Scroll down to read our guide named Mass Effect Guide/Walkthrough for Mass Effect on Xbox 360 (X360), or click the above links for more cheats.
Mass Effect Guide/Walkthrough
MASS EFFECT GUIDE/WALKTHROUGH v0.94 Written by Eric Jewett, firstname.lastname@example.org 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) ----------------------------------------------------------------------------- ================== 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@example.com 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