while helping any survivors you find.
SECTION 2: Eden Prime
1 - Touchdown on Eden Prime
When you arrive on the planet's surface you have Lt. Kaidan Alenko and Cpl.
Richard Jenkins in your squad. Each of you has only basic equipment. There
is an upgrade kit to the north and east. Note that for Eden Prime the
compass and map directions don't agree. Directions listed here will follow
the map directions. You can use the gas bags for target practice before
moving on. Proceed west and follow the path over the hill. You are attacked
by a small group of geth recon drones and Jenkins is shot. The recon drones
have weak shields and weapons, but are immune to biotic attacks. Check on
Jenkins's body to confirm his fate. Grab the nearby upgrade kit. Proceed
north up the hill and encounter more drones. There is a medical kit near the
top of the hill.
+ Paragon for promising Jenkins a proper burial
+ Renegade for downplaying Jenkins' death
"Prologue: On the Normandy" -> "Prologue: Find the Beacon"
2 - Ashley Williams
As you descend the hill you witness a 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 about the attack.
Ashley will now join your squad. There is an upgrade kit and a crate nearby.
At the bottom of the hill there are more troopers to defeat. 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.
++ Paragon for giving Ashley a warm welcome
++ Renegade for resisting Ashley's inclusion in the squad
3 - Investigate the Dig Site
When you reach the dig site it is apparent that the beacon has been moved.
Ashley suggests that you should check at the nearby research camp, which will
now be marked on your map. There is a crate and an upgrade kit near the dig
site. Proceed up the hill to the north.
4 - The Camp
As you reach the top of the hill it becomes apparent that the giant spikes
are designed to turn humans into synthetic zombie-like creatures called
husks. They have no ranged weapons, so they will charge at you instead.
Keeping your distance allows you to destroy them easily. There is an 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. The one on
the right requires an easy decryption. Two survivors, Dr. Warren and Dr.
Manuel are hiding inside. They can tell you about the attack, and that the
beacon has been relocated to the spaceport. If you ask about Manuel you have
the option to shut him up for a while. He foreshadows a lot if you let him
stay conscious however.
+ Paragon for being kind to the survivors
++ 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. This
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 on the
difficulty of the decryption and the skill your party has in decryption or
electronics. Some locks can also be opened by supplying the requisite amount
of omni-gel.
~~~~~~~~~~
5 - The Rogue Spectre
Head up the hill to the north. Ahead at the spaceport, Nihlus turns a corner
to see his friend Saren, a fellow Spectre. Nihlus's surprise makes him let
down his guard long enough for Saren to betray him. Off in the distance you
hear a single gunshot. As you reach the crest of the hill, you see a massive
spaceship taking off from the spaceport ahead. It is larger than any ship
you've ever seen, making its takeoff all the more remarkable. You encounter
more husks and geth troopers as you descend the hill. There is a
malfunctioning object if you bear northwest as you descend the hill.
6 - The Farmers (Optional)
A path to the east leads to another small temporary structure. After
unlocking the door, three farmers come out. They talk about the ship, and
they 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 they've been holding for the
smuggler. Using Charm or Intimidate you can get an extra upgrade item in
addition to the pistol. You can also persuade them to reveal the identity of
the smuggler: a man named Powell. Inside the shed is a storage locker
requiring an easy electronics decryption.
++ Paragon for using Charm on the survivors
++ Renegade for using Intimidate on the survivors
7 - Powell the Slothful
Ascending the steps to the spaceport 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. When
confronted about his smuggling operation he offers you some grenades. Using
Charm or Intimidate you can get an additional grenade upgrade. There is a
medical kit nearby, and an upgrade kit in the fires behind the crates.
++ Paragon for being forgiving towards Powell
+ Renegade for Intimidating Powell
8 - Boarding the Train
Continue north. You will need to board the train and fight your way to the
other side to activate the controls. The train itself is defended primarily
by geth troopers, but there is also a geth destroyer to worry about.
Destroyers will typically charge at you, so keep your distance and
concentrate on destroying it before moving forward. There is a medical kit
halfway up the train. Activate the train controls at the far end to proceed
to the other side of 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.
9 - Diffusing the Explosives
Your goal now is to defuse all the demolition charges before time runs out.
The first charge is to your immediate left after exiting the train. Simply
press A 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 bridge and work your way north as you defuse the
explosives. You will need to worry about the geth troopers and geth shock
troopers as you move up. Shock troopers are more heavily armed and armored
than their trooper counterparts. They too can erect kinetic barriers, and
they have an attack similar to the destroyers. There is a crate to the far
north on the west side of the bridge.
10 - 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. Once you've
secured the beacon, you 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 catastrophically
failing.
11 - On Approach to the Citadel
You wake up in the Normandy's medical bay. Dr. Chakwas and Captain Anderson
will explain the situation. When you are finished, head upstairs to the
command deck and tell Joker to bring the Normandy into dock on the Citadel.
~~~~~~~~~~
THE NORMANDY
Now is a good opportunity to explore and familiarize yourself with the SSV
Normandy and her crew. 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 your equipment with the Alliance Requisition Officer.
~~~~~~~~~~
Section 3: The Citadel
1 - Arrival on the Presidium
You, Kaidan, and Ashley will arrive on the Citadel with Captain Anderson to
meet with Ambassador Udina. The ambassador is making a plea to the Citadel
Council to have Saren disbarred from the Spectres for his 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.
+ Renegade for saying you don't care about the Council
Mission Complete: "Prologue: Find the Beacon"
New Mission: "Citadel: Expose Saren"
~~~~~~~~~~
THE PRESIDIUM
You have arrived in the Presidium, one of two major areas--along with the
Wards--that you can visit while on the space station. 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.
~~~~~~~~~~
2 - The Citadel Tower
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 move south you will see an exchange between Garrus Vakarian--the
turian C-Sec (Citadel Security) Officer in charge of the investigation into
Saren--and Executor Pallin, the head of C-Sec. Proceed south and speak with
Captain Anderson to join the hearing, which is already in progress.
3 - 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 you will need to find conclusive proof of Saren's involvement in
the attack. You have two leads to work with. The first is Garrus Vakarian,
the C-Sec Officer you saw earlier. He can be found through Harkin, a retired
human C-Sec Officer. The second possibility is to try to find information
through the Shadow Broker, a galactic information dealer who may know about
Saren's activities. One of his contacts on the Citadel is Barla Von, a
wealthy financial advisor in the Presidium's Financial District.
+ Paragon for the least confrontational responses
New Mission: "Citadel: Garrus"
New Mission: "Citadel: Shadow Broker"
3 - Talking to Barla Von (Optional)
If you follow the lead concerning the Shadow Broker, you can find Barla Von's
office in the southwest corner of the Presidium. He informs you that Saren
has betrayed the Shadow Broker, who is now more than willing to assist you in
taking Saren down. He advises you to seek out a Krogan named Wrex who may be
able to help you. Wrex was last seen near the C-Sec offices.
"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. 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 grants elevator access to the docking bay where the
Normandy is located.
~~~~~~~~~~
4 - Talking to Harkin (Optional)
If you follow the lead concerning Garrus, you can find Harkin at Chora's Den,
a shady club near the back alleys in the Wards. Outside you are ambushed by
some turian assassins working for Saren. You can find Harkin sitting at a
table on the opposite side from the entrance. He talks to you 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. Once the fight is over, speak to
Garrus or Dr. Chloe Michel to find out what to do next. Dr. Michel informs
you that a quarian had passed though her clinic carrying evidence of Saren's
connection to the geth. She wanted to barter the information in return for
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. You
need information from the quarian in order to implicate Saren. The Med
Clinic has an aid station you can use to replenish your medi-gel.
+ Paragon for chastising Garrus about the doctor's safety
+ Renegade for ignoring the doctor's safety
Mission Complete: "Citadel: Garrus"
6 - Pick up Wrex (Optional)
Head to the C-Sec Academy--accessible through 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 conversation 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 in your squad. If you picked 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
You now have your first opportunity to select your squad. You are only
allowed 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 squad.
Consider what you want from your squad and what opposition you expect to face
while using a given squad configuration. For example, Kaidan and Garrus or
Wrex provide a more balanced compliment to your squad, whereas Ashley and
Garrus or Wrex maximize the combat abilities of your squad.
~~~~~~~~~~
7 - Assault on Chora's Den
Take your squad back to Chora's Den. When you arrive the place is sealed up
because Fist knows you are coming. There are a good number of 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. Having Garrus or Kaidan can help
because of the krogan's vulnerability to tech powers. After you defeat all
the guards proceed into the backroom for a confrontation with two warehouse
workers. You can kill them, or use your Charm or Intimidate skill to get
them to leave peacefully. There is a weapons locker beyond the workers on
the left side of the room.
+ Paragon for sparing the warehouse workers using Charm
+ Renegade for sparing the warehouse workers using Intimidate
8 - Taking Care of Fist
In the final room you will encounter Fist himself. Position yourself on the
near corner and order your squad to take up position on the far corner. You
can place your back to the wall here and observe Fist on the other side of
the room. The primary threats to you are the two Defense Turrets in each
corner. Kaidan and Garrus are useful here because of their tech skills,
though Wrex also 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. When Fist is finally defeated 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.
+ 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 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 the quarian. The
salarians have some tech powers you need to worry about, so stick to cover as
much as possible. You can now take her 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
incriminating themselves regarding the attack on Eden Prime. Now that you
have irrefutable evidence 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 evidence to the Council. Faced
with undeniable proof of Saren's involvement in the attacks on Eden Prime,
the Council disbars Saren from the Spectres. They also recognize the other
voice from Tali's recording as that of Matriarch Benezia, an influential
asari who is now a powerful ally for Saren. 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.
+ Paragon for being polite
+ Renegade for being arrogant
Spectre Training unlocked
Bonus to Charm and Intimidate
12 - Speak to Anderson and Udina
Head to the docking bay by way of the C-Sec Academy and speak with Anderson
or 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 are also believed to be interested in the human colony on
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.
+ Paragon for being respectful
+ 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 now have the opportunity to make a speech to your
crew informing them of the mission and your determination to complete it.
++ Paragon for emphasizing cooperation with alien species
++ 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.
~~~~~~~~~~~~~~~~~~~~~~~~~
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 can refuse, but
you can earn experience if you allow an inspection.
+ Paragon for defending the Normandy using Charm
+ Renegade for defending the Normandy using Intimidate
+ Renegade for refusing to allow an inspection
Section 4: Liara's Dig Site
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. Head to the Galaxy Map
and select the appropriate cluster, then zoom in to view the known systems in
this cluster. The system in question is the Knossos System. Select this
system and press the A button to travel there. Move your cursor to the
planet Therum and press the A button to zoom in. Press the A button once
more to 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. Follow the path 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 attacks. 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 more armatures. There are rocket
troopers and a geth colossus guarding the entrance to the tunnel you must use
to proceed. 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 as well. 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 will reach a point where the path narrows and you must leave the Mako and
continue on foot. Your radar is jammed from 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 will instantly kill you. Once all the geth are defeated
you may proceed inside the mine itself.
6 - Inside 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 path. As your approach the next elevator a group of geth assault
drones appear from below. Like the recon drones, they are immune 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
Dr. T'Soni is trapped in 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
troops and snipers. At the far end there is a storage locker and a weapon
locker. Return to the mining laser and activate it using the correct
sequence, A-X-B-Y. 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
Now 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 told 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. When they 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
1 - Zhu's Hope
Land at the docking bay on Feros, where you're greeted by David al Talaquani,
who wants you to see Fai Dan, the leader of the colony. First though you
must fight off a geth attack. Battle though the enemies and up the stairs to
reach the Zhu's Hope 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. Be on the lookout for a destroyer who appears from
the far end. When all the geth are defeated, the overhead dropship leaves,
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 facility. 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 directs you to a different colonist who
is assigned to each task. You aren't required to complete any of these
assignments, so you can find the details on how to complete them in the
Optional Assignments section.
+ Paragon for offering your assistance to the colonists
+ Renegade for saying you only care about 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 ask Fai Dan about this
behavior, but he dismisses it as the traumatic effect of seeing friends and
loved ones killed.
+ Paragon for being concerned for Calanth
+ Renegade for being concerned for yourself
5 - Skyway to Hell
Ascend the stairs once more, this time bearing right to take the nearby
elevator. This takes you up to the garage, where the Mako is conveniently
parked. A few geth are attacking the colonists in the garage, so take care
of them 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, and then proceed.
6 - Weigh Station Refugees (Optional)
As you drive you begin picking up radio chatter, which is coming from the
skyway weight 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 driving up the nearby ramp and ignore the camp for now. The two
prominent figures at the camp are Juliane Baynham and Ethan Jeong, the former
of which is looking for her daughter, Lizbeth. Lizbeth, she believes, is
still at the ExoGeni facility, though it is doubtful she is still alive given
that the geth have overrun the complex. You can also speak to Gavin Hossle,
who needs you to recover some data for him.
7 - The ExoGeni Facility
Proceed along the skyway until you reach the ExoGeni main level where you
must leave the Mako for now. There are a handful of enemies to deal with in
this area. 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 basement. 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 gives you her pass card, which allows
you 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. Proceed to the other side of the room and follow the
path 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. You'll want to defeat him quickly before he can do any
serious damage. 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 beings. The Thorian was the focus of
ExoGeni's research of Feros. The Zhu's Hope colonists have been infected by
the Thorian, which explains their strange behavior. You can 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 first
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
up 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
cause 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 shields.
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, at which point
you may confront her about her involvement with the Thorian. Get back in the
Mako and head back to the weigh station to reunite Lizbeth with he mother.
+ Paragon for believing Lizbeth's story
+ 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.
Jeong, on the other hand, has gotten through to the ExoGeni headquarters, and
apparently they want the entire colony purged to prevent the Thorian from
spreading. Using Charm or Intimidate you can talk Jeong out of it, otherwise
you simply have to kill him. As for the colonists, Juliana Baynham has an
idea for stopping them without killing them. She offers you a grenade
upgrade which contains a nerve agent that should pacify the colonists safely.
Whether or not to use it is left up to you.
++ Paragon for talking Jeong down using Charm
++ Renegade for talking Jeong down using Intimidate
+ Paragon for agreeing to spare the colonists
+ Renegade for refusing to spare the colonists
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 aren't colonists, as they
were created by the Thorian, so there is no penalty for killing them. There
are a large number of them in the garage, which should get you acclimated to
fighting them. They don't have any ranged weapons, but they will charge at
you. Be aware that they also spew a toxic substance when they get close
enough, so keep your distance as much as possible.
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. 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 find more 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 grenade
supply. 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 taken care of, 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.
+ Paragon for each colonist saved
+ 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 ancient knowledge of the
Protheans, but then betrayed the Thorian, sending the geth to destroy it and
prevent you from receiving its secrets.
+ Paragon for demanding the release of the colonists
+ 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. To eliminate the Thorian 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. 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 dificulty, 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 untill 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 Commandos, but
if they have shields up you can't melee them to the ground. This strategy
makes the boss fight quite fast on Insane dificulty."
<><><><><>
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 to 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 causes you
to obey Saren's will. Finally, she offers you the Cipher, the same knowledge
she gave to Saren, in the hopes that you can stop him. Because she was once
a servant of Saren and Benezia, you have the option of killing her. She does
not resist if you decide that will be her fate. Otherwise she vows to help
the colonists rebuild, as she wants to make amends for playing a role in many
of their deaths.
++ Paragon for sparing Shiala
++ Renegade for killing Shiala
19 - Normandy Debrief
Back on the ship, your crew sits in the comm room to discuss the last
mission. Liara offers to join her mind with yours to try to make more sense
of the visions you've had, but she can offer no new insight for now. When
the briefing is over you can talk to the Council if you choose.
+ Paragon for politely defending your actions on Feros
+ 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 an infiltration
regiment investigating Saren's activates on Virmire, and had received an
unintelligible transmission from them on an emergency frequency.
As with the previous planets, you will have to complete each one, and the
order is of little importance.
+ Renegade for saying you don't have time
New Mission: "Virmire"
New Mission: "Race Against Time"
~~~~~~~~~~
SECTION 6: Noveria
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.
+ Paragon for cooperating with Matsuo
+ Renegade for refusing to let them take 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 follower her you'll need to procure a garage pass, for which you
should see the administrator.
New Mission: "Noveria: Leave Port Hanshan"
"Noveria: Geth Interest" -> "Noveria: Matriarch Benezia"
3 - Elanus Risk Control (Optional)
Head back to speak with Captain Matsuo for a chance to improve or degrade our
relationship with the local security forces. While you can win Matsuo over,
her companions aren't so easy.
+ Paragon for accepting Matsuo's apology
+ Renegade for refusing to accept Matsuo's appology
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 however 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 - An Alternative (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 his evidence against Anoleis from his office, and he will in
turn provide you with the garage pass you need.
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 via the elevator in the southwest corner of
the port. 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. When you reach the
SI offices, you'll find ERCS guards ransacking the place just as Qui'in said
they were. It's possible to persuade the first group you encounter to leave
peacefully, but the rest you will have to fight in order to get to the
evidence, which is located in the top floor office.
++ Paragon for convincing the guards to leave using Charm
++ Renegade for convincing the guards to leave using Intimidate
7 - Kaira Stirling (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. There's no talking your way out of this fight. Retreat to
the office for more cover and clear firing lanes on the corridor. Also watch
out for Kaira's biotic abilities. When all the guards are defeated, descend
the elevator to leave the offices.
+ Paragon for insisting you acted in self defense
+ 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 the evidence, she wants you to convince Lorik to testify against
Anoleis. Combined with the evidence, Lorik's testimony should be enough that
she can safely arrest him and bring him up on charges for his crimes. She
also promises to get you a garage pass if you help her out.
New Mission: "Noveria: Peak 15"
9 - Convincing Qui'in (Optional)
If you are willing and able, use Charm or Intimidate to convince Lorik 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.
+++ Paragon for convincing Lorik using Charm
+++ Renegade for convincing Lorik using Intimidate
+500 Credits for giving the evidence to Lorik
+750 Credits for giving the evidence to Lorik using Charm or Intimidate
10 - Dealing with Anoleis (Optional)
Finally, 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. However, 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.
Otherwise, he will call Gianna into his office. The two fight, and Anoleis
ends up dead. You can then search his corpse for the pass you need. The
only person who needs the evidence in this case is Lorik, so go back and give
it to him.
++ Paragon for helping Gianna arrest Anoleis
+ Renegade for giving Anoleis the evidence
+++ Renegade for telling anoleis about Gianna
Mission Complete: "Noveria: Leave Port Hanshan"
Mission Complete: "Noveria: Lorik Qui'in"
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 protect against most Lvl
1 Hazards, so on Noveria you could 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
enemies on the balcony to the left, and concentrate on taking down the
juggernaut first. 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. There are two type of rachni to worry about. 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 when
they get close to you. You'll also need to take extra care when in the
facility, as the rachni 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. Head to the
center of the round room ahead, and 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) 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 many 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
X -> B
Y -> B
X -> Y
B -> X
B -> Y
X -> Y
X -> B
Y -> B
Y -> X
B -> X
Y -> B
X -> Y
X -> B
Y -> B
~~~~~~~~~~
16 - Reconnect the Landlines
Mira 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 - Reconnect the Fuel Lines
Go east, and then north along the corridor to the elevator that leads to the
reactor. Here you must face a number of geth. Take the side 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 easier. 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 station.
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's
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.
+ Paragon for learning more about the defenses using Charm
+ Renegade for learning more about the defenses using Intimidate
+ 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 is in the Secure Labs in the center of the lower level.
To get there you have several choices:
The first choice is to simply to 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 breach the defenses they've set up to stop the rachni. Doing
so turns all the soldiers in the complex against you.
The alternative is to sneak in through the ventilation room by way of the
scientist barracks on the lower level. To do this, you need to help make a
cure for 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 ventilation passage.
~~~~~~~~~~
20 - The Direct Approach (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 turrets will
attack you, along with the host of guards beyond the door. Though messy,
this route is good for experience if you can manage it.
21 - The Indirect Approach (Optional)
Another alternative is to gain access to the maintenance tunnels. On the
main level, go down the winding stairs to the west to reach Dr. Cohen. He
needs your help making a cure for his fellow workers who have been exposed to
a toxin the researchers 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 quarantine
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 kill you. She
has an asari commando and a couple geth troopers with her. Take cover and
try to avoid their biotics while taking them out as fast as possible. 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.
+++ Paragon for helping Dr. Cohen with the cure
Mission Complete: "Noveria: Quarantine"
New Mission: "Noveria: Rift Station"
23 - The Matriarch
Enter the secure labs to begin your confrontation with Benezia. During the
first part of the battle your best bet is to avoid her entirely. 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 as
reinforcements. 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 head on 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 as reinforcements. If you don't act quickly you can
easily be overwhelmed.
"Noveria: Matriarch Benezia" -> "Noveria: Death of a Matriarch"
24 - The Rachni Queen
Now that Benezia is dead, there's still the matter of the rachni queen that
had been used to repopulate the rachni species. Speaking through a dead
asari, the queen tells you that because her children can not hear her they
have gone mad. They cannot be saved, and she asks that you destroy them.
Now you must decide whether or not to destroy the queen and exterminate the
rachni for good.
+++ Paragon for sparing the life of the rachni queen
+++ 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. 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. Defeat the creature and then collect
the code from Tartakovsy's body. Head to the back of the lab and access
Mira. Give her the code to begin the countdown. Immediately, rachni will
begin bursting into the room. They will keep coming and you can't fight them
all. Your best bet is simply to make a run for the elevator and escape
before time runs out.
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, but Benezia's information on its own is useless without
knowing where Saren is going. You'll have to wait until you learn more.
Once again you can talk to the Council if you wish.
+ Paragon for politely defending your actions on Noveria
+ Renegade for aggressively defending your actions on Noveria
Mission Complete: "Noveria: Death of a Matriarch"
SECTION 7: Virmire
1 - Point Insertion
Wrap up any outstanding assignments 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.
2 - The First Gatehouse
The path to the AA tower is 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.
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. 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
Reach the camp and speak to Captain Kirrahe, the leader of the infiltration
team. He tells you that he's been investigating a research base on Virmire
belonging to Saren. The bad news is that Saren is somehow using the base to
breed an army of krogan. It seems he's somehow found a cure for the
genophage that had been used by the salarians to keep the krogan population
down. You need to stop Saren's plans at the source 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 C-Sec back on the Citadel, then you should have
no problem here. If you did, then he's none too pleased that you plan on
destroying the cure for his people. More information on this assignment can
be found in the next section. Briefly, unless certain circumstances are met
you must use Charm or Intimidate to diffuse the situation when talking to
Wrex. If you can't convince him then you or Ashley will have to kill him.
+++ Paragon for calming Wrex down using Charm
++ Renegade for calming Wrex down using Intimidate
+++ Renegade for killing Wrex
+++ Renegade for ordering Ashley to kill Wrex
+ Paragon for lamenting your decision to kill Wrex
++ 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 plans 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 base and take down the AA defenses guarding it.
Kirrahe's plan is to use his men to feign an attack and distract the geth
forces while you take a small team into the base and knock out the defenses.
Unfortunately, Kirrahe is short on men and he needs someone from your squad
to coordinate between the teams. You can choose either Ashley and Kaidan to
go with Kirrahe. The consequences for this decision are minor, and your
choice should be based on who you are more likely to bring with you when you
assault the base.
"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 included 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.
8 - Infiltrate the Base
At the west end of this area you have two paths to choose from. The path 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 leads to a security
panel. One of your squad members will access the panel to let you inside.
You also have the option of setting off an alarm on the far side of the base.
This will redirect the geth defenders to make it easier for you, but will
also mean tougher resistance for the salarians. Once the doors are unlocked,
the other path becomes closed to you.
++ Paragon for making it easier on Kirrahe's teams
++ Renegade for making it tougher on Kirrahe's teams
9 - Saren's Experiments
If you entered from the south, follow the path and 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 upstairs to cell block A to find another group of captive
salarians. Once again you can release them if you wish. When you are done,
head back downstairs to the elevator and take it to the labs.
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 back before proceeding west out onto the catwalks. Head into
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
since she probably won't be able to make it out of the blast radius in time.
++ 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. When you're done,
head back up to the next level, where you encounter a holographic image for
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
since the beginning of time, 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.
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 and take down the geth destroyer
and the 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. Use the cover
appropriately to take them out without taking damage. 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. Kirrahe's team will
radio you and inform you that they're heading for the second AA tower.
Taking down both will allow the Normandy to land. Use the elevator to go up
to the heart of the base.
13 - Bring in the Nuke
Finish off the geth in this area and open the large doors to access the
landing site. The Normandy arrives and Kirrahe's bomb is unloaded. When all
seems to be going well, the soldier you sent with the salarians radios in to
tell you that they are pinned down on the AA tower and won't be able to make
it to the landing site without assistance. Pick a new squad (you can't
choose Kaidan or Ashley) and open the other large doors to the west. Take
care of the enemies in this area and head to the elevator at the far side.
14 - An Impossible Choice
As soon as you arrive at the top of the tower the squad sees a geth ship fly
past en route to the landing 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 last goodbyes and either head up to the
AA tower or back down to the landing site. At either location you've got a
tough fight against some of the more powerful geth forces, including a geth
prime.
+ Paragon for taking a sympathetic attitude
+ 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 where 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
weapons are set to fight organics and that 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. When Saren has taken enough damage he
confronts you face to face. The Normandy arrives and Saren retreats on his
glider. The crew escapes the planet just as the nuke detonates, destroying
Saren's research facility for good.
+ Paragon for trying to sway Saren using Charm
+ Renegade for trying to sway Saren using Intimidate
16 - Back on the Normandy
There is a somber meeting in the comm room as the lucky member of your squad
will lament your decision to choose them. There is an opportunity for
Paragon or Renegade points based on your responses. When the meeting is over
you have the option to speak with the Council about the mission.
"Race Against Time" -> "Race Against Time: Sovereign"
17 - The Salarian Infiltration Team (Optional)
You can head down to the vehicle bay and speak with the remnants of Captain
Kirrahe's forces. You can also purchase equipment from Commander Rentola,
but only if you assisted the salarians on Virmire.
~~~~~~~~~~
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 attack.
~~~~~~~~~~
SECTION 8: Return to the Citadel
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. They have
no intention of risking a war with the Terminus Systems on your word alone.
Moreover the ambassador has grounded the Normandy to keep you from leaving
the station.
+ Renegade for agressivly 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 in Flux. Head to Doran's establishment 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, and 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.
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
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 and find the control to open the doors.
New Mission: "Ilos: Find the Conduit"
2 - Armature Enemies
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. When you're done, 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 taken care of.
3 - Armature Allies
The elevator takes you to a large room. As soon as you enter, a large
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 just inside 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 - 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, there were too
few 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
bring the other Reapers in from dark space and continue the cycle of
extinction. The key to the Reapers invasion plans is the Citadel, which is
actually a large mass relay connecting to dark space. 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.
+ Paragon for noble responses
+ Renegade for renegade responses
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, which are now heavily guarded by the 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
--------------------
++++++++++++++++++++
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 lies 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 has been spreading lies about
her, and she hopes you can help convince him to stop.
2 - Speak with General Septimus
After getting the quest from Sha'ira 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 this without using
Charm or Intimidate, but you won't receive a Paragon or Renegade bonus. He
asks you to help him out by taking some information to an elcor named Xeltan
at the embassy. This is covered in "Citadel: Xeltan's Complaint".
+ Paragon for convincing Septimus using Charm
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 Prothean
artifact as a reward if you also got Xeltan to withdraw his complaint. If
this isn't good enough for you, the Consort will also give you something
"special" for your trouble.
+ Paragon for graciously accepting the Consort's reward
+ 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 floating sphere 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: Take care of 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 quest. It seems the doctor is being blackmailed
by someone from her past. She is supposed to deliver medical supplies to
Morlan in the lower markets. Note that you must speak with Dr. Michel
following the shootout in the Clinic for this quest to be triggered.
+ 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.
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. Otherwise you have to fight the krogan. Morlan doesn't know who
Banes is so you need to ask Dr. Michel.
++ Paragon for avoiding combat using Charm
++ Intimidate for avoiding combat using Intimidate
2 - 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.
3 - More on Banes (Optional)
Talking to Anderson about Banes reveals that Banes was found dead aboard a
derelict scout ship. You should ask Rear Admiral Kahoku about him. You can
find the Admiral in the Citadel Tower.
++++++++++++++++++++
++++++++++++++++++++
Assignment: Citadel: Family Matter
Given by: The Petrovskys in the Financial District of the Presidium
Location: Citadel
Requirements: Complete Therum, Feros, or Noveria
1 - Concern for the Unborn
In the southwest corner of the Presidium you can find two people arguing.
Michael Petrovsy wants his sister-in-law to have gene therapy for her unborn
child to help prevent a certain heart condition. She's worried about the
risks of such a procedure, and doesn't want to do anything that could harm
the child. 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.
++ Paragon for letting Rebekah choose using Charm
++ Renegade for letting Rebekah choose using Intimidate
++ Paragon for convincing Rebekah using Charm
++ 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, who wants you to get his wife's
body returned to him so she can be buried. Head up to the embassy lounge and
speak to Clerk Bosker. You can use Charm or Intimidate to convince him to
release the body, or go back downstairs and use Charm or Intimidate to
convince Bhatia to let the Alliance keep the body. Ashley served with Mrs.
Bhatia, so having her in your party adds more dialogue to the scenes with
Samesh. Once one of the men is convinced the assignment is completed.
++ Paragon for convincing Bosker to release the body using Charm
++ Renegade for convincing Bosker to release the body using Intimidate
++ Paragon for convincing Samesh to drop the issue using Charm
++ 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
Locations: Citadel
Requirements: Colonist, Complete Therum, Feros, or Noveria
1 - Stop the Suicide
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.
When talking to Talitha, 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.
++ Paragon for handing Talitha the sedative
++ Renegade for forcefully administering the sedative
++++++++++++++++++++
++++++++++++++++++++
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 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. You need to head down to the
lower markets in the Wards to see him.
1 - Talk to Chorban
Head to the lower markets and approach Chorban. If you have never met
Chorban before he will pull a gun and demands 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 that they used to start scanning the keepers. Jahleed was
supposed to disseminate their initial findings, but it seems he has betrayed
Chorban and is keeping the data for himself. Chorban will now offer you the
opportunity to scan the keepers for him. You can also kill him for Renegade
points. If you have met Chorban before you can avoid the fight entirely.
++ Paragon for refusing to scan the keepers
+ Renegade for agreeing to scan the keepers
++ Renegade for killing Chorban
"Citadel: Jahleed's Fears" -> "Citadel: Jahleed's Secret"
2 - 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. You can
choose whether or not to turn him in to the nearby C-Sec 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.
++ Paragon for persuading Jahleed to mend his ways using Charm
+ 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
Outside of Flux 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 conversation on the spot by persuading him
that he is an addict using Charm or Intimidate. If not, you need to go buy
him the drug.
++ Paragon for convincing Elias he has a problem using Charm
++ Renegade for convincing Elias he has a problem using Intimidate
2 - Drug Running
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, or a
depressant, which should have the opposite effect. Return to Elias and give
him either drug to complete the assignment.
++ Renegade for giving Elias the depressant
++++++++++++++++++++
++++++++++++++++++++
Assignment: Citadel: Old Friends
Given by: Finch in the Lower Wards
Location: Citadel
Requirements: Earthborn, 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 help out the
old crew by getting one of their 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.
3 - Dirty Laundry
If you aren't able to persuade the guard, Finch shows up and threatens to
destroy your reputation if you don't cooperate. One 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.
++++++++++++++++++++
++++++++++++++++++++
Assignment: Citadel: Old, Unhappy, Far-Off Things
Given by: Zabaleta in the Wards Access corridor
Location: Citadel
Requirements: Spacer, Complete Therum, Feros, or Noveria
1 - The War Veteran
You can find Zabaleta in the wards access corridor. He claims to have served
with your parents on the Einstein many years ago. He asks you to spare
twenty credits.
+ 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 Kilmajaro. She confirms his story and
tells you about his emotional scars from being on Mindoir. She wants you to
get Zabaleta to go to the Veterans Affairs Office.
3 - Return to Zabaleta
You have a couple 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 its use. You
also have the option of refusing to help him. Any choice ends the
assignment.
++ Paragon for convincing Zabaleta using Charm
++ Renegade for convincing Zabaleta using Intimidate
+ Paragon for giving Zabaleta money for food
+ 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. You can choose whether or not to endorse his
candidacy. The assignment concludes when the conversation is over.
+ Paragon for debating Saracino about his position
+ 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 one primary mission world
1 - Wong's Next Story
You can find Emily Wong again in the Citadel Tower. This time she's hoping
you'll help her with a story on dangerously overworked traffic control
operators. You can return to her without planting the bug and use Charm or
Intimidate to convince her to drop the story.
++ Paragon for convincing Emily to drop the story using Charm
++ 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.
+ 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.
++ Paragon for convincing the Hanar to leave using Charm
++ Renegade for convincing the Hanar to leave using Intimidate
++ Paragon for convince the Officer to leave using Charm
++ 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 - Look for Information
You are solicited by Miss 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 Disk, which you can find in 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 disk for yourself gives you no
reward.
+ Paragon for extorting extra credits using Charm
+ Renegade for extorting extra credits using Intimidate
++++++++++++++++++++
++++++++++++++++++++
Assignment: Citadel: Rita's Sister and Chellick (Citadel: Rita's Sister)
Given by: Rita in 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 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 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 asks that you don't try to arrest Jax as it will
undermine his operation.
+ Paragon for getting Chellick to release Jenna using Charm
+ 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. 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.
++ Paragon for following Chellick's orders
++ Renegade for killing Jax
++++++++++++++++++++
++++++++++++++++++++
Assignment: Citadel: Scan the Keepers
Given by: Chorban in the Citadel Tower
Location: Citadel
Requirements: Speak with Citadel Council about Saren
1 - Scan the Keepers
Shortly after your first meeting with the Council you can find 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.
Keeper Locations:
4 in the Citadel Tower
Next to Chorban
Far southwest corner
Northwest corner behind a small wall
In an alcove on the far east side
8 on the Presidium
Outside the tower near Avina Tourism Terminal II
Near the entrance to the Wards
In the Volus / Elcor office at the embassy
In the diplomatic archives room at the embassy
On the balcony outside the embassy lounge
Near the Consort's Chambers
Along the path between the Consort and the Emporium
Hidden in an alcove at the back of the Emporium
6 in the Wards
In the Lower Wards near the C-Sec Academy elevator
Near the med clinic
In the upper market
In the back alleys
In the Wards access corridor
At the back of the Flux casino
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: Complete assignment: "Citadel: Rita's Sister"
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 him 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
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 alerts you to a mysterious signal
being relayed throughout the Citadel. You need to find each relay in order
to track 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. The final relay directs you to a remote area
behind the Emporium.
2 - The Source of the Signal
You come upon an ordinary-looking terminal that turns out to be a full
artificial intelligence. Distrustful of organics and sensing its imminent
demise, it begins a self-destruct sequence to destroy you with it when it
goes. Activate the console to try to guess the abort sequence. The correct
combination is Y-X-Y-A-X-A-A. Averting the self-destruct completes the
assignment. You also earn whatever credits the AI was unable to transfer
away before you stopped the countdown.
++++++++++++++++++++
++++++++++++++++++++
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
Complete at least one of the main plot missions 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 at least two main plot missions 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 or Intimidate to convince him more peacefully,
or use the regular options to deny his request. Once this conversation is
over the assignment is complete.
+ Paragon for convincing Conrad using Charm
+ 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
In the C-Sec Academy, Khalisah bint Sinan Al-Jilani with Westerlund News asks
you for an interview. You can refuse from the beginning, or cut her off
during the interview, with the option if hitting her for Renegade points.
You can use Charm or Intimidate in your answers, and you also have the option
of choosing whether or not to comment on the investigation into Saren. Miss
Al-Jilani tends to appreciate answers that emphasize human sovereignty and
independence as opposed to cooperation with other races. Your reward is
based on how long the interview lasts and how well you field her questions.
Charm and Intimidate answers make you look better.
+ Renegade for striking Al-Jilani.
2 - The Fallout
Back on the Normandy, Admiral Hackett will come on the radio to tell you what
Al-Jilani's story was like and how it was viewed by Earth and the Council.
++ Paragon for conducting a smooth interview using Charm
++++++++++++++++++++
++++++++++++++++++++
Assignment: Citadel: Xeltan's Complaint
Given by: General Septimus in Chora's Den
Location: Citadel
Requirements: Assignment: "Citadel: Asari Consort"
1 - Speak to Xeltan
After agreeing to help General Septimus, you can find Xeltan is 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.
+ Paragon for comforting Xeltan about his secrets
++++++++++++++++++++
++++++++++++++++++++
Assignment: Feros: Data Recovery
Given by: Gavin Hossle in the refugee camp on Feros
Location: Feros
Requirements: Spectre status
1 - Data Hunt
Speak with Gavin Hossle at the refugee camp 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 a trio of 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 in Zhu's Hope to learn about the problems he and the other
colonists face. One major concern is the geth who are holed up the tunnels
below the colony, likely guarding a transmitter 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 left until you reach the room on the
astern side. As you enter the doors 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.
++ 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.
++ 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.
++ Paragon for killing the alpha varren for Davin
+ Rengade 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.
++ Paragon for restoring the Zhu's Hope water supply
++++++++++++++++++++
++++++++++++++++++++
Assignment: Garrus: Find Dr. Saleon
Given by: Garrus on the Normandy
Location: Normandy, MSV Fedele
Requirements: Complete three of: Therum, Feros, Noveria, or Virmire
1 - The One That Got Away
Speaking with Garrus after completing your first three plot worlds 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.
++++++++++++++++++++
++++++++++++++++++++
Assignment: Noveria: Espionage
Given by: Mallene Calis in the Port Hanshan Hotel
Location: Noveria
Requirements: Spectre status
1 - Questionable Ethics
You are solicited by Mallene Calis, an Armali employee who's seeking
corporate secrets from Rafael Vargas, the Binary Helix salesman on the other
side of the room. 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.
++ 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 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--as little as two can be used to complete the task. If not, you
risk Vargas discovering that you're just wasting his time and ending the
conversation. 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. In this case he will thank you and then
leave.
3 - Return to Mellene
Go back and speak with Mellene 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.
+ Paragon for admitting you gave the device to Vargas
++ Renegade for lying and telling Mallene the device worked
+ Paragon for using Charm on Mallene
+ 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
of you. 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, but he's still reluctant to fill you in completely. He assures you
that the contents pose no threat to anyone in the port however.
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 to your inventory.
Going this route doesn't prevent you from using Opold as a store, but the
hanar's buyer--a krogan names 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 up to 750 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.
+200 Credits and a Garage Pass for giving the package to Anoleis
+500 Credits for giving the package to Inamorda
+ Paragon and +750 Credits for using Charm on Inamorda
+ Renegade and +750 Credits for using Intimidate on Inamorda
+250 Credits for giving the package to Opold
+500 Credits for using Charm or Intimidate on Opold
++++++++++++++++++++
++++++++++++++++++++
Assignment: Tali and the Geth
Given by: Data received from a terminal on Solcrum
Location: Normandy, Solcrum
Requirements: Must have received data from the Geth Terminal
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.
+ Paragon for giving the files to Tali
+ Renegade for refusing to give the files to Tali
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Asari Diplomacy (Investigate Mercenaries)
Given by: Nassana in a radio transmission
Locations: Citadel, Sharjila
Requirements: Complete Therum, Feros, or Noveria
1 - Nassana's Request
After completing one primary mission planet you will 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, which has information showing Nassana has deceived you.
3 - Return to the Citadel
Go back to the embassy lounge and confront Nassana. She admits to 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.
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Asari Writings
Given by: Survey an Asari Matriarch's Writings
Location: Uncharted Worlds
Requirements: Spectre status
Here are the locations of the Asari Writings:
Survey:
Junthor (Gagarin, Armstrong Nebula)
Klencory (Newton, Kepler Verge)
Matar (Hong, Armstrong Nebula)
Paravin (Han, Gemini Sigma)
Pataiton (Vostok, Maroon Sea)
Ploba (Antaeus, Hades Gamma)
Porolan (Macedon, Artemis Tau)
Veles (Pax, Horse Head Nebula)
Land:
Altahe (Archeron, Styx Theta)
Chohe (Cacus, Hades Gamma)
Nonuel (Plutus, Hades Gamma)
Sharjila (Macedon, Artmeis Tau)
Solcrum (Grissom, Armstrong Nebula)
Tuntan (Phoenix, Argos Rho)
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Besieged Base
Given by: Radio message from Alliance Command
Location: Chohe
Requirements: 80% Paragon, Complete Therum, Feros, or Noveria
1 - A Sensitive Situation
When you've sufficiently proved your virtue by getting enough Paragon points,
Admiral Hackett will send you a message 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: Complete "UNC: Missing Marines"
1 - Kahoku Needs Help
When you return to the Citadel Tower after 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 Cerberus facilities. You can tackle
the facilities in any order. Each is guarded by two heavy turrets on the
exterior, and each has a large room with a square energy field in the center.
Inside each energy field 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 guards and technicians.
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 puncture marks on his body 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 head towards 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
became 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
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.
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 kills the scientist and then turns 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. Cargo ships that has 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, and 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 mission is
over.
++++++++++++++++++++
++++++++++++++++++++
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 crazy. 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. 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 - When you first arrive on the Citadel, examine the ambassador's computer
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 source of the signal, which turns out to be a
geth ambush. Avoid the mine placed underneath the distress beacon. Keep
moving and don't let the geth surround you. When all the enemies have been
defeated the assignment is over.
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Espionage Probe (Investigate Shipments)
Given by: Terminal in the freighter in Zhu's Hope
Location: Agebinium
Requirements: Spectre status
1 - Diverted Supplies
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 twenty-year-old nuclear bomb 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 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 diffused, 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. When they are all dead, the assignment
is complete.
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: ExoGeni Facility (Investigate Facility)
Given by: Terminal in the ExoGeni complex on Feros
Location: Nodacrux
Requirements: Complete Feros
1 - A Suspicious Message
On the upper level of the ExoGeni facility on Faros 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 Land on 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
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, along with 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 survivors. She offers you a bribe to
keep her activities a secret. If you don't accept then you will have to
fight her and the other scientists.
++ Paragon for trying to arrest Dr. Ross
++++++++++++++++++++
++++++++++++++++++++
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
When you enter the Armstrong Nebula, Admiral Hackett informs you of geth
activity in the region and asks that you eliminate the geth outposts in each
system. You can also receive this assignment by decrypting the geth terminal
in the ExoGeni facility on Feros.
2 - Gagarin System
Head to the Gagarin System and land on Rayingri. Head 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 come over the
top of the hill surrounding you. Hop in the Mako to make dealing with them
easier. Note that you can also get more experience points by defeating the
enemies on foot. 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. Once the dropship 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 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 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
mission is 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 "UNC: Cerberus," you
must now eliminate the people responsible once and for all. Travel to
Nepheron, in the Columbia System by way of the Voyager Cluster. Head to the
underground facility and eliminate all the Cerberus commandos and snipers
inside.
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.
+ Paragon for refusing to betray the Alliance
+ Renegade for readily 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 has been kidnapped by biotic extremists. Head to the Farinata System
in the Hades Gamma Cluster and search for the 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. Either way completes the
assignment.
++ Paragon for diffusing the situation using Charm
++ Renegade for diffusing the situation using Intimidate
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Hostile Takeover
Given by: Helena Blake near the Emporium in the Financial District
Location: Mavigon, Klensal, Amaranthine
Requirements: Spectre Status
1 - Taking the Assignment
Helena Blake solicits you outside the Emporium on the Citadel with a
proposition. She wants your help removing two fellow leaders of a galactic
crime syndicate. Since what she is asking you to do is illegal you receive
Renegade points for agreeing to do as she asks. If you refuse to do what she
wants you will receive the mission anyway along with Paragon points.
++ Paragon for refusing to take the assignment
+ Renegade for accepting the assignment
2 - Eliminate Crimelord #1
Travel to Mavigon, a planet in the Han System of the Gemini Sigma Cluster.
The syndicate base is on a hill to the southeast with 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 human and krogan mercenaries in addition to the
crime boss.
3 - Eliminate Crimelord #2
The second target is on Klensal in the Dis System of the Hades Gamma Cluster.
Head south to the syndicate base which is guarded by mercenaries in towers
surrounding the entrance. Once again, enter the complex and eliminate
everyone inside. When both syndicate leaders are eliminated you need to go
see Helena Blake.
3 - The Final Crimelord
Go to the Fortuna System in the Horse Head Nebula and land on Amaranthine.
Travel south to Helena's base of operations. 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 mend
her ways 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. These
mercenaries can be tougher than those faced previously so take care. When
all the mercs are dead the assignment is completed.
++ Paragon for convincing Helena to mend her ways using Charm
++ Renegade for convincing Helena to mend her ways using Intimidate
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Listening Post Alpha
Given by: Visit 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 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 it 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 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 is you can. When the mine
is cleared out, 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 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 by this point. 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
to learn more.
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Locate Signs of Battle
Given by: Survey of a Medallion or ID Tag
Location: Uncharted Worlds
Requirements: Spectre status
Coming Soon
++++++++++++++++++++
++++++++++++++++++++
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 it filled with explosives,
however, and these are set to detonate when you get too close. Head to the
southeast room and play the logs and 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 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 turn off his life support (if you haven't already).
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Lost Module
Given by: Admiral Hackett via transmission in 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
mission.
++ Renegade for squishing a space monkey with the Mako
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Major Kyle (Strange Transmission)
Given by: Console in Executor Pallin's office
Location: Presrop
Requirements: none
1 - Follow the Transmission
The console in C-Sec HQ 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 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 go inside and kill the cultists.
At the far side 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.
+ Paragon for convincing the cultists using Charm
+ Renegade for convincing the cultists using Intimidate
3 - Major Kyle
If you have killed any cultists then you have no choice but to kill Kyle. If
not you can use Charm or Intimidate to persuade him 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.
++ Paragon for persuading Kyle using Charm
++ Renegade for persuading Kyle using Intimidate
++++++++++++++++++++
++++++++++++++++++++
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 "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
men. 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 to the location of the distress beacon where you will be
attacked by a thresher maw. When fighting a thresher, be sure to keep moving
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 the research base, where investigation of
one of the structures 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. Prepare your
equipment for fighting synthetics and try to lure them into the narrow
hallways to make the fight easier. The assignment is complete when all the
husks are defeated.
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Privateers
Given by: Garoth in the Citadel Tower, Port Hanshan terminal
Location: Citadel, Xawin
Requirements: Spectre status
1 - Garoth's Request
Find Garoth in the Citadel Tower. If asked, he informs you that his brother
has gone missing in the Horse Head Nebula.
+ Paragon for offering to help
+ Renegade for refusing to help
2 - Find Garoth's Brother
Head to the Strenuus System and find the Majesty. Scanning the vessel
reveals an energy trail leading to the nearby planet. Land on Xawin and make
for the mercenary camp. There are turrets and snipers defending the base.
On the inside are a group of human and krogan mercenaries. 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.
+ Paragon for comforting Garoth
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Prothean Data Discs
Given by: Survey of a Prothean Data Disc
Location: Uncharted Worlds
Requirements: Spectre status
Coming Soon
++++++++++++++++++++
++++++++++++++++++++
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. Head 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 - 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. Remember also that
biotic powers are useless here. 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.
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 for
each facility. 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".
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: Medic or Operative
Adept: Bastion or Nemesis
Infiltrator: Commando or Operative
Vanguard: Nemesis or Shock Trooper
Sentinel: 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 - all ranks
+ Barrier - rank 9
Damage target in stasis - rank 12
Commando: + Weapons damage - all ranks
+ Immunity - rank 9
+ Marksman - rank 12
+ Assassination - rank 12
Medic: + First Aid recharge - all ranks
+ Neural Shock - rank 9
Healing revives squad members - rank 12
Nemesis: + Biotic talent damage - all ranks
+ Warp - rank 9
+ Lift - rank 12
Operative: + 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:
Requirements: 80% Renegade, Complete Therum, Feros, or Noveria
Coming Soon
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Turian Insignias
Given by: Survey a Turian Insignia
Location: Uncharted Worlds
Requirements: Spectre status
Coming Soon
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Valuable Minerals
Given by: Survey of a metal, rare element, or gas
Location: Uncharted Worlds
Requirements: Spectre status
Coming Soon
++++++++++++++++++++
++++++++++++++++++++
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.
+ 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.
+ 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 shot, so use these to help take down the drones.
++ Paragon for destroying the geth flyers
4 - Breaching Security
When you go 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.
++ Paragon for helping Kirrahe
++ Renegade for sending the guards towards the salarian teams
++++++++++++++++++++
++++++++++++++++++++
Assignment: Virmire: Wrex and the Genophage
Given by: Captain Kirrahe on Virmire
Location: Virmire
Requirements: Allowed Wrex to join your squad
1 - Talk to Wrex
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.
+++ Paragon for calming Wrex down using Charm
++ Renegade for calming Wrex down using Intimidate
+++ Renegade for killing Wrex
+++ Renegade for ordering Ashley to kill Wrex
+ Paragon for lamenting your decision to kill Wrex
++ Paragon for chastising Ashley for killing Wrex
++++++++++++++++++++
++++++++++++++++++++
Assignment: Wrex: Family Armor
Given by: Wrex on the Normandy
Location: Normandy, Tuntau
Requirements: Complete three of: Therum, Feros, Noveria, or Virmire
1 - Wrex's Armor
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. Completing this assignment will also
help you diffuse the Wrex situation on Virmire.
++++++++++++++++++++
COMPLETE CODEX
--------------
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:
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") - Let Jenkins die 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:
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: 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
Personal History Summary
Profile - Start a new game
Planets and Locations
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: 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
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 Abilities
========================
MANUFACTURERS
-------------
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
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
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
are only available to a select list of clients."
Available: Level 18
License: 6,250 Credits
Rentola
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 Omni-tool
that is available to the general public.
Available: Level 36
License: 30,000 Credits
Expat
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
Delin
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
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
Delin, Expat, Opold
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
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
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
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 Omni-tools, 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
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
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
Delin, Rentola
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
Delin, Petozi, Rentola
Spectre Gear: "Master Spectre gear consists of prototype technology
not yet available through other manufacturers."
Available: N/A
License: N/A
N/A
WEAPONS
-------
++++++++++++++++++++
Assault Rifles
Ariake Technologies I II III IV V VI VII VIII IX X
DMG Tsunami - - - 216 228 240 252 264 276 288
SBO - - - 46 48 50 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
SBO - - - - - - 65 69 74
ACC - - - - - - 53 55 56
Devlon Industries I II III IV V VI VII VIII IX X
DMG Raptor - - - 209 220 231 242 253
SBO - - - 51 54 61 65
ACC - - - 33 34 36 38 40
Elanus Risk Control I II III IV V VI VII VIII IX X
DMG Banshee 135 144 153 162 171 180 189 198 207 216
SBO 36 38 39 41 42 44 46 48 51 54
ACC 1 1 1 1 1 4 6 9 12 15
Elkoss Combine I II III IV V 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 - - - - - - 31 36
ACC - - - - - - 80 81
Hahne-Kedar I II III IV V VI VII VIII IX X
DMG Lancer 120 128 136 144 152 160 168 176 184 192
SBO 38 39 41 42 44 46 49 51 54 57
ACC 1 2 5 7 10 12 15 17 20 23
Haliat Armory I II III IV V VI VII VIII IX X
DMG Thunder - - - 234 247 260 273 286 299 312
SBO - - - 44 46 49 51 54 57 60
ACC - - - 16 19 21 24 26 28 30
Kassa Fabrication I II III IV V VI VII VIII IX X
DMG Breaker - - - - - - 294 308
SBO - - - - - - 61 65
ACC - - - - - - 49 51
Rosenkov Materials I II III IV V VI VII VIII IX X
DMG Kovalyov - - - - - - 315 330 345 360
SBO - - - - - - 57 61 65
ACC - - - - - - 45 46 48
Spectre - Master Gear I II III IV V VI VII VIII IX X
DMG HMWAR - - - - - - 376 - - 384
SBO - - - - - - 63 - - 77
ACC - - - - - - 75 - - 77
++++++++++++++++++++
++++++++++++++++++++
Shotguns
Ariake Technologies I II III IV V VI VII VIII IX X
DMG Katana - - - 197 211 226 240 269 283
SBO - - - 4.2 4.3 4.5 4.6 5 5.3
ACC - - - 70 70 71 72 74 75
Armax Arsenal I II III IV V VI VII VIII IX X
DMP Avalanche - - - - - - 260 276 291 307
SHD - - - - - - 6.1 6.5 6.9 7.5
TBP - - - - - - 81 82 82 83
Devlon Industries I II III IV V VI VII VIII IX X
DMG Firestorm - - - 180 194 207 220 233 246 260
SBO - - - 4.5 4.6 4.8 5 5.3
ACC - - - 72 73 74 75 75
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
ACC 56 57 58 59 60 62 63 64 65 66
Elkoss Combine I II III IV V VI VII VIII IX X
DMG Scimitar 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
ACC 48 49 51 52 53 55 56 57 58
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 4.1 4.2 4.4
ACC 60 61 62 63 64 65 66 67 68 69
Haliat Armory I II III IV V VI VII VIII IX X
DMG Tornado - - - 213 229 244 260 276 291 307
SBO - - - 3.9 4 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 VI VII VIII IX X
DMG Armageddon - - - - - - 280 297 314 330
SBO - - - - - - 6.1 6.6
ACC - - - - - - 81 81
Rosenjov Materials I II III IV V VI VII VIII IX X
DMG Sokolov - - - - - - 300 318 336 354
SBO - - - - - - 5 5.3 5.5
ACC - - - - - - 78 79 79
Spectre - Master Gear I II III IV V VI VII VIII IX X
DMG HMWSG - - - - - - 320 - - 378
SBO - - - - - - 5.8 - - 7
ACC - - - - - - 90 - - 91
++++++++++++++++++++
++++++++++++++++++++
Pistols
Ariake Technologies I II III IV V VI VII VIII IX X
DMG Raikou - - - 163 173 182 192 202 211 221
SBO - - - 18 19 20 21 22 23
ACC - - - 63 64 65 66 66 67
Armax Arsenal I II III IV V VI VII VIII IX X
DMG Brawler - - - - - - 218
SBO - - - - - - 26
ACC - - - - - - 77
Devlon Industries I II III IV V VI VII VIII IX X
DMG Stinger - 132 - 150 158 167 176 185 194 202
SBO - 17 - 19 20 21 23 26
ACC - 65 - 66 67 68 69 71
Elanus Risk Control I II III IV V VI VII VIII IX X
DMG Striker 101 108 115 122 130 137 144 151 158 166
SBO 14 14 15 16 16 17 18 18 19
ACC 47 48 49 51 52 53 54 55 56
Elkoss Combine I II III IV V VI VII VIII IX X
DMG Edge 112 120 128 136 144 152 160 168 176 184
SBO 13 14 14 15 16 16 17 18 19
ACC 38 39 40 42 43 44 45 48 49
Hahne-Kedar I II III IV V VI VII VIII IX X
DMG Kessler 90 109 102 109 115 122 128 134 141 147
SBO 14 15 16 16 17 18 18 19 20 22
ACC 52 53 54 55 56 57 58 59 60 61
Haliat Armory I II III IV V VI VII VIII IX X
DMG Stiletto - - - 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 II III IV V VI VII VIII IX X
DMG Razer - - - - - - 224 235 246 258
SBO - - - - - - 23 25 26
ACC - - - - - - 75 75 76
Rosenkov Materials I II III IV V VI VII VIII IX X
DMG Karpov - - - - - - 240 252 264 276
SBO - - - - - - 22 23 25
ACC - - - - - - 73 73 74 75
Spectre - Master Gear I II III IV V VI VII VIII IX X
DMG HMWP - - - - - - 256 - - 294
SBO - - - - - - 24 - - 29
ACC - - - - - - 87 - - 88
++++++++++++++++++++
++++++++++++++++++++
Sniper Rifles
Ariake Technologies I II III IV V VI VII VIII IX X
DMG Naginata - - - 166 180 194 209 223 238 252
SBO - - - 1.5 1.5 1.5 1.5 1.6 1.6
ACC - - - 55 56 57 58 59 60 61
Armax Arsenal I II III IV V VI VII VIII IX X
DMG Punisher - - - - - - 226 242 257 273
SBO - - - - - - 1.8 1.9 2 2
ACC - - - - - - 72 72 73 74
Devlon Industries I II III IV V VI VII VIII IX X
DMG Striker - - - 152 165 178 191 205 218 231
SBO - - - 1.6 1.6 1.6 1.7 1.7 1.8
ACC - - - 60 60 61 62 63 64
Elanus Risk Control I II III IV V VI VII VIII IX X
DMG Hammer 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
ACC 35 37 38 39 41 42 43 45 46
Elkoss Combine I II III IV V VI VII VIII IX X
DMG Reaper 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
ACC 24 25 27 28 30 31 33 34 36
Hahne-Kedar I II III IV V VI VII VIII IX X
DMG Avenger 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
ACC 41 44 45 46 47 48 50 51
Haliat Armory I II III IV V VI VII VIII IX X
DMG Equalizer - - - 179 195 211 226 242 257 273
SBO - - - 1.4 1.4 1.4 1.5 1.5 1.5
ACC - - - 50 51 52 54 55 56
Kassa Fabrication I II III IV V VI VII VIII IX X
DMG Harpoon - - - - - - 244 260 277
SBO - - - - - - 1.7 1.8 1.8
ACC - - - - - - 69 70 70
Rosenkov Materials I II III IV V VI VII VIII IX X
DMG Volkov - - - - - - 261 279 297 315
SBO - - - - - - 1.6 1.7 1.7 1.8
ACC - - - - - - 66 67 68 69
Spectre - Master Gear I II III IV V VI VII VIII IX X
DMG HMWSR - - - - - - 278 - - 336
SBO - - - - - - 1.8 - - 2
ACC - - - - - - 85 - - 86
++++++++++++++++++++
ARMOR
-----
++++++++++++++++++++
Light Armor
Aldrin Labs I II III IV V VI VII VIII IX X
DMP Agent 5 7 9 11 13 15 17 19 21 23
SHD T 49 63 77 91 105 119 133 147 161 175
TBP 12 14 16 19 21 23 25 27 30
DMP Hydra 5 7 9 11 13 15 17 19 21 23
SHD H 49 63 77 91 105 119 133 147 161 175
TBP 12 14 16 19 21 23 25 27 30
DMP Onyx 5 7 9 11 13 15 17 19 21 23
SHD H,T,Q 49 63 77 91 105 119 133 147 161 175
TBP 12 14 16 19 21 23 25 27 30
Ariake Technologies I II III IV V VI VII VIII IX X
DMP Mercenary - - - 18 20 22 24 26 28 30
SHD H,T - - - 169 195 221 247 273 299 325
TBP - - - 23 25 27 30
Armax Arsenal I II III IV V VI VII VIII IX X
DMP Predator L - - - - - - - 26
SHD T - - - - - - - 378
TBP - - - - - - - 47
Devlon Industries I II III IV V VI VII VIII IX X
DMP Explorer 5 7 9 11 13 15 17 19 21 23
SHD H,T,Q 56 72 88 104 120 136 152 168 184 200
TBP 4 9 11 18 21 23 26
DMP Liberator 5 7 9 11 13 15 17 19 21 23
SHD H 56 72 88 104 120 136 152 168 184 200
TBP 4 9 11 18 21 23 26
DMP Survivor 5 7 9 11 13 15 17 19 21 23
SHD H,Q 56 72 88 104 120 136 152 168 184 200
TBP 4 9 11 18 21 23 26
DMP Thermal 5 7 9 11 13 15 17 19 21 23
SHD T 56 72 88 104 120 136 152 168 184 200
TBP 4 9 11 18 21 23 26
Elanus Risk Control I II III IV V VI VII VIII IX X
DMP Duelist 2 4 6 8 10 12 14 16 18 20
SHD T 70 90 110 130 150 170 190 210 230 250
TBP 0 0 1 12 14
DMP Guardian 2 4 6 8 10 12 14 16 18 20
SHD H,T 70 90 110 130 150 170 190 210 230 250
TBP 0 0 1 12 14
Elkoss Combine I II III IV V VI VII VIII IX X
DMP Assassin 12 14 16 18 20 22 24 26 28 30
SHD H 49 63 77 91 105 119 133 147 161 175
TBP 0 0 1 4 9 12 17
DMP Gladiator 12 14 16 18 20 22 24 26 28 30
SHD H 49 63 77 91 105 119 133 147 161 175
TBP 0 0 1 4 9 12 17
Hahne-Kedar I II III IV V VI VII VIII IX X
DMP Mantis 12 14 16 18 20 22 24 26 28 30
SHD H,T 84 108 132 156 180 204 228 252 276 300
TBP 20 22 24 26 28 30 32 34 36 38
DMP Scorpion 12 - - 18 20 22 24 26 28 30
SHD H,T 84 - - 156 180 204 228 252 276 300
TBP 20 - - 26 28 30 32 34 36 38
DMP Silverback 12 14 16 18 20 22 24 26 28 30
SHD H 84 108 132 156 180 204 228 252 276 300
TBP 20 22 24 26 28 30 32 34 36 38
DMP Ursa - - - 18 20 22 24 26 28 30
SHD H,T - - - 156 180 204 228 252 276 300
TBP - - - 26 28 30 32 34 36 38
Kassa Fabrication I II III IV V VI VII VIII IX X
DMP Colossus - - - - - - 61 63 65 67
SHD T,Q - - - - - - 285 315 345 375
TBP - - - - - - 32 34 36 38
Rosenkov Materials I II III IV V VI VII VIII IX X
DMP Titan - - - 34 39
SHD H - - - 130 150 170 190 210 230 250
TBP - - - 26 28 30 32 34 36 38
Serrice Council I II III IV V VI VII VIII IX X
DMP Phantom - - - - - - 41
SHD T - - - - - - 294
TBP - - - - - - 60
Sirta Foundation I II III IV V VI VII VIII IX X
DMP Phoenix 2 4 6 8 10 12 14 16 18 20
SHD H,T,Q 49 63 77 91 105 119 133 147 161 175
TBP 20 22 24 26 28 30 32 34 36 38
++++++++++++++++++++
++++++++++++++++++++
Medium Armor
Aldrin Labs I II III IV V VI VII VIII IX X
DMP Agent 17 19 21 23 25 27 29 31 33 35
SHD T 63 77 91 105 119 133 147 161 175 189
TBP 1 3 5 8 10 12 14 19 21
DMP Hydra 17 19 21 23 25 27 29 31 33 35
SHD H 63 77 91 105 119 133 147 161 175 189
TBP 1 3 5 8 10 12 14 19 21
DMP Onyx 17 19 21 23 25 27 29 31 33 35
SHD H,T 63 77 91 105 119 133 147 161 175 189
TBP 1 3 5 8 10 12 14 19 21
Ariake Technologies I II III IV V VI VII VIII IX X
DMP Mercenary 24 - - 30 32 34 36 38 40 42
SHD H,T,K 117 - - 195 221 247 273 299 325 351
TBP 1 - - 8 10 12 14 16 19
Armax Arsenal I II III IV V VI VII VIII IX X
DMP Predator M - - - - - - - 38 - 42
SHD T - - - - - - - 414 - 486
TBP - - - - - - - 39 - 42
Devlon Industries I II III IV V VI VII VIII IX X
DMP Explorer 17 19 21 23 25 27 29 31 33 35
SHD T,K 72 88 104 120 136 152 168 184 200 216
TBP 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,Q 72 88 104 120 136 152 168 184 200 216
TBP 0 0 0 0 2 4 6 9 11 14
DMP Survivor 17 19 21 23 25 27 29 31 33 35
SHD T 72 88 104 120 136 152 168 184 200 216
TBP 0 0 0 0 2 4 6 9 11 14
DMP Thermal 17 19 21 23 25 27 29 31 33 35
SHD T 72 88 104 120 136 152 168 184 200 216
TBP 0 0 0 0 2 4 6 9 11 14
Elanus Risk Control I II III IV V VI VII VIII IX X
DMP Duelist 14 16 18 20 22 24 26 28 30 32
SHD H 90 110 130 150 170 190 210 230 250 270
TBP 0 0 0 0 0 0 0 1 4 6
DMP Guardian 14 16 18 20 22 24 26 28 30 32
SHD H,T 90 110 130 150 170 190 210 230 250 270
TBP 0 0 0 0 0 0 0 1 4 6
Elkoss Combine I II III IV V VI VII VIII IX X
DMP Assassin 24 26 28 30 32 34 36 38 40 42
SHD H 63 77 91 105 119 133 147 161 175 189
TBP 0 0 0 0 0 0 0 1 4 6
DMP Gladiator 24 26 28 30 32 34 36 38 40 42
SHD H,T 63 77 91 105 119 133 147 161 175 189
TBP 0 0 0 0 0 0 0 1 4 6
Hahne-Kedar I II III IV V VI VII VIII IX X
DMP Mantis 24 26 28 30 32 34 36 38 40 42
SHD H,T 108 132 156 180 204 228 252 276 300 324
TBP 10 12 14 16 18 20 22 24 26 28
DMP Predator - - - 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
DMP Scorpion - - - 30 32 34 36 38 40 42
SHD H - - - 180 204 228 252 276 300 324
TBP - - - 16 18 20 22 24 26 28
DMP Silverback 24 26 28 30 32 34 36 38 40 42
SHD H,T 108 132 156 180 204 228 252 276 300 324
TBP 10 12 14 16 18 20 22 24 26 28
DMP Ursa - - - 30 32 34 36 38 40 42
SHD H,K - - - 180 204 228 252 276 300 324
TBP - - - 16 18 20 22 24 26 28
Kassa Fabrication I II III IV V VI VII VIII IX X
DMP Colossus - - - - - - 68 69
SHD T,K - - - - - - 315 345
TBP - - - - - - 22 24
Rosenkov Materials I II III IV V VI VII VIII IX X
DMP Titan - - - 44 46 47 50 54
SHD H,T,K - - - 150 170 190 210 230 250 270
TBP - - - 16 18 20 22 24 26 28
Sirta Foundation I II III IV V VI VII VIII IX X
DMP Phoenix 14 16 18 20 22 24 26 28 30 32
SHD H,K,T 63 77 91 105 119 133 147 161 175 189
TBP 10 12 14 16 18 20 22 24 26 28
++++++++++++++++++++
++++++++++++++++++++
Heavy Armor
Aldrin Labs I II III IV V VI VII VIII IX X
DMP Hydra 33 35 37 39 41 43 45 47 49 51
SHD H 84 98 112 126 140 154 168 182 196 210
TBP 0 0 0 0 0 8
DMP Onyx 33 35 37 39 41 43 45 47 49 51
SHD H,K 84 98 112 126 140 154 168 182 196 210
TBP 0 0 0 0 0 8
Ariake Technologies I II III IV V VI VII VIII IX X
DMP Mercenary - - - 46 48 50 52 54 56 58
SHD H,K - - - 234 260 286 312 338 364 390
TBP - - - 0 0 1 5 10
Armax Arsenal I II III IV V VI VII VIII IX X
DMP Predator H - - - - - - - 56
SHD H,K - - - - - - - 504
TBP - - - - - - - 33
Devlon Industries I II III IV V VI VII VIII IX X
DMP Explorer 33 35 37 39 41 43 45 47 49 51
SHD H,K 96 112 128 144 160 176 192 208 224 240
TBP 0 0 0 0 0 0 0 0 0 2
DMP Liberator 33 35 37 39 41 43 45 47 49 51
SHD K 96 112 128 144 160 176 192 208 224 240
TBP 0 0 0 0 0 0 0 0 0 2
DMP Survivor 33 35 37 39 41 43 45 47 49 51
SHD H,K 96 112 128 144 160 176 192 208 224 240
TBP 0 0 0 0 0 0 0 0 0 2
Elanus Risk Control I II III IV V VI VII VIII IX X
DMP Duelist 30 32 34 36 38 40 42 44 46 48
SHD H 120 140 160 180 200 220 240 260 280 300
TBP 0 0 0 0 0 0 0 0 0 0
DMP Guardian 30 32 34 36 38 40 42 44 46 48
SHD H,K 120 140 160 180 200 220 240 260 280 300
TBP 0 0 0 0 0 0 0 0 0 0
DMP Warlord - - - 36 38 40 42 44 46 48
SHD K - - - 180 200 220 240 260 280 300
TBP - - - 0 0 0 0 0 0 0
Elkoss Combine I II III IV V VI VII VIII IX X
DMP Assassin 40 42 44 46 48 50 52 54 56 58
SHD H 84 98 112 126 140 154 168 182 196 210
TBP 0 0 0 0 0 0 0 0 0 0
DMP Gladiator 40 42 44 46 48 50 52 54 56 58
SHD K 84 98 112 126 140 154 168 182 196 210
TBP 0 0 0 0 0 0 0 0 0 0
Geth Armory I II III IV V VI VII VIII IX X
DMP Battle Master - - - - - - 75
SHD - - - - - - 420
TBP - - - - - - 51
Hahne-Kedar I II III IV V VI VII VIII IX X
DMP Mantis 40 42 44 46 48 50 52 54 56 58
SHD H,K 144 168 192 216 240 264 288 312 336 360
TBP 0 2 4 6 8 10 12 14 16 18
DMP Predator - - - 46 48 50 52 54 56 58
SHD H - - - 216 240 264 288 312 336 360
TBP - - - 6 8 10 12 14 16 18
DMP Scorpion - - - 46 48 50 52 54 56 58
SHD H,K - - - 216 240 264 288 312 336 360
TBP - - - 6 8 10 12 14 16 18
DMP Ursa - - - 46 48 50 52 54 56 58
SHD K - - - 216 240 264 288 312 336 360
TBP - - - 6 8 10 12 14 16 18
Kassa Fabrication I II III IV V VI VII VIII IX X
DMP Colossus - - - - - - 77 79
SHD H,K - - - - - - 390 450
TBP - - - - - - 14 18
Rosenkov Materials I II III IV V VI VII VIII IX X
DMP Titan - - - 57
SHD H - - - 180
TBP - - - 6
Sirta Foundation I II III IV V VI VII VIII IX X
DMP Phoenix 30 32 34 36 38 40 42 44 46 48
SHD H,K 84 98 112 126 140 154 168 182 196 210
TBP 0 2 4 6 8 10 12 14 16 18
++++++++++++++++++++
OTHER EQUIPMENT
---------------
++++++++++++++++++++
Bio-Amps
Aldrin Labs I II III IV V VI VII VIII IX X
DUR Solaris Amp 5 5 5 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 VI VII VIII IX X
DUR Prodigy 25 25 25 25 25 25 25 25 25 25
PWR 0 0 0 0 0 0 0 0 0 0
CLD 25 27 28 30 32 33 35 37 38 40
Armax Arsenal I II III IV V VI VII VIII IX X
DUR Gemini Amp 0 0 0 0 0 0 0 0 0 0
PWR 5 5 5 5 5 5 5 5 5 5
CLD 15 17 18 20 22 23 25 27 28 30
Kassa Fabrication I II III IV V VI VII VIII IX X
DUR Polaris 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 II III IV V VI VII VIII IX X
DUR Unity Amp 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
Aldrin Labs I II III IV V VI VII VIII IX X
SHD Bluewire Tool 5 5 5 5 5 5 5 5 5 5
TEC 0 2 4 7 9 11 13 16 18 20
MED 5 5 5 5 5 5 5 5 5 5
Ariake Technologies I II III IV V VI VII VIII IX X
SHD Logic Arrest Tool - - - 25 25 25 25 25 25 25
TEC - - - 7 9 11 13 16 18 20
MED - - - 25 25 25 25 25 25 25
Armali Council I II III IV V VI VII VIII IX X
SHD Nexus Tool 15 15 15 15 15 15 15 15 15 15
TEC 30 32 34 37 39 41 43 46 48 50
MED 5 5 5 5 5 5 5 5 5 5
Elkoss Combine I II III IV V VI VII VIII IX X
SHD Cipher Tool 15 15 15 15 15 15 15 15 15 15
TEC 0 0 0 2 4 6 8 11 13 15
MED 0 0 0 0 0 0 0 0 0 0
Serrice Council I II III IV V VI VII VIII IX X
SHD Savant - - - - - 35 35 35 35 35
TEC - - - - - 43 45 48 50 52
MED - - - - - 25 25 25 25 25
Sirta Foundation I II III IV V VI VII VIII IX X
SHD Chameleon Tool 0 0 0 0 0 0 0 0 0 0
TEC 10 12 14 17 19 21 23 26 28 30
MED 0 0 0 0 0 0 0 0 0 0
++++++++++++++++++++
UPGRADES
--------
++++++++++++++++++++
Grenade Upgrades
Upgrade Capacity Cost
Level I 6 Grenades 200
Level II 7 Grenades 3,125
Level III 8 Grenades 12,500
Level IV 9 Grenades 56,000
Level V 10 Grenades 110,000
Cryo Explosive I II III IV V VI VII VIII IX X
Max Accuracy -20% -23% -26% -29% -32% -35% -38% -41% -44% -47%
Fusion Explosive I II III IV V VI VII VIII IX X
Toxic Damage +20% +25% +35% +45% +50% +55% +60% +65% +70% +75%
Damage/sec 5 6 7 8 9 10 11 12 13 14
Duration (s) 5 5 5 5 5 5 5 5 5 5
High Explosive I II III IV V VI VII VIII IX X
Damage +10% +13% +16% +19% +22% +25% +28% +31% +34% +37%
Radius (cm) +50 +60 +70 +80 +90 +100 +110 +120 +130 +140
Weapons Force +10% +13% +16% +19% +22% +25% +28% +31% +34% +37%
Incendiary Explosive I II III IV V VI VII VIII IX X
Damage/sec 15 19 23 27 31 35 39 43 47 51
Duration 5 5 5 5 5 5 5 5 5 5
++++++++++++++++++++
++++++++++++++++++++
Medi-Gel Upgrades
Upgrade Capacity Cost
Level I 6 Medi-gel 200
Level II 7 Medi-gel 3,125
Level III 8 Medi-gel 12,500
Level IV 9 Medi-gel 56,000
Level V 10 Medi-gel 110,000
++++++++++++++++++++
++++++++++++++++++++
Armor Upgrades
Armor Plating I II III
Damage Protection +5% +7% +9%
First Aid Interface I II III
Health Regen/sec +1 +1.5% +2.0%
Hardened Weave I II III
Hardening +10% +11% +12%
Motorized Joints I II III
Smash Damage +10% +15% +20%
Shield Battery I II III
Shields +40 +45 +50
Shield Regenerator I II III
Shield Regen Rate +15% +18% +21%
Shock Absorbers I II III
Physics Threshold +10% +15% +20%
Stimulant Pack I II III
Cooldown Rate +5% +7% +9%
Toxic Seals I II III
Toxic Resistance +30% +40% +50%
Ablative Coating IV V VI VII
Damage Protection +10% +12% +14% +16%
Energized Weave IV V VI VII
Shield Regen Rate +20% +24% +28% +32%
Hardening +15% +20% +25% +30%
Exoskeleton IV V VI VII
Smash Damage +25% +30% +35% +40%
Physics Threshold +30% +40% +50% +60%
Kinetic Buffer IV V VI VII
Talent Regen Rate +10% +12% +14% +16%
Mobile Accuracy +10% +12% +14% +16%
Shields +10 +12 +14 +16
Medical Interface IV V VI VII
Health Regen/sec +2.3% +2.6% +2.9% +3.2%
Toxic Resistance +30% +40% +50% +60%
Shield Modulator IV V VI VII
Shields +90 +100 +110 +120
Combat Exoskeleton VIII IX X
Smash Damage +25% +30% +35%
Physics Threshold +50% +70% +90%
Hardening +25% +30% +35%
Energized Plating VIII IX X
Damage Protection +15% +19% +23%
Kinetic Exoskeleton VIII IX X
Shield Regen Rate +25% +30% +35%
Mobile Accuracy +20% +23% +26%
Shields +40 +45 +50
Medical Exoskeleton VIII IX X
Health Regen/sec +3.5% +4.0% +4.5%
Toxic Resistance +50% +65% +80%
Talent Regen Rate +15% +19% +23%
Shield Interface VIII IX X
Shields +120 +140 +160
++++++++++++++++++++
++++++++++++++++++++
Ammunition Upgrades
Anti-Personnel Rounds I II III
Dmg. vs Organics +15% +20% +25%
Armor Piercing Rounds I II III
Dmg. vs Synthetics +15% +20% +25%
Chemical Rounds I II III
Toxic Damage +30% +35% +40%
Damage/sec 5 6 7
Duration 5 5 5
Hammerhead Rounds I II III
Weapons Force +20% +25% +30%
Phasic Rounds I II III
Shield Bypass +20% +25% +30%
Damage -30% -30% -30%
Radioactive Rounds I II III
Target Cooldowns -15% -18% -21%
Cryo Rounds IV V VI VII
Target Accuracy -20% -25% -30% -35%
Shield Bypass +10% +14% +18% +22%
Incendiary Rounds IV V VI VII
Damage/sec 10 12 14 16
Duration 5 5 5 5
Target Accuracy -10% -12% -14% -16%
Polonium Rounds IV V VI VII
Toxic Damage +40% +45% +50% +55%
Damage/sec 5 6 7 8
Duration 5 5 5 5
Proton Rounds IV V VI VII
Shield Bypass +40% +45% +50% +55%
Damage -20% -20% -20% -20%
Shredder Rounds IV V VI VII
Dmg. vs Organics +25% +30% +35% +40%
Tungsten Rounds IV V VI VII
Dmg. vs Synthetics +25% +30% +35% +40%
High Explosive Rounds VIII IX X
Blast Radius (m) +4 +4.1 +4.2
Weapons Force +500% +500% +500%
Heat Generation +500% +500% +500%
Damage +20% +24% +28%
Inferno Rounds VIII IX X
Damage/sec 15 18 21
Duration 5 5 5
Target Accuracy -20% -24% -28%
Sledgehammer Rounds VIII IX X
Weapons Force +40% +45% +50%
Toxic Damage +40% +50% +60%
Heat Damping -20% -20% -20%
Snowblind Rounds VIII IX X
Damage +20% +24% +28%
Rate of Fire -40% -40% -40%
Target Accuracy -20% -24% -28%
++++++++++++++++++++
++++++++++++++++++++
Weapon Upgrades
Combat Sensor I II III
Detection Level 1 2 3
Heat Sink I II III
Heat Absorption +10% +12% +14%
High-Caliber Barrel I II III
Damage +10% +12% +14%
Rate of Fire -20% -20% -20%
Heat Absorption -20% -20% -20%
Improved Sighting I II III
Max Accuracy +5% +7% +9%
Recoil Damper I II III
Kickback Damping +10% +12% +14%
Combat Scanner IV V VI VII
Detection Level 4 5 6 7
Kinetic Stabilizer IV V VI VII
Stability +15% +18% +21% +24%
Rail Extension IV V VI VII
Damage +20% +23% +26% +29%
Heat Absorption -20% -20% -20% -20%
Combat Optics VIII IX X
Detection Level 8 9 10
Max Stability +15% +18% +21%
Frictionless Materials VIII IX X
Heat Absorption +20% +24% +28%
Damage +5% +6% +7%
Kinetic Coil VIII IX X
Stability +20% +24% +28%
Damage +5% +6% +7%
Scram Rail VIII IX X
Damage +20% +23% +26%
Heat Absorption -10% -10% -10%
++++++++++++++++++++
==================
Combat Strategies
==================
GENERAL STRATEGIES
------------------
1. Know your class
Each class in Mass Effect is different, and each has strengths and weaknesses
to accompany those differences. Soldiers are the best at using weapons, and
have the best armor to keep themselves alive, but fall short in terms of
other 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, making it the easiest class to play. 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 access new
assignments or hidden information. They 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 abilities you have available, the more likely you'll have
one when you need it.
2. Balance
Though it would seem to make sense 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. If you have a biotic user with you however, you can use
abilities like Lift to disable the beast's weapons 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, 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 know. Tech
powers that eliminate shields and overheat weapons won't be much use against
the rachni, but can be a life saver against the geth. If you aren't sure
what you're waling in to, a balanced squad is the way to go. But if you do
know what you're going to face on a given planet, consider brining along a
character suited to dealing with that specific enemy type.
4. Using cover
Pressing your back against a wall is 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 who do will
charge at you anyway. More than a few times will you see krogan and geth
destroyers running full speed up a hallway to try to engage you at close
range. In these cases the best bet is to backpedal away, as staying in cover
severely limits your mobility and opens you up to melee attacks.
You also want to stay mobile when you're facing a large number of enemies.
Sometimes big groups will try to surround you, in which case staying in one
place isn't a good idea. Your cover won't help you if it's not between you
and your enemy.
There's also an additional concern when facing biotics, as they can lift
light cover and take away your hiding place. In these cases, try to find
immobile cover like corners or heavy 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 all
their abilities on their own, which can usually take the pressure off of
inexperienced players to make those kinds of tactical decisions. As you go
along however, it's a good idea to get familiar with using all the abilities
available to your squad. The more experience you have using abilities, the
more natural they become, meaning in a pinch you'll know exactly what to do.
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 most fights.
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 and
soldiers that are focused on sniper-rifle combat. Sending your squad up
ahead can draw enemies out into the open, where you can 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 less of a good 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 upgrades (especially upgrades). Make sure
you're outfitting yourself and your team with the best possible equipment at
all times to keep your competitive edge.
Remember that armors 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
organics, or bypass shields, for example.
Unused items go to waste and take up valuable space in your inventory. 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 allow you to buy new and better equipment.
Some weapons and armor 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.
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 to be safe 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 exp by 3 times, so everything is worth more exp on foot."
<><><><><>
SUB-BOSS STRATEGIES
-------------------
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.
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. Moreover
they can lift light objects to take away your cover. They also have the
defensive barrier power. Upgrades that bypass shields are a good idea, since
biotic and tech powers aren't particularly effective.
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 formidable opponents. Keep your
distance as some will tend to charge to engage you from close range. They
also have the ability to regenerate health, and have a resistance to most
powers. The best way to deal with them is heavy and concentrated firepower.
Have your squad target the nearest krogan and deal with it before any other
enemies.
5. Rachni Brood Warriors
Only encountered on one mission in the uncharted worlds, these fearsome
rachni are a great deal larger than the soldiers and even more deadly. Like
all rachni, 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
---------------
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's difficult to get your squad in a good (and safe) position
to deal with him. You can go straight for Fist if you want, or play it safe
and try to disable his turrets first. The turrets are susceptible to tech
powers, as is Fist himself, though biotics work just as well on the latter.
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 this fight. The first simply involves her
summoning asari commandos and geth to help her, while the second requires you
to fight her directly. 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. Being a biotic, she can't easily be harmed by biotics of
your own, and--since she has no weapon--some tech powers are useless. Your
best bet is to concentrate as much direct fire 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.
3. Saren
Saren has no weaknesses. Using some tech powers won't hurt, but biotics have
no effect whatsoever. It's best to stay in cover as much as possible, use
your squad to try and draw his fire, and gradually whittle him down. Use
ammunition that does extra damage to organics to help you out.
4. Saren Reborn
The monster Saren is turned into by Sovereign is a different beast in many
ways. 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 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 only 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. 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 defeted on foot, and I actually recomend
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."
<><><><><>
========
Secrets
========
ROMANCES
--------
Coming Soon
ACHIEVEMENT BONUSES
-------------------
Medal of Honor - 100 - Finish Mass Effect
-> Unlock Hardcore and levels 51-60
Medal of Heroism - 25 - Finish Feros
Distinguished Service Medal - 25 - Finish Eden Prime
Council Legion of Merit - 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 - 25 - Find all primary Alien codex entries
Completionist - 25 - Finish majority of all quests
-> +5% experience rewards
Tactician - 25 - Total shield damage > health damage
-> +10% shields
Medal of Exploration - 50 - Land on an uncharted world
Rich - 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 - 15 - 75% Renegade
Paragon - 15 - 75% Paragon
Paramour - 10 - Complete a romantic subplot
Spectre Inductee - 15 - Become a Spectre
Search and Rescue - 10 - Rescue Liara
Charismatic - 10 - Save Wrex/cause Saren's suicide
MISCELLANEOUS SECRETS
---------------------
Coming Soon
WALKTHROUGH CONCLUSION
----------------------
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 in
coming in to being in the Reapers. 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 destroyer and krogan to worry about. Ascend the ramp to
the left to enter the next area.
3 - The Dropship
To orient yourself, just look for Sovereign off in the distance and head in
that direction. Eventually you reach an open area where a dropship comes in
and 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
requires a decryption. The more turrets you activate the faster the dropship
will be taken care of. 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
In the next area are several geth heavy turrets to worry about in addition to
the large number of soldiers. There are shields around the turrets, but they
are exposed enough that you can still hit them. 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 it's a
pick your poison situation. 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 prove 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 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.
+++ Paragon for avoiding the fight with Saren using Charm
+++ 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 at the Arcturus Relay with an Alliance Fleet ready to come to
your aid when you give the signal. The timing of their attack is critical.
Until the Citadel's arms are opened the Alliance fleet won't be able to
attack Sovereign. In the meantime, the Destiny Ascension--the Citadel's
flagship--is under heavy fire from the geth fleet. 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.
+++ Paragon for ordering the Alliance to save the Council
+++ Renegade for ordering the Alliance to hold back
++ Paragon and Renegade for the "neutral" choice
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, 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. 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
========
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:
-> Samuel Williams for pointing out some errors in the Paragon / Renegade
rewards.
-> Videogameman5 for some info on the Pule 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 (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 (borrowed from a friend) for upgrade info, as
well as missing codex and planetary information.
===========
Contact Me
===========
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 new--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
==========
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



