Mass Effect FAQ/ Walkthrough

     MASS EFFECT GUIDE/WALKTHROUGH v1.40

Written by Eric Jewett, [email protected]

Last Modified: Monday, August 18, 2008





This document Copyright 2007,2008 Eric Jewett.

This guide may be viewed on the internet for free, but may

not be otherwise used, reproduced, sold, or distributed

without my expressed written permission.





Mass Effect is Copyright 2003-2008 by BioWare Corp. BioWare, the BioWare

logo, Mass Effect, and the Mass Effect logo are trademarks or registered

trademarks of EA International Ltd.

Microsoft, the Microsoft Game Studios logo, Xbox 360, and the Xbox 360 logos

are either registered trademarks or trademarks of Microsoft Corp.

EA and the EA logo are trademarks or registered trademarks of Electronic Arts

Inc.

Unauthorized copying, reproduction, rental, public performance or broadcast

of these games is a violation of applicable laws.





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You can find this guide at:

GameFAQs.com (v1.40)



As well as:

CheatCC.com (v1.40)

GameRevolution.com (v1.40)

GamesRadar.com (v1.40)

IGN.com (v1.40)

NeoSeeker.com (v1.40)

SuperCheats.com (v1.40)



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================== Ctrl+F

TABLE OF CONTENTS Search

================== Code

------

I. (1) INTRODUCTION 11intr

(2) BACKGROUND 12back

(3) XBOX 360 CONTROLS 13xbox

(4) PC CONTROLS 14pcco

(5) GAME BASICS 15game

A. Character Creation 15Acha

B. Introduction to RPGs 15Bint

C. Conversations 15Ccon

D. The Mission Computer 15Dthe

E. Combat 15Ecom

F. Advancing Levels 15Fadv

G. The Galaxy Map 15Gthe

H. Equipment 15Hequ

I. Squad Management 15Isqu

J. Exploring Uncharted Worlds 15Jexp

K. Using the Mako 15Kusi

(6) CHARACTERS 16char

A. Commander Shepard 16Acom

B. Squad Members 16Bsqu

C. Normandy Crew 16Cnor

D. Other Characters 16Doth

(7) DOWNLOADABLE CONTENT 17down

A. Bring Down the Sky 17Abri

II. (1) WALKTHROUGH 21walk

A. Primary Mission 21Apri

i. Prologue 21A1pr

ii. Eden Prime 21A2ed

iii. The Citadel 21A3th

iv. Liara's Dig Site 21A4li

v. Feros 21A5fe

vi. Noveria 21A6no

vii. Virmire 21A7vi

viii. Return to the Citadel 21A8re

ix. Ilos 21A9il

B. Optional Assignments 21Bopt

i. Citadel Assignments 21B1ci

ii. Feros Assignments 21B2fe

iii. Garrus Assignments 21B3ga

iv. Noveria Assignments 21B4no

v. Tali Assignments 21B5ta

vi. UNC Assignments 21B6un

vii. Virmire Assignments 21B7vi

viii. Wrex Assignments 21B8wr

ix. X57 Assignments 21B9x5

C. Complete Codex 21Ccom

i. Primary Codex Entries 21C1pr

ii. Secondary Codex Entries 21C2se

III.(1) EQUIPMENT AND UPGRADES 31equi

A. Manufacturers 31Aman

B. Hidden Manufacturers 31Bhid

C. Weapons 31Cwea

D. Armor 31Darm

E. Other Equipment 31Eoth

F. Upgrades 31Fupg

(2) COMBAT STRATEGIES 32comb

A. General Strategies 32Agen

B. Sub-Boss Strategies 32Bsub

C. Boss Strategies 32Cbos

(3) GUIDE TO THE GALAXY 33guid

(4) SECRETS 34secr

A. Romances and Squad Conversations 34Arom

B. Achievement Bonuses 34Bach

C. Walkthrough Conclusion 34Cwal

IV. (1) CREDITS 41cred

(2) CONTACT ME 42cont

(3) REVISIONS 43revi





----------------------------------------------------------------------

SECTION I

----------------------------------------------------------------------





=============

Introduction 11intr

=============



Mass Effect is the first in a trilogy of games created by BioWare, 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 for the Xbox 360 in North America on November 20,

2007, and for the PC on May 28, 2008. The game is rated "M" for Mature by

the ESRB for blood, language, partial nudity, sexual themes, and violence.





===========

Background 12back

===========



In 2148 AD, humanity discovered a small cache of highly advanced alien

technology buried deep beneath the surface of Mars. The creators of this

technology--known as the Protheans--went extinct nearly 50,000 years ago,

leaving little evidence of their existence behind. The discovery of this

technology led humans to develop faster-than-light travel, allowing rapid

expansion throughout the solar system.



Within a year humanity uncovered another piece of Prothean technology, a

dormant mass relay that had been encased in the ice-dwarf Charon. Once

activated, this relay allowed instantaneous travel across thousands of light

years to other mass relays in different parts of the galaxy. Humanity

immediately began using this technology to colonize far-off star systems.



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...





==================

Xbox 360 Controls 13xbox

==================



BASIC CONTROLS / COMBAT CONTROLS

--------------------------------



A Button - Activate / Interact / Sprint or Mount (in combat)

B Button - Holster Weapon

X Button - Draw Weapon / Skip Dialogue

Y Button - Draw Weapon / First Aid



Left Trigger - Draw Weapon / Zoom

Right Trigger - Draw Weapon / Fire Weapon



Left Bumper - Draw Weapon / Hold to Select Weapon

Right Bumper - Hold to Select Abilities



Left Analog Stick - Move Character / Cursor / Back to Wall

Right Analog Stick - Move Camera



Left Analog Button - Toggle Crouch

Right Analog Button - Increase Zoom (using sniper rifle)



Start Button - Access Mission Computer

Back Button - Throw Grenade / Detonate Grenade





MAKO CONTROLS

-------------



A Button - Activate Jump Jets

B Button - Exit Mako

X Button - Return to Normandy

Y Button - Repair Mako



Left Trigger - Turret View

Right Trigger - Fire Machine Gun



Left Bumper - none

Right Bumper - Fire Cannon



Left Analog Stick - Move Mako

Right Analog Stick - Move Camera / Aim Weapons



Left Analog Button - none

Right Analog Button - Increase Zoom while in Turret View



Start Button - Main Menu

Back Button - none





SQUAD COMMANDS

--------------



Direction: Up - Move to a location

Direction: Down - Take cover

Direction: Left - Rally on your position

Direction: Right - Target an enemy





============

PC Controls 14pcco

============



BASIC CONTROLS

--------------



Interact - E,Enter

Tactical HUD - Spacebar



Map - M

Equipment - I

Squad - U

Journal - J

Codex - O



Quick Save - F6





COMBAT CONTROLS

---------------



Movement - W,A,S,D

Storm - Shift

Movement Speed - Z

Crouch - Left Ctrl



Fire - Left Mouse Button

Zoom - Right Mouse Button

Change Zoom Level - E

Grenade - R

First Aid - F



Draw/Holster Weapon - Q

Previous Weapon - [

Next Weapon - ]

Pistol - F1

Shotgun - F2

Assault Rifle - F3

Sniper Rifle - F4



Toggle Quick Slots - V

Quick Slot 1 - 1

Quick Slot 2 - 2

Quick Slot 3 - 3

Quick Slot 4 - 4

Quick Slot 5 - 5

Quick Slot 6 - 6

Quick Slot 7 - 7

Quick Slot 8 - 8





MAKO CONTROLS

-------------



Cannon - Right Mouse Button

Turret Zoom - Shift

Thrusters - Spacebar

Return to Normandy - N





SQUAD COMMANDS

--------------



Move - Up Button

Rally - Down Button

Attack - Left Button

Hold Position - Right Button





============

Game Basics 15game

============



CHARACTER CREATION 15Acha

------------------



When you start a new game, you can begin with the default version of

Commander Shepard, or you can create your own. Creating a custom character

allows you to alter your version of Commander Shepard in a number of ways, as

detailed below.



First, you select the gender of your character. Shepard can be male or

female. Next you can give a first name to your character. The default male

name is "John," and the default female name is "Jane." For the purposes of

in-game dialogue and continuity, the last name cannot be changed.



After selecting a name, the next step is to determine the history and

personality of your character. This is a two-step process:



The first step is to select your pre-service history. This dictates your

character's background before joining the Alliance military. Three

choices are available, and each allows for the completion of a different

optional assignment.



Spacer: "Both of your parents were in the Alliance military.

Your childhood was spent on ships and stations as they

transferred from posting to posting, never staying in

one location for more than a few years. Following in

your parent's footsteps, you enlisted at the age of

eighteen."



Alignment Bonus: ++ Paragon



Assignment: "Citadel: Old, Unhappy, Far-Off Things,"

in which Commander Shepard deals with a drunken ex-

marine who is emotionally scarred from the events he

witnessed as a soldier.



Colonist: "You were born and raised on Mindoir, a small border

colony in the Attican Traverse. When you were sixteen,

slavers raided Mindoir, slaughtering your family and

friends. You were saved by a passing Alliance patrol,

and you enlisted with the military a few years later."



Alignment Bonus: + Paragon

+ Renegade



Assignment: " Citadel: I Remember Me," in which

Commander Shepard is asked to speak with a fellow

colonist who was traumatized by the events on Mindoir.



Earthborn: "As an Earthborn, you had a rough childhood in the

slums of Earth, and have a gritty edge to your

personality."



Alignment Bonus: ++ Renegade



Assignment: "Citadel: Old Friends," in which Commander

Shepard is confronted by a member of his/her former

gang and asked to for a favor.



Next you select your psychological profile, for which there are again

three possible choices. By the start of the game your character is

something of a minor celebrity, and your choice here determines precisely

how this came to be. Individuals in the game will sometimes recognize

you from your past exploits and react differently towards you.



Additionally, for each psychological profile there is an optional

assignment that is affected. However, unlike the pre-service history

selections, these assignments are available to all players.



Sole Survivor: "During your service, a mission you were on went

horribly wrong. Trapped in an extreme survival

situation, you had to overcome physical torments and

psychological stresses that would have broken most

people. You survived while all those around you fell,

and now you alone are left to tell the tale."



Alignment Bonus: + Paragon

+ Renegade



Assignment: "UNC: Dead Scientists," in which Commander

Shepard encounters a fellow survivor of the massacre

on Akuze.



War Hero: "Early in your military career you found yourself

facing an overwhelming enemy force. You risked your

own life to save your fellow soldiers and defeat the

enemy despite the impossible odds. Your bravery and

heroism have earned you medals and recognition from

the Alliance fleet."



Alignment Bonus: ++ Paragon



Assignment: "UNC: Espionage Probe," in which Commander

Shepard confronts the mastermind of the attack he/she

is famous for defeating.



Ruthless: "Throughout your military career, your have held fast

to one basic rule: get the job done. You've been

called cold, calculating, and brutal. Your reputation

for ruthless efficiency makes your fellow soldiers

wary of you. But when failure is not an option, the

military always goes to you first."



Alignment Bonus: ++ Renegade



Assignment: "UNC: Major Kyle," in which Commander

Shepard must stop a dangerous cult led by his/her

former commanding officer.



These two selections create a matrix of nine possible backgrounds for

your character, each of which is detailed below. You may use this list

to select your desired combination of pre-service history and

psychological profile.



Spacer / Sole Survivor:



"Both of your parents were in the Alliance military. Your

childhood was spent on ships and stations as they transferred

from posting to posting. Following in your parents' footsteps,

you enlisted at the age of eighteen.



One of your first missions was an expedition to investigate

Akuze, a lush world on the outskirts of Alliance space that had

suddenly dropped out of contact. Arriving on the surface, your

patrol found the settlement intact, but there were no survivors.



At nightfall, the thresher maws struck - mindless abominations of

teeth and tentacles that rose from beneath the earth. Constant

gunfire couldn't drown out the shrieks of your fellow soldiers as

they were dragged down to a gruesome death.



Fifty marines died on Akuze. You were the only one to make it

back to the landing zone alive. A monument on the planet

commemorates the massacre, a grim reminder of the price humanity

must pay as they spread throughout the stars."



Spacer / War Hero:



"Born into a naval family, you spent your childhood on ships and

stations. You moved from posting to posting as your parents were

reassigned. You enlisted in the Alliance military yourself on the

day you turned eighteen.



You were on shore leave at Elysium when the first wave of the

Skyllian Blitz struck. A massive coalition force of slavers,

crime syndicates, and batarian warlords attacked the human

colony, determined to wipe it out.



You rallied the civilian inhabitants, leading them in their

desperate fight to hold off the invaders. When enemy troops broke

through the colony's defenses, you single-handedly held them off

and sealed the breach.



After hours of brutal fighting, reinforcements finally arrived

and the enemy broke ranks and fled. Because of your actions,

Elysium was saved, and you are regarded throughout the Alliance

as a true hero."



Spacer / Ruthless:



"Born into a naval family, you spent your childhood on ships and

stations. You moved from posting to posting as your parents were

reassigned, and it was only natural you would follow in their

footsteps by enlisting in the Alliance military when you came of

age.



After several years of service, you joined the campaign to rid

the Skyllian Verge of batarian slavers and other criminal

elements. The final battle came when Alliance forces laid siege

to Torfan, a slaver base built miles below the surface of a

desolate moon. The superiority of the human fleet was wasted in

the assault on the underground bunker, but you led a corps of

elite ground troops into the heart of the enemy base.



Nearly three-quarters of your own squad perished in the vicious

close-quarters fighting... a cost you were willing to pay to make

sure not a single slaver made it out of Torfan alive."



Colonist / Sole Survivor:



"You were raised on Mindoir on the fringes of the Attican

Traverse. When you were sixteen, the colony was raided by

slavers. The entire settlement was razed and your friends and

family were slaughtered. A passing Alliance patrol rescued you,

but all you loved was destroyed.



You enlisted with the Alliance military, eventually volunteering

to go to Akuze, a colony that had mysteriously dropped out of

contact. As soon as it arrived on the surface, your patrol was

attacked by thresher maws - mindless abominations of teeth and

tentacles that rose up from beneath the earth. Constant gunfire

couldn't drown out the shrieks of your fellow soldiers as they

were dragged down to a gruesome death.



Fifty marines died on Akuze; you were the only one to make it

back to the landing zone alive. A monument on the planet

commemorates the massacre, a grim reminder of the price humanity

must pay as they spread throughout the stars."



Colonist / War Hero:



"You were raised on Mindoir on the fringes of the Attican

Traverse. When you were sixteen, the colony was raided by

slavers. The entire settlement was razed and your friends and

family were slaughtered. A passing Alliance patrol rescued you,

but all you loved was destroyed.



You enlisted with the Alliance military and were posted at

Elysium. You were there during the Skyllian Blitz, an attack on

the colony by a massive coalition force of slavers, crime

syndicates, and batarian warlords.



You rallied the civilian inhabitants, leading them in their

desperate fight to hold off the invaders. When enemy troops broke

through the colony's defenses, you single-handedly held them off

and sealed the breach.



After hours of brutal fighting, reinforcements finally arrived

and the enemy broke ranks and fled. Because of your actions,

Elysium was saved, and you are regarded throughout the Alliance

as a true hero."



Colonist / Ruthless:



"You were raised on Mindoir on the fringes of the Attican

Traverse. When you were sixteen, the colony was raided by

slavers. The entire settlement was razed and your friends and

family were slaughtered. A passing Alliance patrol rescued you,

but all you loved was destroyed.



You joined with the Alliance military, joining the long and

bloody campaign to rid the Skyllian Verge of batarian slavers and

other criminal elements. The final battle came when Alliance

forces laid siege to Torfan, a slaver base built miles below the

surface of a desolate moon. The superiority of the human fleet

was wasted in the assault on the underground bunker, but you led

a corps of elite ground troops into the heart of the enemy base.



Nearly three-quarters of your own squad perished in the vicious

close-quarters fighting, a cost you were willing to pay to make

sure not a single slaver made it out of Torfan alive."



Earthborn / Sole Survivor: *



"You were born on Earth, but you never knew your parents. A child

of the streets, you learned to live by your wits and guts,

surviving in the hidden underbelly of the megatropolises of

humanity's homeworld.



Eager to find a better life, you joined the Alliance military

when you came of age. You volunteered for an expedition to Akuze:

a lush world on the outskirts of Alliance space that had suddenly

dropped out of contact. Arriving on the surface your patrol found

the settlement intact, but no survivors.



At nightfall, the thresher maws struck - mindless abominations of

teeth and tentacles that rose up from beneath the earth. Constant

gunfire couldn't drown out the shrieks of your fellow soldiers as

they were dragged down to a gruesome death.



Fifty marines died on Akuze; you were the only one to make it

back to the landing zone alive. A monument on the planet

commemorates the massacre, a grim reminder of the price humanity

must pay as they spread throughout the stars."



Earthborn / War Hero:



"You were born on Earth, but you never knew your parents. A child

of the streets, you learned to live by your wits and guts,

surviving in the hidden underbelly of the megatropolises of

humanity's homeworld.



Eager to find a better life, you joined the Alliance military

when you came of age. You were on shore leave at Elysium when the

first wave of the Skyllian Blitz struck. A massive coalition

force of slavers, crime syndicates, and batarian warlords

attacked the human colony, determined to wipe it out.



You rallied the civilian inhabitants, leading them in their

desperate fight to hold off the invaders. When enemy troops broke

through the colony's defenses, you single-handedly held them off

and sealed the breach.



After hours of brutal fighting, reinforcements finally arrived

and the enemy broke ranks and fled. Because of your actions,

Elysium was saved, and you are regarded throughout the Alliance

as a true hero.



Earthborn / Ruthless:



"You were born on Earth, but you never knew your parents. A child

of the streets, you learned to live by your wits and guts,

surviving in the hidden underbelly of the megatropolises of

humanity's home world.



Eager to find a better life, you joined the Alliance military

when you came of age. You were assigned to the campaign to rid

the Skyllian Verge of batarian slavers and other criminal

elements. The final battle came when Alliance forces laid siege

to Torfan, a slaver base built miles below the surface of a

desolate moon. The superiority of the human fleet was wasted in

the assault on the underground bunker, but you led a corps of

elite ground troops into the heart of the enemy base.



Nearly three-quarters of your own squad perished in the vicious

close-quarters fighting, a cost you were willing to pay to make

sure not a single slaver made it out of Torfan alive."



* The Earthborn / Sole Survivor background is that chosen for the default

Commander Shepard.



After creating a character profile, you must select your class from the six

types available to you. This is a very important selection, as it determines

what weapons and abilities will be available to you.



There are three primary classes in Mass Effect: Soldiers, Engineers, and

Adepts. Soldiers are combat specialists. They are the only class with

access to heavy armor, and they have the ability to train in the use of any

weapon type. Engineers specialize in non-combat abilities like unlocking

doors and containers, and in sabotaging enemy weapons and shields. Adebts

are biotic characters that can forcefully move enemies and objects, and are

best at disabling enemies and controlling crowds.



Soldier: "The Soldier is a tough warrior, able to deal with a

range of combat situations. The Soldier gets improved

health, has the widest selection of weapons, and is

eventually able to wear heavy armor. Gameplay focus

is on getting into the thick of the fight, picking the

right weapon for tactical situations, and outlasting

opponents."



Starting Talents: Assault Rifles

Assault Training

Combat Armor (Medium)

Pistols



Unlockable Talents: Combat Armor (Heavy)

First Aid

Fitness

Shotguns

Sniper Rifles



Engineer: "The Engineer is a tech specialist, able to quickly

and easily manipulate the environment with specific

talents. Gameplay focus is on shaping the battlefield

during combat, healing the party, and debuffing

enemies (disabling weapons and lowering shields)."



Starting Talents: Decryption

Electronics

First Aid

Pistols



Unlockable Talents: Basic Armor (Light)

Damping

Hacking

Medicine



Adept: "The Adept is the ultimate biotic, able to affect the

physical world with the power of the mind. They can

use biotics to violently manipulate objects in the

environment, including nearby enemy targets. Gameplay

focus is on disabling and debuffing enemies while

dealing massive amounts of damage."



Starting Talents: Barrier

Basic Armor (Light)

Throw

Warp



Unlockable Talents: Lift

Pistols

Singularity

Stasis



The other three classes are hybrids of the first three, though whether they

combine the best or worst aspects of each remains a subject of debate. The

Infiltrator combines the Soldier and Engineer, the Vanguard combines the

Soldier and Adept, and the Sentinel combines the Engineer and Adept.



Vanguards have access to weapons and armor training, but don't have the range

of biotic abilities open to Adepts. Similarly, Infiltrators gain weapons and

armor training as well, but lack the range of debuffs possessed by Engineers.

The most supporting class is the Sentinel, which offers a mix of tech and

biotic powers, but lacks weapon or armor talents.



Infiltrator: "The Infiltrator is a tech-savvy warrior, able to win

battles by quickly disabling and killing enemies.

These soldiers focus on unlocking alternate routes,

gaining access to good equipment, and obtaining an

advantageous position over enemies in combat."



Starting Talents: Decryption

Electronics

Pistols

Tactical Armor (Light)



Unlockable Talents: Damping

First Aid

Fitness

Sniper Rifles

Tactical Armor (Medium)



Vanguard: "The Vanguard is a powerful combatant, able to combine

the offensive powers of the Adept and the Soldier.

They have access to various weapons and armor, as well

as biotics. Gameplay focus is on taking down enemies

with quick and brutal force.



Starting Talents: Assault Training

Pistols

Throw

Warp



Unlockable Talents: Barrier

Lift

Shotguns

Tactical Armor (Light/Medium)



Sentinel: "The Sentinel is the most flexible class, able to

combine tech and biotics to manipulate the

environment, disable and track enemies, or defend the

party. Gameplay focus is on protecting the party

using kinetic barriers and healing it with advanced

medical training."



Starting Talents: Barrier

Decryption

First Aid

Throw



Unlockable Talents: Electronics

Lift

Medicine

Stasis



Finally you are ready to customize your character's appearance. You can

choose to use the default versions of Commander Shepard, or you can adjust

any aspect of your character's face to your liking. Use the sliders in each

section to manipulate a range of facial details. Female characters have the

additional option of customizing makeup.



When you are finished, select "Finalize" to begin the game. Note that once

you have completed one playthrough of Mass Effect you can begin a new game by

selecting an existing character. You will begin the new game with all the

stats and equipment that your character had at the time the game was

finished. Though any accrued Charm or Intimidate slots will be retained,

your preexisting Paragon and Renegade scores will not carry over.



Additionally, if you have unlocked any weapons or powers through

achievements, you must select one as a bonus talent for your new character.





INTRODUCTION TO RPGS 15Bint

--------------------



Mass Effect is an Action Role-Playing Video Game (or RPG), meaning you assume

the role of a fictional character and control his or her actions in a way

that affects the game and other characters. As your progress through the

game you will earn "experience points" (or XP) for your actions. You gain

these points by exploring, talking to characters, completing quests, and

defeating enemies in combat. The accumulation of these points allows your

character to "level up," thereby increasing certain characteristics such as

health. In Mass Effect you are granted "talent points" after each level up,

which go into upgrading and improving your character's ability with certain

skills. Many of these components are explained in more detail later.





CONVERSATIONS 15Ccon

-------------



A significant amount of gameplay in Mass Effect is devoted to conversations

with other characters. This is done through the "conversation wheel" that

appears near the bottom of the screen whenever your character has the

opportunity to say something. All dialogue in the game is fully voiced,

including that of Commander Shepard. Rather than choosing the exact words

your character will say however, Mass Effect shows you several options on the

wheel corresponding to general feelings, questions, or emotions. These short

phrases are then turned into full lines of dialogue that are spoken by your

character



To select a dialogue response on the Xbox 360, hold the left analog stick in

the direction of the choice you wish to select, and then press the A button.

You can also press the X button instead, which will begin your character's

line immediately, stepping on the lines of any character who is speaking at

the time. X is also used to skip dialogue if you wish to do so. On the PC

you use the mouse to select dialogue options, and the Spacebar to skip

dialogue.



The dialogue wheel itself is divided into six quadrants. Choices on the

wheel's left side usually give you more information about a given topic,

while choices on the right tend to bring the conversation closer to its

conclusion. Additionally, the top of the wheel tends to correspond to the

Paragon path, where your character makes cooperative and unselfish decisions.

The bottom of the wheel typically corresponds to the Renegade path, where

your character makes decisions that are more selfish and impatient. This is

not always the case, but it is a good general guide to framing your responses

during a conversation if you wish to play as a certain type of character.



Sometimes you will see the option on the middle left to "Investigate."

Selecting this option brings up more choices for topics of conversation, and

the orientation of these choices often does not correspond to the Paragon /

Renegade paths described above.



If you have spent sufficient talent points in the "Charm" or "Intimidate"

talents, you will sometimes also have the option to persuade characters to

achieve a nonviolent outcome or to give you additional money, items, or

information. These choices appear in the upper and lower left quadrants as

blue and red dialogue choices respectively. If you lack sufficient skill in

these areas, these choices will be grayed out, and you will not have the

option of using them.





THE MISSION COMPUTER 15Dthe

--------------------



By pressing the Start Button (or Esc on the PC) you can enter the Mission

Computer menu. You access each part of the menu in a similar way to

selecting dialogue choices during a conversation.



The Mission Computer allows you access to game details for:



Codex: A small encyclopedia of the Mass Effect universe. As you

play and gain new information the Codex will populate

itself with new articles concerning the planets,

civilizations, and technologies you come across.



Equipment: View and change your currently equipped weapons, armor,

items, and upgrades.



Exit Game: Quits the game and returns to the desktop. (PC only)



Journal: View your current missions and assignments. Missions are

essential to the completion of the game. Assignments are

optional, but typically grant experience points and

other rewards.



Load: Load previously saved games.



Main Menu: Exit the game and return to the main menu. (PC only)



Map: Shows a two dimensional overview of your current area. It

indicates the position of your character as well as known

points of interest, objectives, and other pieces of useful

information. On the Xbox 360, you can use the left and

right bumpers to zoom in and out for a better view.



Options: Change your settings for gameplay, graphics, sound, and

other options. Notably, you can change the gameplay

difficulty, and toggle visual effects like film grain and

motion blur. (Xbox 360 only)



Save: Allows you to save your current progress through the game.

You cannot save in certain situations, such as during

combat and while riding in elevators.



Settings: Change your settings for gameplay, graphics, sound, and

other options. Notably, you can change the gameplay

difficulty, and toggle visual effects like film grain and

motion blur. (PC only)



Squad: View and upgrade stats and abilities for you and your

squad members.





COMBAT 15Ecom

------



The combat in Mass Effect resembles a third-person shooter, but is actually

powered by an RPG rules set. You can draw your weapon by pressing the X

button (Q on the PC) or either of the triggers (mouse buttons on the PC), and

can holster it by pressing the B button (Q on the PC).



Drawing your weapon enters combat mode, showing a reticule on-screen to

indicate where your weapon is aimed. It also displays the status of each

squad member in the lower left corner of the screen. The red bar indicates

the health of each squad member, while the blue boxes indicate the status of

each character's shields. More boxes mean more shield strength, and empty

boxes mean the shields are depleted.



Radar is displayed in the bottom right corner, and shows enemies as red dots.

Some enemies can jam your radar, hiding their locations from you. However,

certain weapon upgrades can be used to negate this ability.



The right analog stick (or mouse on the PC) is used to aim the target

reticule. Holding the left trigger (right mouse button on PC) zooms in for

more precise aiming, increasing your character's accuracy. The reticule

turns orange when it is placed over an enemy or any object that can be

damaged or destroyed. Squeezing the right trigger (left mouse button on PC)

then fires your weapon. The chance of hitting an enemy and how much damage

is dealt from your weapon are determined by your stats and equipment. Your

chance of hitting an enemy is reduced by holding the trigger for a long

period of time. Sustained fire can also overheat your weapon, meaning you

must wait for it to cool down before using it again.



On the Xbox 360 strategic management is accomplished through the use of two

combat "wheels." The first is the "Weapons Wheel" which is accessed by

holding down the left bumper. This pauses the action, and allows you to

select what weapon each member of your squad will use. All squad members

carry a pistol, shotgun, assault rifle, and sniper rifle, but each will be

far more effective with a certain weapon if they have trained in its use.



The second wheel is the "Power Wheel," which is accessed by holding the right

bumper. This allows you to access the special abilities of all squad members

and use them accordingly by aiming using the right analog stick. A power can

also be mapped to the right bumper by pressing the X button while using the

wheel.



On the PC these wheels are replaced by the Tactical HUD, which is accessed by

holding down the Spacebar. This screen shows the abilities that are

available to you and your squad members. You can use it to select which

weapons and powers to use, and it also allows you to set your hotkeys for

each ability by dragging them to the quick slots located in the upper left

corner. Here they can be accessed by pressing the appropriate number key, 1

through 8.





ADVANCING LEVELS 15Fadv

----------------



As mentioned previously, you gain experience points as you progress through

the game. There is a single pool of experience for the entire squad,

allowing you and your companions to advance at a similar rate. By

accumulating enough XP you will level up, granting access to new talent

points which you can spend at the Squad screen in the Mission Computer. Your

character starts at level 1, and the highest possible level is level 60.



At the Squad screen you can automatically distribute talent points to the

selected character, or you can spend them manually on each desired talent.



Players earn talent points for each new level as follows:



Level Shepard Points per Level Squad Points per Level

1-5 3 2

6-20 2 2

21-35 2 1

36-60 1 1



This means that at most Shepard can earn 100 talent points through leveling

up, and squad members can earn up to 80 points. However, all characters

begin with 2 points already allocated, and automatic points in the Charm and

Intimidate talents can be earned by raising Paragon and Renegade meters to

sufficient levels. Therefore the theoretical maximum number of talent points

a character can have is 126 at level 60.





THE GALAXY MAP 15Gthe

--------------



To travel around the galaxy using your advanced starship--the Normandy--you

must access the galaxy map, located prominently in the center of the command

deck.



The first level of the galaxy map is the Galaxy Level, which shows all

available star clusters and nebulae you can visit. By moving your cursor

over a selected cluster you can see its name and view the relay path the

Normandy would take to reach that part of the galaxy. New clusters and

systems become available as you complete missions and learn more about the

galaxy.



After selecting a location, you zoom in to the Cluster Level, which shows all

known star systems within that cluster. To explore a star system you must

travel there by clicking on it and confirming that you wish to travel.



When you have arrived at a new system you will see the System Level, which

shows all the planets and celestial objects orbiting the star you have

traveled to. All planets will have a blue ring showing their orbit. Other

objects may be hidden and will require you to move your cursor over them to

discover their presence. For example, many asteroid belts have interesting

asteroids you can examine, and derelict starships and freighters can also be

found in some systems. A hidden object can usually be identified by a small

twinkle of light that appears on occasion. To find these objects, move your

cursor over the object and press the appropriate button to scan it.



By selecting a planet, moon, or other object you will zoom in to the

Planetary Level. This shows you a view of the planet's surface along with a

synopsis of important planetary features and information. Many planets are

inhospitable to human life, but some can be surveyed for raw materials and

interesting artifacts. Some can also be explored using the Mako. On the

Xbox 360, press A to survey or land on a planet when given the option.





EQUIPMENT 15Hequ

---------



Collecting, using, and upgrading your equipment is important to your success

and survival in Mass Effect. The first pieces of useful equipment are your

weapons. Every squad member carries four basic weapon types, and Commander

Shepard can also throw grenades which detonate automatically after ten

seconds if not detonated remotely by pressing the grenade button again.



Pistols: "Pistols are highly accurate, have little recoil, and

are easy to use when moving. They are effective at a

variety of ranges, but inflict limited damage."



Trainable by: Soldier

Engineer

Adept

Vanguard

Infiltrator



Shotguns: "Shotguns have a slow rate of fire and high recoil,

but inflict massive damage to multiple targets when

fired at close range."



Trainable by: Soldier

Vanguard



Assault Rifles: "Assault rifles are the standard armament of most

Soldiers, offering a good balance between firepower,

range, and accuracy."



Trainable by: Soldier



Sniper Rifles: "Sniper rifles have long range, are highly accurate,

and inflict significant damage. They have a limited

rate of fire, however, and are practically useless at

close range.



Trainable by: Soldier

Infiltrator



Grenades: "Disk-shaped Alliance grenades can glide long

distances and also latch onto targets or flat

surfaces to be remotely detonated. Only you, as

Commander Shepard, can use grenades."



The next major component is armor, which protects the wearer from

injury. Each species uses a different set of armor because of inherent

differences in physiology. The one exception is the asari, who can wear

human armor, and vice versa.



Light Armor: "Light armor offers a basic level of protection from

enemy attacks and minimizes the movement penalties

that affect weapon accuracy."



Wearable by: Soldier

Engineer

Adept

Vanguard

Infiltrator

Sentinel



Medium Armor: "Medium armor offers an increased level of

protection, but also increases the movement penalties

that affect weapon accuracy."



Wearable by: Soldier

Vanguard (requires training)

Infiltrator (requires training)





Heavy Armor: "Heavy armor offers the highest level of protection

from enemy fire, but also has the highest movement

penalties affecting weapon accuracy."



Wearable by: Soldier (requires training)



With one exception, all weapons, armors, and grenades can be upgraded to

enhance their properties. Upgrades can increase damage, improve shields, and

more.



To upgrade equipment, access the Equipment screen through the Mission

Computer (or press I on the PC). Equip the item you wish to use and press

the X button to view the Upgrade screen on the Xbox 360, or click the

appropriate upgrade slot on the PC. Select the desired upgrades and then

confirm the upgrade selection.



To modify tech and biotic abilities, special equipment is used:



Bio-amps: "Biotics can strengthen their power in specific

disciplines by using amps (amplifiers). These

specially designed devices often come in the form of

small electronic attachments that are worn on a

biotic's ear or the back of their head."



Omni-tools: "Omni-tools are multipurpose diagnostic and

minifacturing tools used for a variety of battlefield

tasks, such as hacking, decryption, or repair. They

are equipped by Engineers, Sentinels, and

Infiltrators to make use of their tech talents."



New equipment can be acquired in a number of ways. As you progress in the

game and defeat enemies you gain XP, money, and items. These new items are

automatically placed in your inventory. You can also purchase items from

stores or take them from containers you find throughout the game. Stores

allow you to buy upgrades in the form of increased grenade or medi-gel

capacity.



Medi-gel is a universal healing substance that restores the health of all

squad members when used. Press the Y button (F on the PC) during combat to

use medi-gel on your squad.



There is an inventory limit of 150 items, so it is important to keep your

inventory as empty as is reasonable. Any weapons, armors, or upgrades you or

your squad aren't using can be sold for extra money or turned into omni-gel.

Omni-gel is useful for opening locked containers and decrypting certain

electronic devices, provided you have the requisite skill already.





SQUAD MANAGEMENT 15Isqu

----------------



Selecting the Squad screen from the Mission Computer menu gives a variety of

information about your character and the other characters in your squad,

including name, class, appearance, level, and use of talent points. The

Squad screen can be accessed directly on the PC by pressing the U key.



Whenever you gain enough experience to gain a new level, all characters are

granted talent points that can be spent to upgrade certain abilities or to

unlock new ones. Assigning points to a given talent lets you improve combat,

tech, and biotic abilities, as well as unlock and improve special abilities

for each talent.



Commander Shepard also has Paragon and Renegade meters shown on this screen.

These meters track your choices made throughout the game. Generous choices

result in Paragon points, ruthless choices result in Renegade points. Either

path is acceptable, as you gain bonuses for filling either meter.



Paragon: The Paragon scale is colored blue and impacts the Charm

ability.



05% Bonus: Opens two Charm slots

Gives one Charm point

25% Bonus: Opens two Charm slots

Gives one Charm point

10% bonus to First Aid cooldown

50% Bonus: 10% bonus to health

75% Bonus: Unlocks Achievement

Opens two Charm slots

Gives one Charm point

5% bonus to all talent cooldowns



Renegade: The Renegade scale is colored red and impacts the

Intimidate ability.



05% Bonus: Opens two Intimidate slots

Gives one Intimidate point

25% Bonus: Opens two Intimidate slots

Gives one Intimidate point

10% bonus to First Aid cooldown

50% Bonus: Regenerate +1 health per second

75% Bonus: Unlocks Achievement

Opens two Intimidate slots

Gives one Intimidate point

5% damage/duration bonus on all weapons/powers





EXPLORING UNCHARTED WORLDS 15Jexp

--------------------------



When you have control of the Normandy, you can use it to travel to many

uncharted worlds with mysterious anomalies. To discover the nature of these

anomalies, you must explore these planets using the Mako.



When you land on a planet, you should first check your Map. This often

reveals the locations of many known points of interest. Anomalies--marked

with a question mark--usually indicate something interesting to explore.

Furthermore, there are several deposits of rare materials that can be

surveyed on a planet's surface once you discover them.



When you are done exploring a planet, simply press the X button while in the

Mako (or from the Map screen) to return to the Normandy. This is done on the

PC by pressing the N key.





USING THE MAKO 15Kusi

--------------



The Normandy comes with the M35 Mako, an infantry fighting vehicle that can

be used to cover long distances quickly and to provide cover and direct fire

support. You can use the A button (E on the PC) to enter the Mako, and the B

button (Q on the PC) to exit it.



The Mako is equipped with a 155mm machine gun for dealing with infantry, as

well as a cannon for destroying more heavily armored opposition. It also

comes with jump jets that can be activated using the A button (Spacebar on

the PC), which allow the operator to deftly jump over incoming enemy rockets.



If the Mako becomes damaged from enemy fire, press the Y button (F on the PC)

to repair it. Doing so uses 15 omni-gel and requires the Mako to be

stationary.





===========

Characters 16char

===========



COMMANDER SHEPARD 16Acom

-----------------



Commander Shepard is the main character in Mass Effect, and is directly

controlled by the player. Shepard's actions, whether generous or ruthless

will decide the fate of the galaxy.



Shepard's background and pre-service history are chosen by the player during

the character creation process. At the beginning of the game, Shepard is the

Executive Officer on the SSV Normandy, a prototype Alliance frigate.





SQUAD MEMBERS 16Bsqu

-------------



++++++++++++++++++++

Ashley Williams



Gunnery Chief Williams is a soldier with the Alliance garrison on Eden Prime.

She enlisted with the Marines straight out of high school, but despite an

exemplary record she has been repeatedly passed over for a fleet assignment.

Ashley is a Soldier, specializing in combat abilities.



Level 60 Attributes (Autolevel)

< - - - - - - - - - - - - >

Pistols < x x x x >

Shotguns < x x x x x x x x x x x x >

Assault Rifles < x x x x x x x x x x x x >

Sniper Rifles < x x x x x x x x >

Combat Armor < x x x x x x x x x x x x >

First Aid < x x x x x x x x x >

Assault Training < x x x x x x x x x x x x >

Fitness < x x x x x x x >

Soldier < x x x x x x >

< - - - - - - - - - - - - >

++++++++++++++++++++





++++++++++++++++++++

Kaidan Alenko



Lieutenant Alenko is a crewmember on the SSV Normandy. Before birth he was

exposed to element zero, and developed biotic abilities as a result. As a

kid he was taken for biotic training and was equipped with L2 biotic

implants, which give him occasional migraines. Kaidan is a Sentinel,

specializing in tech and biotic abilities.



Level 60 Attributes (Autolevel)

< - - - - - - - - - - - - >

Throw < x x x x x x x x x x x x >

Lift < x x x x x x x x x x >

Barrier < x x x x x x x >

Stasis < x x x x >

Decryption < x x x x x x x x x x x x >

Electronics < x x x x x x x x x x x x >

First Aid < x x x x x x x x x x x x >

Medicine < x x x x x x x >

Sentinel < x x x x x x >

< - - - - - - - - - - - - >

++++++++++++++++++++





++++++++++++++++++++

Liara T'Soni



Dr. T'Soni is an asari scientist who spends most of her time on

archaeological digs in remote parts of the galaxy. She hopes that her

research will someday uncover the truth about the Prothean extinction. Liara

is similar to an Adept, specializing in biotic abilities.



Level 60 Attributes (Autolevel)

< - - - - - - - - - - - - >

Throw < x x x x x x x x x x x x >

Lift < x x x x x x x x x x x x >

Warp < x x x x x x x x x x x x >

Singularity < x x x x x x x x x x >

Barrier < x x x x x x x x x x x x >

Stasis < x x x x >

First Aid < x x x x x x >

Electronics < x x x x x x x x >

Asari Scientist < x x x x x x >

< - - - - - - - - - - - - >

++++++++++++++++++++





++++++++++++++++++++

Urdnot Wrex



Wrex is one of the galaxy's few remaining krogan battlemasters, rare

individuals who have mastered advanced biotic and combat abilities. He has

spent much of his recent history as a bodyguard, hired mercenary, or bounty

hunter. Wrex is similar to a Vanguard, specializing in combat and biotic

abilities.



Level 60 Attributes (Autolevel)

< - - - - - - - - - - - - >

Assault Rifles < x x x x x x x x >

Shotguns < x x x x x x x x x x x x >

Combat Armor < x x x x x x x x x x x x >

Fitness < x x x x x x x x >

Warp < x x x x x x x x x x x x >

Throw < x x x x x x x x x x x >

Barrier < x x x x x x x >

Stasis < x x x x x x >

Krogan Battlemaster < x x x x x x >

< - - - - - - - - - - - - >

++++++++++++++++++++





++++++++++++++++++++

Garrus Vakarian



Garrus is a turian Citadel Security officer. He is unhappy with his job

because he feels there is too much bureaucracy involved in apprehending

suspected criminals. Garrus is similar to an Infiltrator, specializing in

combat and tech abilities.



Level 60 Attributes (Autolevel)

< - - - - - - - - - - - - >

Assault Rifles < x x x x x x x >

Sniper Rifles < x x x x x x x x x x x x >

Tactical Armor < x x x x x x x x x >

Assault Training < x x x x x x >

Decryption < x x x x x x x x x x x x >

Damping < x x x x x x x x x x x x >

First Aid < x x x x x x x x x x x x >

Electronics < x x x x x x >

Turian Agent < x x x x x x >

< - - - - - - - - - - - - >

++++++++++++++++++++





++++++++++++++++++++

Tali'Zorah nar Rayya



Tali is a quarian machinist, currently on a pilgrimage in search of something

useful to bring back to her people. Tali is similar to an Engineer,

specializing in tech abilities.



Level 60 Attributes (Autolevel)

< - - - - - - - - - - - - >

Pistols < x x x x x x >

Shotguns < x x x x x x x x >

Basic Armor < x x x x x x x x x x >

First Aid < x x x x x x x x x >

Electronics < x x x x x x x x x x x x >

Damping < x x x x x x x x x x x x >

Decryption < x x x x x x x >

Hacking < x x x x x x x x x x x x >

Quarian Machinist < x x x x x x >

< - - - - - - - - - - - - >

++++++++++++++++++++





NORMANDY CREW 15Cnor

-------------



++++++++++++++++++++

Captain Anderson



David Anderson is the Commanding Officer of the Normandy. He has served the

Alliance with distinction for many years, and was the first human to be

considered for Spectre training. However, the Spectre he was assigned to

work with despised humans and ensured that the Citadel Council rejected

Anderson's candidacy.

++++++++++++++++++++





++++++++++++++++++++

Navigator Pressly



Pressly is an officer on the Normandy, serving as the ship's Navigator.

Before being selected by Captain Anderson to serve on the Normandy, Pressly

distinguished himself in the battle for Elysium during the Skyllian Blitz.

++++++++++++++++++++





++++++++++++++++++++

Chief Engineer Adams



Adams is an experienced officer who can be found monitoring the drive core of

the Normandy. He served on virtually every class of ship in the Alliance

Navy before being selected for service on the Normandy.

++++++++++++++++++++





++++++++++++++++++++

Doctor Chakwas



Chakwas is the only medical professional on the Normandy. She joined the

Alliance straight out of medical school in search of "exotic adventure."

Even though her career failed to be as romantic as she initially hoped, she

remains a loyal member of the Alliance out of a sense of responsibility for

the soldiers that depend on her care.

++++++++++++++++++++





++++++++++++++++++++

Joker



Flight Lieutenant Jeff "Joker" Moreau serves as the helmsman for the

Normandy, and claims to be the best pilot in the entire Alliance Navy.

Despite suffering from a debilitating bone disease he managed to finish at

the top of his class in flight school, winning enough recognition to be

selected for the Normandy's crew.

++++++++++++++++++++





++++++++++++++++++++

Corporal Jenkins



Richard Jenkins is a marine under the command of Captain Anderson, and serves

on the Normandy's ground team. He was born on the colony of Eden Prime, but

found it too "calm and quiet," so he joined the Alliance in search of

adventure.

++++++++++++++++++++





OTHER CHARACTERS 15Doth

----------------



++++++++++++++++++++

Ambassador Udina



Donnel Udina is Earth's ambassador to the Citadel. He interacts directly

with the Citadel Council and relays to the Council members the issues and

concerns of the Alliance and its citizens. Udina's top priority is to

improve humanity's standing with the other Citadel species. He hopes one day

to have a human seat on the Council, and to that end he has worked to get

humans into Citadel Security. He also hopes to get humans enlisted into the

ranks of the Spectres.

++++++++++++++++++++





++++++++++++++++++++

Admiral Hackett



Steven Hackett is a high-ranking member of the Alliance military, and is the

commander of the Fifth Fleet. He has a hand in all the affairs of the

military, and is responsible for maintaining peace and stability in systems

occupied by the Alliance.

++++++++++++++++++++





=====================

Downloadable Content 17down

=====================



BRING DOWN THE SKY 17Abri

------------------



Released via Xbox Live on March 10, 2008, "Bring Down the Sky" is the first

piece of downloadable content for Mass Effect. It features a new uncharted

world to explore, and introduces a new alien race, the Batarians. "Bring

Down the Sky" on the Xbox 360 costs 400 Microsoft Points and is estimated to

consist of roughly 90 minutes of gameplay. PC users of the game can download

"Bring Down the Sky" for free on the BioWare website starting July 29, 2008.



Description from the Mass Effect website: "A Batarian extremist group has

hijacked an asteroid station in the Asgard system, setting it on a collision

course with the nearby colony world of Terra Nova. Only Commander Shepard

can save the millions of innocent civilians before the asteroid completes its

deadly descent."



To access the "Bring Down the Sky" module, you must have control of the

Normandy. A marker will appear on the Galaxy Map directing you to the "X57

Asteroid" in the Exodus Cluster. Simply land on the asteroid to begin the

assignment.





----------------------------------------------------------------------

SECTION II

----------------------------------------------------------------------





============

Walkthrough 21walk

============



Please Note: This guide does not always provide the fastest possible path

through the game. It is intended for those who want to enjoy the 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 sections. The first is the Primary

Mission Walkthrough, detailing the main story in which Shepard must save the

galaxy. This section includes some optional components, but these tasks will

be designated as such and you may skip them at your discretion.



The next section is for Optional Assignments, and details every side mission

in Mass Effect. Assignments that deviate from the main path will be included

in this section.



Finally, the last section consists of a brief listing of all possible Codex

entries and how to achieve them.





PRIMARY MISSION WALKTHROUGH 21Apri

---------------------------



Your adventure begins on the command deck of the SSV Normandy, the most

advanced System Alliance starship ever created. You are Commander Shepard, a

promising officer in the Alliance Navy, who has been tasked with overseeing

the ship as it is put through its paces...

This section takes you through the primary mission. There are many steps

involved, some of which are optional.





SECTION 1: Prologue 21A1pr





1 - Shakedown

Our story begins as Commander Shepard heads to the front of the Normandy,

where Joker--the ship's helmsman--has just finished a mass relay jump. The

mass relays are thought to be relics of an ancient civilization known as the

Protheans, and facilitate rapid travel throughout the galaxy. He relays his

success to Nihlus Kryik, who is overseeing the operation. Nihlus is a turian

Spectre, an elite operative charged with maintaining galactic stability at

any cost. When Nihlus leaves, Joker tells Lt. Alenko about his distrust for

Spectres, at which point you have an opportunity to voice an opinion. Your

dialogue choices can net you Paragon or Renegade points. Choices in the

upper part of the dialogue wheel usually correspond with the Paragon

alignment, while choices on the bottom of the wheel usually correspond to the

Renegade alignment. Captain Anderson comes on the comm and asks you to

report to the briefing room.



+2 Paragon for agreeing with Joker

+2 Renegade for chastising your crew

New Mission: "Prologue: On the Normandy"



2 - Pressly (Optional)

On your way back towards the briefing room you can overhear Navigator Pressly

having a conversation with Chief Engineer Adams. Speaking with Pressly

reveals his concerns about the mission. He feels that Nihlus and Anderson

are concealing something from the crew. Pressly can also give you some

information that will get you acquainted with the Normandy's unique stealth

systems, which allow it to avoid detection by other ships



3 - Jenkins and Chakwas (Optional)

Outside of the briefing room, Corporal Jenkins is having a conversation with

Doctor Chakwas. You can talk to them to learn more about the Spectres, as

well as Eden Prime, your destination for this mission.



+2 Paragon for being supportive of Jenkins

+2 Renegade for telling Jenkins the mission isn't about him



4 - Spectre Training

Enter the briefing room and speak with Nihlus. He talks briefly about Eden

Prime before Captain Anderson enters and reveals the true nature of the

operation: A Prothean beacon was recently unearthed on Eden Prime and the

Normandy is being sent in to recover it. The beacon likely contains a wealth

of information on the Protheans--information that could lead to the

development of numerous new technologies. It's crucial to get the beacon

back to the Citadel--the seat of galactic government--so that it can't fall

into the wrong hands. As it turns out, 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 adds an urgency to the mission, as you must

now find and secure the beacon while helping any survivors you find.



"Prologue: On the Normandy" -> "Prologue: Find the Beacon"





SECTION 2: Eden Prime 21A2ed





1 - Touchdown on Eden Prime

When you arrive on the planet's surface you have Lt. Kaidan Alenko and Cpl.

Richard Jenkins in your squad. Each of you has only basic equipment. Head

into the bog to the north and turn east to find an upgrade kit. (Note that

for Eden Prime the compass and map directions don't agree. Directions listed

here will follow the map directions.) You can then use the nearby gas bags

for target practice before moving on.



2 - The Geth

Proceed west and follow the path over the hill. You are immediately attacked

by a small group of geth recon drones and Jenkins is fatally wounded. The

recon drones have weak weapons and shields, but are resistant to biotic

attacks. When they are destroyed, check Jenkins' body to confirm his fate.

Continue north up the hill. There are three drones at the top you must

defeat, after which you can find another upgrade kit to the left of the path

containing some grenades and omni-gel. Proceed northeast through the woods

and destroy three more drones. Off to the left before you exit the woods you

can find a medical kit to replenish your medi-gel.



+2 Paragon for promising Jenkins a proper burial

+2 Renegade for downplaying Jenkins' death



3 - Ashley Williams

As you descend the hill you witness a lone soldier being chased by more

drones. She turns to see another human impaled on a large spike by two geth

troopers, which you must now help her defeat. Speak with the soldier after

the battle. She can tell your more about the attack on the colony, and the

enemy you're facing. Ashley Williams will now join your squad. There is an

upgrade kit to your right, as well as a crate containing Scorpion I light

armor you can use to replace your default armor, as it offers superior

shields and tech/biotic protection.



+4 Paragon for giving Ashley a warm welcome

+4 Renegade for resisting Ashley's inclusion in the squad



4 - Investigate the Dig Site

At the bottom of the hill there are four more troopers guarding the dig site.

Geth troopers have the ability to erect shields to provide cover for

themselves, but lack much other protection. They are extremely vulnerable

when their shields are disabled. When you reach the dig site it is apparent

that the beacon has been moved. Ashley suggests that you should check out

the nearby research camp, which will now be marked on your map. Check the

crate near the dig site, and then proceed up the hill to the north.



5 - The Camp

As you reach the top of the hill you discover that the giant spikes are

designed to turn humans into synthetic zombie-like creatures called husks.

These enemies have no ranged weapons, so they will charge at you instead.

When they get close enough they will unleash a powerful electric explosion

designed to take down your shields. Keeping your distance should allow you

to destroy them easily. Biotic powers are also extremely effective for

immobilizing them, since they can take a good amount of punishment from your

weapons. Don't miss the upgrade kit located behind the spikes. There are

two temporary structures at the camp. The one on the left is unlocked and

contains two crates, one of which provides you with some grenades and omni-

gel. The structure on the right is locked, but can be opened with sufficient

decryption skill. Two survivors, Dr. Warren and Dr. Manuel are hiding

inside. Dr. Warren can tell you about the attack, and she informs you that

the beacon has been relocated to the spaceport. If you ask about Manuel you

have the option to shut him up for a while.



+2 Paragon for being kind to the survivors

+9 Renegade for striking Manuel



~~~~~~~~~~

DECRYPTION AND ELECTRONICS MINIGAME



The decryption minigame can be performed to unlock certain containers or to

recover certain valuables from downed spacecraft or satellites. Locked

containers and doors can have three levels of difficulty (easy, average, and

hard) and you will need a certain number of points in the corresponding skill

in order to attempt to open each type of lock: 1 point is required for easy,

5 points for average, and 9 points for hard. Locks can also be opened by

supplying the requisite amount of omni-gel, but only if you have sufficient

skill.



Opening a lock on the Xbox 360 involves pressing one of the face buttons (A,

B, X, or Y) soon after it glows on-screen. The number of buttons that must

be pressed depends (in theory) on the difficulty of the decryption.



On the PC the minigame is different, and requires you to navigate a cursor on

a circular wheel to reach the center. This is much like Frogger with several

concentric circles you must traverse. Navigate past the orange blocks (which

are stationary) and the red blocks (which move) to reach the center. You get

to try again if you fail, but only if you have sufficient omni-gel.

~~~~~~~~~~



6 - The Rogue Spectre

Head up the hill to the north. Ahead at the train station Nihlus turns a

corner to see his friend Saren, a fellow Spectre. Off in the distance you

hear a single gunshot. As you reach the crest of the hill, you can see a

massive spaceship taking off from the spaceport ahead. Take up defensive

positions near the top of the hill and eliminate the husks and geth troopers

below you. You can shoot the explosive containers near the steps to

eliminate the troopers quickly. After the fight you can find a

malfunctioning object in an alcove to the northwest that will give you some

grenades and omni-gel.



7 - The Farmers (Optional)

A path to the east leads to another small temporary structure with a crate

nearby. After unlocking the door (easy decryption), three farmers emerge.

They talk about the ship, and inform you of a smuggling operation that's been

going on at the colony. The farmers have been holding weapons and supplies

for a smuggler at the spaceport. They offer you an extra pistol--the Stinger

II, which is a good early pistol and the only one of its kind that can be

found in the game--which they've been holding for the smuggler. If you have

spent enough points in your Charm or Intimidate skills then you can get an

extra upgrade item in addition to the pistol. If you do so, Ashley will

demand to know the name of the smuggler, and you can persuade them to reveal

his identity. Don't miss the storage locker (which has an easy electronics

lock) inside the shed after the conversation concludes.



+2 Paragon for using Charm twice

+2 Renegade for using Charm, then Intimidate

+2 Paragon for using Intimidate, then Charm

+2 Renegade for using Intimidate, then Charm

+4 Renegade for using Intimidate twice



8 - Powell the Smuggler

Ascending the steps to the train platform reveals Nihlus' fate. A noise from

behind the nearby crates turns out to be Powell, the smuggler the farmers

informed you about. He tells you about Saren's betrayal of Nihlus. If

confronted about his smuggling operation he will offer you some grenades to

resupply you. Using Charm or Intimidate you can get an additional grenade

upgrade out of him. There is a medical kit nearby, and an upgrade kit in the

fires behind the crates.



+2 Paragon for being forgiving towards Powell

+2 Renegade for condemning Powell's cowardice



9 - Taking the Train

Continue north and take out the three nearby geth troopers. You will need to

board the train and fight your way to the other side to activate the controls

that will take you to the spaceport. The train itself is defended primarily

by geth troopers, but there are also a couple geth destroyers to worry about.

Destroyers are huge versions of the troopers, and will typically charge at

you when they get close enough. Keep your distance and concentrate on

destroying them before moving forward. Biotic powers are particularly useful

for disabling heavy geth soldiers like the destroyer, as immobilizing them

keeps them from using their heavy weapons against you. There is a medical

kit halfway up the train. Activate the train controls at the far end to

proceed to the spaceport. Meanwhile, Saren orders the geth to place

explosives around the port to destroy the colony and cover up any evidence of

their presence.



10 - Defusing the Situation

When you arrive at the spaceport your goal is to disarm all the demolition

charges before time runs out. The first charge is to your immediate left

after exiting the train. Simply press A (E on the PC) to defuse an explosive

while your squad is covering you. Go up the ramp. The other charges show up

on your radar, so you should have no trouble locating them. Cross the nearby

bridge and work your way north as you defuse the explosives. You will need

to worry about several geth troopers and geth shock troopers as you advance.

Shock troopers are more heavily armed and armored than their trooper

counterparts. They too can erect kinetic barriers, and they have a missile

attack similar to the destroyers. If you're having trouble, consider leaving

your team on the west side and heading back to the east side of the port to

flank the geth. There is a crate to the far north on the west side of the

bridge.



11 - Secure the Beacon

Proceed west through the opening. Descend the ramp and finish off the last

of the troopers and husks. There are two storage lockers to the south, a

technician kit to the north, and a crate near the beacon itself. You can

approach the railing to the west for a view of the devastation left by the

ship you saw. Once you've secured the Prothean beacon you can radio the

Normandy to come pick it up. If you are playing as a male, Ashley will

inadvertently activate the beacon. As a female, Kaidan will activate the

beacon. You are forced to intervene, and the beacon downloads a violent

vision into your brain before it destroys itself.



12 - On Approach to the Citadel

You wake up in the Normandy's medical bay. Dr. Chakwas and Captain Anderson

will explain the situation. When the conversation concludes, head upstairs

to the command deck and tell Joker to bring the Normandy into dock on the

Citadel.



Mission Complete: "Prologue: Find the Beacon"



~~~~~~~~~~

THE NORMANDY



Now is a good opportunity to explore and familiarize yourself with the SSV

Normandy and her crew, as you now have unrestricted access to all levels of

the ship. You begin on the quarters deck. There is an aid station in the

medical bay where you can replenish your supply of medi-gel. Outside is your

locker, where supplies are frequently stored for you to pick up. Sleeping

pods are towards the bow, and the Captain's office is on the port side.



If you take the elevator down to the engineering level you can explore the

engine room and the vehicle bay. You can use the equipment lockers in the

vehicle bay to stock your squad members with weapons and items. You can also

buy and sell your equipment with the alliance requisition officer.

~~~~~~~~~~





SECTION 3: The Citadel 21A3th





1 - Arrival on the Presidium

Your arrive on the Citadel with Captain Anderson to meet with Ambassador

Donnel Udina. The ambassador is making a plea to the Citadel Council to have

Saren disbarred from the Spectres for his involvement in the attack on Eden

Prime. The next step is to head to the Citadel tower and make a formal

appeal at the hearing regarding Citadel Security's findings in the case

against Saren.



+2 Renegade for saying you don't care about the Council

New Mission: "Citadel: Expose Saren"



~~~~~~~~~~

THE PRESIDIUM



You have arrived on the Presidium, one of two major areas--along with the

Wards--that you can visit while on the Citadel. The Presidium is split down

the middle by a large lake with a few bridges running across it. On the

north side, from west to east, is the entrance to the Citadel tower, access

to the Wards, and the embassies where you begin. On the south side are the

financial district and the Consort's chambers.



The Avina Tourism Terminals can give you more information about the

Presidium, and there are signs posted to assist in navigation. There are

also several rapid transit terminals located around the Citadel. Each can

transfer you directly to another location, provided you have either heard of-

-or been to--that location previously.

~~~~~~~~~~



2 - The Citadel Tower

Exit the ambassador's office through the door and descend the steps to the

lobby. Leave the embassies and proceed west towards the Citadel tower. Take

the elevator up to the top of the tower where the council chambers are

located. As you move south you witness an argument between Garrus Vakarian--

the turian C-Sec (Citadel Security Services) officer in charge of the

investigation into Saren--and Executor Pallin, the head of C-Sec. Garrus

informs you that he wasn't able to find anything concrete linking Saren to

the geth, but he plans to continue his investigation until he does. Continue

up the steps to the south and speak with Captain Anderson to join the

hearing, which is already in progress.



3 - A Lack of Evidence

The Council decides that there is insufficient proof of Saren's connection to

the geth or Eden Prime to disbar him from the Spectres. In order to convince

the Council otherwise you will need to find conclusive proof of Saren's

involvement in the attack. Kaidan will suggest that you speak with Garrus

Vakarian, the C-Sec officer you saw earlier. Udina says you might be able to

find him through Harkin, a retired human C-Sec officer. Alternatively, if

you ask Anderson about other sources of information he will suggest you try

to contact the Shadow Broker, a galactic information dealer who may know

something about Saren's activities. One of his contacts on the Citadel is

Barla Von, a wealthy financial advisor in the Presidium's financial district.



+2 Paragon for defending Anderson

New Mission: "Citadel: Garrus"

New Mission: "Citadel: Shadow Broker"



3 - Talk to Barla Von (Optional)

If you choose to follow the lead concerning the Shadow Broker, you can find

Barla Von's office in the southwest corner of the Presidium, just across the

bridge from the Citadel tower elevator. He informs you that Saren has

recently betrayed the Shadow Broker, who is now more than willing to assist

you in taking Saren down. Barla Von advises you to seek out a Krogan bounty

hunter named Wrex who may be able to help you. Wrex was last seen at the C-

Sec academy.



"Citadel: Shadow Broker" -> "Citadel: Wrex"



~~~~~~~~~~

THE WARDS



The next major area of the Citadel is the Wards, which are a level below the

Presidium and can be accessed by elevator following your meeting with the

Council. The Wards are home to clubs, gambling, markets, and some

spectacular views of the Citadel's exterior and the Serpent Nebula. There

are two levels to the Wards, designated upper and lower. There are markets

on both levels to the west, with the popular clubs Flux and Chora's Den

nearby. A medical clinic resides on the upper level to the east.



The Wards and the Presidium both grant access via elevator to the C-Sec

academy which in turn has an elevator that can take you to the docking bay

where the Normandy is located.

~~~~~~~~~~



4 - Talk to Harkin (Optional)

If you follow the lead concerning Garrus, 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. On the higher difficulty levels

these can be some of the toughest enemies you will face early in the game.

Use the walkways for cover, keeping your squad in one place so you can flank

the assassins. Biotics can also be useful for pushing them off the balcony.

Once inside the club you can find Harkin sitting at a table on the opposite

side from the entrance. He spouts some rumors about Captain Anderson before

telling you that Garrus was last seen snooping around the med clinic in the

Wards.



5 - Shootout in the Med Clinic (Optional)

Continuing the search for Garrus, head to the med clinic, located to the east

in the upper Wards. Inside you witness some thugs pressing the doctor for

information. They see you and a fight breaks out. A well placed shot from

Garrus ensures that the doctor is unharmed. Take out the remaining thugs

yourself, and then speak to Garrus to find out what to do next. Dr. Michel

informs you that a quarian had recently passed though her clinic carrying

evidence of Saren's connection to the geth. She wanted to barter the

information in return for her safety, so Dr. Michel put her in contact with

Fist, the owner of Chora's Den and an employee of the Shadow Broker.

Unfortunately, Fist betrayed the Shadow Broker and is now believed to be

holding the quarian hostage for Saren. You need the quarian's information in

order to implicate Saren, so it's off to Chora's den to take care of Fist.

The med clinic has an aid station you can use to replenish your medi-gel

before you leave.



+2 Paragon for chastising Garrus for endangering the doctor

+2 Renegade for complimenting Garrus on his accuracy

Mission Complete: "Citadel: Garrus"



6 - Pick up Wrex (Optional)

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. Similarly, if you

pick up Wrex before going to get Garrus, he will tell you everything about

the quarian, in which case you don't ever need to invite Garrus to join your

squad.



Mission Complete: "Citadel: Wrex"



~~~~~~~~~~

SQUAD SELECTION



After picking up Garrus or Wrex you have your first opportunity to select

your squad. You are only able to have two squad members with you at a time,

so be sure to choose wisely. You can only change who is in your squad by

returning to the Normandy or when a new character is added to your squad.



Consider what you want from your squad and what opposition you expect to face

while using a given squad configuration. For example, Kaidan provides a more

balanced compliment to your squad, whereas Ashley maximizes the combat

abilities of your squad.



Characters with tech abilities are useful against synthetic foes like the

geth, and also typically have the ability to unlock secured containers and

doors. Biotic characters are good for disabling opponents and are useful

when fighting large groups of enemies.

~~~~~~~~~~



7 - Assault on Chora's Den

Take your squad to Chora's Den. When you arrive the club is sealed up

because Fist knows you are coming after him. In addition to the bartender

there are seven thugs inside, so stick to cover by the doors and take out one

enemy at a time. The big concern here is the krogan bouncer on the opposite

side of the room, as he has the ability to regenerate health. After you

defeat all the guards proceed into the back room for a confrontation with two

warehouse workers. You can kill them, or use your Charm or Intimidate skill

to get them to leave peacefully. There is a weapon locker beyond the workers

on the left side of the room.



+2 Paragon for sparing the warehouse workers using Charm

+2 Renegade for sparing the warehouse workers using Intimidate



8 - Taking Care of Fist

In the final room you will encounter Fist himself. The primary threats to

you are the two defensive turrets in each corner. Garrus or Kaidan are

useful here because of their tech skills, though Wrex evens the odds with his

superior combat abilities. Concentrate on one turret at a time and don't

stay outside of cover for too long. Biotics don't work on the turrets, so

save these powers for Fist himself. Taking out both turrets is sufficient to

get Fist to surrender. 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.



+2 Renegade if you kill Fist or condone Wrex's actions



9 - Rescue the Quarian

The quarian is about to be set up by Fist's men. You have a limited time to

reach her and get the information you need. As you exit Fist's offices you

are confronted by six more thugs in the main lounge. Deal with them quickly

and proceed back towards the Wards. Bear left when you exit and go through

the back alleys to reach the quarian. If you arrive in time you will have to

fight a group of turian and salarian assassins to rescue her. The salarians

have some tech powers you need to worry about, so stick to cover as much as

possible. When the fight is over you can take the quarian's evidence against

Saren to Ambassador Udina.



10 - The Quarian's Evidence

Back at the ambassador's office, the quarian--known as Tali'Zorah nar Rayya--

presents her evidence. She has a recording of Saren and an unknown woman

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 with the geth, the Council

disbars Saren from the Spectres. The asari Councilor is able to identify the

other voice from Tali's recording as that of Matriarch Benezia, an

influential asari who is now a powerful ally for Saren and the geth. Not

wishing to send a fleet into the Attican Traverse and risk open war with the

Terminus Systems, the Council elects to make you the first human Spectre,

tasked with tracking down and stopping Saren at all costs.



+2 Paragon for being polite

+2 Renegade for being arrogant

Spectre Training unlocked

Bonus to Charm and Intimidate



12 - Speak to Anderson and Udina

Head to the docking bay by way of the C-Sec academy and speak with Anderson

and the ambassador. They provide you with the locations of two possible

leads on Saren's whereabouts: Geth have recently attacked a human colony on

Feros, and the geth have also been sighted near Noveria. It may also be

worth tracking down Matriarch Benezia's daughter, Dr. Liara T'Soni, who is

believed to be studying Prothean ruins somewhere in the Artemis Tau Cluster.

Now that you are a Spectre, you no longer answer to the Alliance military,

and you may tackle these leads in any way you see fit.



+2 Paragon for being respectful

+2 Renegade for being brash and headstrong

New Mission: "Find Liara T'Soni"

New Mission: "Feros: Geth Attack"

New Mission: "Noveria: Geth Interest"



13 - Prepare to Depart

Enter the Normandy. You have the opportunity to make a speech to your crew

informing them of the mission and your determination to complete it.



+4 Paragon for emphasizing cooperation with all alien species

+4 Renegade for emphasizing human self-reliance



~~~~~~~~~~~~~~~~~~~~~~~~~

CREW LOCATIONS



Now is a good opportunity to become acclimated to your ship and to identify

where certain NPCs and squad members can be found.



Ashley is in the vehicle bay near the crew lockers. Kaidan is in the crew

quarters near the captain's office. Wrex is in the vehicle bay near the

elevator and opposite the Requisition Officer. Garrus is in the vehicle bay

near the Mako. Tali is in the engineering section.



You can talk to each of your squad members in-between missions. Doing so can

open up new assignments, or allow you to pursue a romantic relationship with

one of your companions.

~~~~~~~~~~~~~~~~~~~~~~~~~



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 points if you allow an inspection.



+2 Paragon for defending the Normandy using Charm

+2 Renegade for defending the Normandy using Intimidate

+2 Renegade for refusing to allow an inspection





SECTION 4: Liara's Dig Site 21A4li





1 - The Artemis Tau Cluster

Your first lead involves finding the daughter of Matriarch Benezia, who is

believed to be somewhere in the Artemis Tau Cluster. 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 travel there. Move your cursor to the planet Therum and select it

to zoom in and then land on the planet.



2 - To the Refinery

The path before you is fairly linear. Take the Mako north and follow the

path between the cliffs and the lava. Make your way around towards the

south, at which point a geth dropship will deposit a pair of geth armatures

in your path. Keep your distance and use your jump jets to avoid their

attacks. There is a refinery to the east but the way is blocked by a large

gate and three geth heavy turrets. Take the detour around to the north,

which is guarded by only one heavy turret. This path leads to the heart of

the refinery, which is guarded by regular geth troopers and shock troopers,

but also by rocket troopers, which have weak personal defenses but a powerful

ranged attack. Your toughest opponent is a geth juggernaut, which is a more

powerful version of the destroyer you faced on Eden Prime. Stay in the Mako

and keep your distance while avoiding enemy rockets. In the various

structures about the refinery you can find an upgrade kit, storage locker,

and weapon locker. The controls to lower the north gate are in the building

to the northwest.



3 - Proceed in the Mako

Continue north, where you will encounter several more armatures. There are

rocket troopers and a geth colossus guarding the entrance to the tunnel you

must use to precede. Once again, keep your distance and zoom in with your

turret to make dealing with these enemies easier. There are a small group of

rocket troopers on the other side of the tunnel. Continue on until you reach

another tunnel. You will encounter some rocket troopers inside the tunnel

this time, along with more geth troopers and rocket troopers at the exit.



4 - On Foot to the Dig Site

You eventually reach a point where the path narrows and you must leave the

Mako and continue on foot. Your radar is jammed by a nearby sniper. Proceed

east up the hill until you encounter geth troopers and rocket troopers. Stay

in cover and pick your shots to avoid the missiles from the rocket troopers.

There are also shock troopers and a geth sniper waiting in the clearing up

ahead, so be on your guard.



5 - The Mining Camp

At the mining camp you are ambushed by a group of geth stalkers and a geth

armature. Take cover, keep your distance, and take care of the stalkers

first. Having squad members with tech abilities can help to deal with the

regular geth enemies. There is also some cover on a small hill to the east

that is perfect for taking down the armature from a distance. Spend as

little time out of cover as possible, and don't get hit by a pulse blast from

the armature as it can instantly kill you. Once all the geth are defeated

you may proceed inside the mine itself.



6 - Exploring the Mine

Follow the ramps down into the mine. You will encounter some shock troopers

and snipers along the way. Take the elevator down to the next level and

follow the catwalks. As you approach the next elevator a group of geth

assault drones appear from below. Like the recon drones, they are resistant

to biotics but susceptible to tech powers. Take the second elevator. At the

bottom, climb down the debris pile and approach the asari behind the blue

barrier.



7 - Freeing Dr. T'Soni

Liara T'Soni is trapped by a Prothean security device. Before you can get

her out however, you must find some way past the barrier. Keep descending

the ramps until you reach the bottom of the mine where you will find more

shock troopers and snipers. At the far end there is a storage locker and a

weapon locker. Return to the nearby mining laser and activate it using the

correct sequence, A-X-B-Y (the code varies on the PC). This opens a hole you

can proceed through. Activate the elevator at the end of the tunnel and take

it up to Liara's location so you can free her.



8 - Escaping the Mine

It seems the mining laser has caused some seismic activity and you need to

leave quickly. Take the elevator up to the top floor, where you will

encounter the krogan Liara warned you about. You can't talk your way out of

a fight, so you must defeat the krogan battlemaster along with his geth

soldiers. Don't let them surround you, as they will try to move around the

sides of the room to attack your squad from all directions. The krogan in

particular will try to disable you with his biotics so he can charge and

engage you from close range. Turn the tables and disable him biotically to

make this fight much easier. When all the enemies are defeated it is a

simple matter of racing to the surface to avoid certain death.



9 - Back on the Normandy

When you return to your ship the crew sits around for a debriefing. Liara

will discuss her work as a scientist studying Prothean ruins, as well as your

visions from the Prothean beacon. When the meeting is over you can choose

whether to discuss the mission with the Citadel Council.



Mission Complete: "Find Liara T'Soni"





SECTION 5: Feros 21A5fe





1 - Zhu's Hope

Land at the docking bay on Feros, where you're greeted by David al Talaquani.

He informs you that the leader of the colony--Fai Dan--wishes to speak with

you. You can't get much more out of him however, as he's promptly destroyed

by a geth rocket. 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. Find some cover and be on the lookout for the

destroyer that appears from the far end. When all the geth are defeated, the

overhead dropship departs, making the colonists a little safer for now.



3 - Return to Fai Dan

Go back the way you came and return to the colony, where you can finally have

a talk with Fai Dan. He tells you that the geth are operating out of the

nearby ExoGeni research facility. If asked, he also informs you of the

various challenges facing the colonists, including a geth outpost in the

tunnels, food and water shortages, and a lack of power. He can direct you to

the different colonists assigned to each task. You aren't required to handle

any of these assignments, so you can find the details on how to complete them

in the Optional Assignments section.



+2 Paragon for offering your assistance to the colonists

+2 Renegade for saying you only care about stopping the geth



4 - Strange Behavior (Optional)

Head inside the nearby freighter and talk to Calanth and Hollis Blake. The

former is complaining of extreme headaches, but their cause is unknown.

Talking to the other colonists reveals equally strange symptoms. They all

seem unusually focused on their assigned tasks, and pressing them for

information seems to make them uncomfortable. You can also venture down into

the tunnels and find Ian Newstead, a man who seems to be in tremendous pain

for some unknown reason. You can ask Fai Dan about this behavior, but he

dismisses it as the traumatic effect of seeing friends and loved ones killed.



+2 Paragon for being concerned for Calanth

+2 Renegade for being concerned for yourself

+2 Paragon for trying to help Ian

+2 Renegade for threatening to kill Ian



5 - Skyway to Hell

From the colony, ascend the stairs and bear right to reach the nearby

elevator. This takes you up to the garage, where the Mako is conveniently

parked. A geth drone is attacking the colonists in the garage, so destroy it

and then jump in the Mako. When you exit the garage a dropship swoops in and

deposits a pair of armatures on the path ahead of you. Take them out from a

distance with the cannon before you proceed.



6 - Weigh Station Refugees (Optional)

As you drive along the skyway you begin picking up radio chatter which is

coming from the weigh station up ahead. When you reach the station you have

the option of getting out and checking on the refugees, though you can also

continue up the nearby ramp and ignore the camp for now. The two prominent

figures at the camp are Julianna Baynham and Ethan Jeong, the former of which

is worried for her daughter, Lizbeth. Lizbeth, she believes, is still at the

ExoGeni facility, though Jeong is doubtful she is still alive given that the

geth have overrun the complex. You can also speak to Gavin Hossle, who needs

you to recover some data for him. Be on the lookout for hidden maintenance

tunnels as you travel the skyway, as they contain a few extra geth and some

containers you can loot.



7 - The ExoGeni Facility

Proceed along the skyway until you reach the ExoGeni main level where you

must leave the Mako for now. 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 lower level. You won't be able to

return this way, so you'll need to deactivate that energy field to return to

the Mako.



8 - Lizbeth

Elizabeth Baynham can be found on this level as soon as you exit the first

corridor. She informs you that the geth are likely here for the Thorian, an

indigenous plant-like lifeform. She gives you her pass card, which allows

you unrestricted access to the facility. Immediately after the conversation

concludes you are beset by a swarm of varren. Shotguns work well here, as

the varren don't have much protection and will simply charge at you. Proceed

to the other side of the room and take stairs back up to the main level.



9 - The VI

At the top of the steps there is a krogan commander trying to obtain

restricted information from a VI interface. He becomes alerted to your

presence and attacks. You'll want to defeat him quickly before he can do any

serious damage. Biotics work well for disabling him before he can charge at

you. Once he is defeated you can access the VI, which identifies you as

Lizbeth because you are carrying her pass card. From the VI you can learn

that the Thorian is a sentient being that produces spores which allow it to

control the minds of other beings. The Thorian was the focus of ExoGeni's

research of Feros. The Zhu's Hope colonists have been infected by the

Thorian's spores, which explains their strange behavior. You also learn that

Lizbeth wasn't telling you the whole truth about her involvement with the

Thorian research.



"Feros: Geth Attack" -> "Feros: The Thorian"



10 - The Geth Church

Head east along the corridor. The first room you come to shows that the

power for the energy field is coming from a geth ship, which has anchored

itself to the side of the facility. To cut the power you will need to remove

the ship by severing one of its claws. There are a few geth shock troopers

to fight, after which you can examine the strange glowing orb they seemed to

be praying to. Your squad will speculate as to its purpose. Keep going

until you reach the next room, which is on the opposite side of the energy

field you first saw when you entered the facility. This is the field you

will need to remove to get back to the Mako. The path to the east leads to

the upper level of the facility, which has a small room guarded by a few

krogan. Inside there is a server node that supplies a codex entry, a secure

storage locker, and the console containing Gavin Hossle's data.



11 - Anchors Aweigh

The path to the west also leads to the upper level. In the first room is an

ExoGeni terminal that gives the assignment "Investigate Facility." Proceed

up the stairs to the platform. A quick peek at the next room shows that it

is heavily guarded. Stick to the stairs and the platform to avoid being

overwhelmed by the geth. When all the enemies are defeated you can access

the secure crate in the next room, along with a terminal which gives the

assignment "Geth Activates," and a server which gives the assignment

"Investigate Samples." Most importantly, at the back of the room are the

shuttle bay door controls. Here you want to hit the sweet spot by setting

the internal pressure to be between 31 and 34 pounds per square inch. You

can do this by activating a number of smaller controls which each provide a

fixed amount of pressure. One combination that works is 17 + 11 + 5 = 33 psi

(228 kPa). Activating the door controls with this level of pressure will

force the door to shear straight through the geth anchor, causing it to lose

its grip on the building. This severs the power, taking care of the problem

with the energy barrier.



12 - Back to the Weigh Station

Head back the way you came and proceed north towards the Mako though the now

accessible corridor. Lizbeth is waiting for you at the exit, at which point

you will confront her about her involvement with the Thorian. Get back in

the Mako and head back to the weigh station to reunite Lizbeth with her

mother. There are a handful of geth armatures and destroyers to contend with

on the path back to the station.



+2 Paragon for believing Lizbeth's story

+2 Renegade for not believing Lizbeth's story



13 - The Situation with the Colonists

At the weigh station Lizbeth gets out and is reunited with her mother.

Unfortunately, Jeong has gotten through to the ExoGeni corporate offices and

has learned that they want the entire colony purged to prevent the Thorian

from spreading. Using Charm or Intimidate you can talk Jeong out of it, but

otherwise you simply have to kill him. As for the colonists, Julianna

Baynham has an idea for stopping them without having to kill them. She

offers you a grenade upgrade which contains a nerve agent that should pacify

the colonists safely. Whether or not you choose to use it is left up to you.



+24 Paragon for talking Jeong down using Charm

+25 Renegade for talking Jeong down using Intimidate

+2 Paragon for agreeing to spare the colonists

+2 Renegade for refusing to spare the colonists

+2 Paragon for accepting the gas grenades

+2 Renegade for refusing to use the gas grenades



14 - The Creepers

Head back to the Mako and return to the colony, where you'll have your first

encounter with a thorian creeper. These creatures were created by the

Thorian, so unlike the colonists there is no penalty for killing them. There

are a large number of them in the garage, which should get you acclimated to

fighting them. They don't have any weapons, but they spew a toxic substance

when they get close enough. Shotguns with ammunition upgrades that knock

down the creepers will help keep them away from you.



15 - The Infected Colonists

At the entrance to the garage you have the option of ordering your squad to

hold their fire on the colonists themselves. Doing so means your allies will

only attack the creepers, leaving you free to handle the colonists. If you

wish to save them, equip the Anti-Thorian Gas upgrade to your grenades and

use them to attack the colonists. You can also melee them to knock them out

without killing them. This is riskier however, because if you misjudge the

distance you might shoot them by mistake. There are sixteen colonists in all

that you can save. The first group you encounter is at the top of the

elevator in the garage. You can then find a few colonists on the landing as

you descend the steps to Zhu's Hope. There are more at the entrance to the

colony itself, where you can also find a crate nearby that will replenish

your supply of grenades. Save or kill the remaining colonists on the western

walkway and near the crane controls to complete this objective. When all the

colonists and creepers are dealt with, activate the crane controls to open

the way to the Thorian's lair. Fai Dan shows up, telling you that the

Thorian wants him to kill you. However, he is able to fight off the Thorian

just enough to end his own life before you have to fight him.



+2 Paragon for each colonist saved

+2 Renegade for each colonist killed



16 - The Thorian

Take the steps down into the Thorian's lair. As you approach the Thorian

itself, it spews out an asari clone which speaks to you on its behalf. It

seems that Saren came to Feros and formed an alliance with the Thorian. He

bartered the lives of the colonists for the Thorian's ancient knowledge of

the Protheans, but then betrayed the Thorian, sending the geth to destroy it

and prevent you from receiving its secrets.



+2 Paragon for demanding the release of the colonists

+2 Renegade for saying you will destroy the Thorian



17 - Severing the Nodes

The asari clone attacks you. Beware of her biotic abilities and kill her as

quickly as possible. Consider using biotics of your own to knock her off the

edge, or equip ammunition upgrades that bypass shields to help deal with her

biotic barrier. To eliminate the Thorian itself you must sever each of the

neural nodes holding it to the walls of the lair. Your efforts will be

hampered by legions of thorian creepers, and the occasional asari clones that

the Thorian will continue to spit out. On the first level go north through

the door and sever the first node by firing on it until it explodes.

Usually, firing on a node will alert a number of dormant nearby creepers, so

take care to eliminate as many enemies as possible before you try to take

down each node. The nodes also go down faster when all nearby enemies are

defeated. Proceed up the steps to the next level where you can find another

asari clone as well as a weapons locker before coming to the next neural

node. On the next level there is a node to the south, and another to the

west as you proceed clockwise around the chamber. Keep an eye out for the

medical station on this level. Head up to the next level and destroy the

node to the northwest. Finally, on the top level, head counterclockwise

until you reach the final node on the south side of the lair.



<><><><><>

TIP - Sonny Nilsson: "On Insane difficulty, those thorian creepers can really

take a beating even with the best Spectre gear, but they die instantly if you

push them off the edge on each floor. Just melee them until they drop off

the edge. It's even better with a biotic character as then you can push out

many at the same time. The same goes for those annoying asari clones, but if

they have shields up you can't melee them to the ground. This strategy makes

the boss fight quite fast on Insane difficulty."

<><><><><>



18 - The Cipher

Destroying the final node causes the Thorian to lose its grip and fall into

the abyss below. Additionally, an asari emerges from one of the Thorian's

pods along the wall. She identifies herself as Shiala, a former follower of

Matriarch Benezia who Saren had used to interface with the Thorian and learn

about the Protheans. She also informs you about Sovereign, Saren's flagship.

She claims that being on the ship changes you in subtle ways, and forces you

to obey Saren's will. She has turned her back on Saren and Benezia, and

offers you the Cipher, the same knowledge she gave to Saren, in the hopes

that you can stop him. Because she was once a servant of Saren, you have the

option of killing her. She does not resist if you decide that will be her

fate. If you let her live she vows to help the colonists rebuild, as she

wants to make amends for playing a role in many of their deaths.



+8 Paragon for sparing Shiala

+9 Renegade for killing Shiala



19 - Normandy Debrief

Back on the ship, your crew sits in the comm room to discuss the last

mission. If you've picked up Liara already, she offers to join her mind with

yours to try to make more sense of the visions you've had. When the briefing

is over you can talk to the Council if you choose.



+2 Paragon for politely defending your actions on Feros

+2 Renegade for aggressively defending your action on Feros

Mission Complete: "Feros: The Thorian"



~~~~~~~~~~

VIRMIRE



After you complete two of the primary plot worlds (Therum, Feros, or

Noveria), you receive a message from the council advising you of a new lead

into Saren's whereabouts. They have lost contact with a salarian

infiltration regiment investigating Saren's activates on the planet Virmire,

but had received an unintelligible transmission from them on an emergency

frequency.



+2 Renegade for saying you don't have time

New Mission: "Virmire"

New Mission: "Race Against Time"

~~~~~~~~~~





SECTION 6: Noveria 21A6no





1 - Confrontation in the Docking Bay

Head to Noveria and land at Port Hanshan. Before you can leave the docking

bay however, you are confronted by a group of armed guards led by Maeko

Matsuo, who identifies herself as an employee of Elanus Risk Control Services

(ERCS) and the head of security at Port Hanshan. They try to confiscate your

weapons, but a voice on the intercom interrupts, telling Captain Matsuo to

stand down and let you pass.



+2 Paragon for agreeing to cooperate with Matsuo

+2 Renegade for refusing to give up your weapons



2 - Entering the Port

Continue through security. Your weapons will set off an alarm, but it's

nothing to worry about according to Gianna Parasini, the assistant to

Administrator Anoleis. She informs you that Matriarch Benezia passed through

the port a few days ago on the way to the Peak 15 research facility. In

order to follow her you'll need to procure a garage pass, for which you must

see the administrator. If Liara is in your squad she will ask if you still

want her to come with you. If she isn't currently with you, a squad member

will suggest that you return to the ship and get her.



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

your relationship with the local security forces. While you can win Captain

Matsuo over, Sergeant Kaira Stirling isn't so easy.



+2 Paragon for accepting Matsuo's apology

+2 Renegade for refusing to accept Matsuo's apology



4 - The Administrator

Anoleis' office is in the southeast corner of the port. Head through the

doors and speak to Miss Parasini, who will let you in to see the

administrator. Anoleis is a very impatient salarian, who will inform you

that Saren is a major investor in Binary Helix, and that Benezia is here to

address an issue at their research facility. The only way he will provide

you a pass to leave the port is if you inform him about Opold's request as

part of the "Noveria: Smuggling" assignment. Doing this provides you the

quickest way out of the port but misses out on a fair amount of content and a

hefty sum of Paragon or Renegade points.



5 - "You Can't Bludgeon Through Bureaucracy" (Optional)

Back outside Anoleis' office you can talk to Gianna again to learn that there

are other ways of securing a garage pass. She advises you to speak with

Lorik Qui'in, who can be found at the nearby hotel. Head to the northwest

side of the port and take the elevator up to the hotel lobby. Lorik Qui'in

is at a table to the left side as you enter. Qui'in tells you that Anoleis

has closed his Synthetic Insights office because Qui'in has evidence of the

administrator's corruption. At this very moment, Anoleis' goons are

ransacking the SI offices looking for the evidence. Qui'in offers you a

deal: recover the evidence against Anoleis from his office, and he will in

turn provide you with the garage pass you need to leave the port.



New Mission: "Noveria: Lorik Qui'in"



6 - Retrieving the Evidence (Optional)

Agree to Qui'in's deal to receive his elevator pass, allowing you to enter

the Synthetic Insights offices. Before you leave the hotel, you can head

upstairs to the office in the southwest corner and access the terminal to get

the assignment "Doctor at Risk." More importantly, you can deactivate the

Synthetic Insights security system from here by decrypting the security

control unit. The SI offices can be accessed by an elevator located in the

southwest corner of the port. When you arrive at the offices, you'll find

ERCS guards ransacking the place just as Qui'in indicated. It's possible to

persuade the first group you encounter to leave peacefully, but you will have

to fight the rest in order to get to the evidence, which is located in the

top floor office at the end of the walkway.



+8 Paragon for convincing the guards to leave using Charm

+9 Renegade for convincing the guards to leave using Intimidate



7 - A Crooked Cop (Optional)

On your way out after retrieving the evidence you are stopped by a group of

guards led by Kaira Stirling, one of the guards you first met when you

entered the port. She plans on taking revenge for the ERCS guards you've

killed to get Qui'in's evidence. There's no talking your way out of this

fight. 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.



+2 Paragon for insisting you acted in self defense

+2 Renegade for refusing to defend your actions



8 - Gianna's Identity (Optional)

At the bottom of the elevator you encounter Gianna Parasini again, who asks

that you meet her at the hotel before you talk to Lorik Qui'in about the

evidence. Head there and speak to her to learn that she's actually an

undercover internal affairs agent investigating Anoleis. It seems the

executive board for Noveria is well aware of Anoleis' corruption, and has

been trying to get enough evidence to take him down for months. Now that you

have that evidence, she wants you to convince Lorik to testify against

Anoleis. Combined with the evidence from his office, Lorik's testimony

should be enough that she can safely arrest Anoleis and bring him up on

charges for his crimes. She also promises to get you a garage pass if you

help her out. If prompted, she can also give you some information on what's

been going on at the Peak 15 facility.



New Mission: "Noveria: Peak 15"



9 - Convincing 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.



+24 Paragon for convincing Lorik using Charm

+25 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)

If you convinced Qui'in to testify, head back down to the administrator's

office. You now have the choice of informing Gianna of Lorik's cooperation,

in which case she arrests the administrator and gives you the garage pass.

You can also double-cross Gianna and Lorik by telling the administrator

what's going on. If you give him the evidence, he rewards you with the pass

you need. However, if you refuse to give him the evidence, he will call

Gianna into his office. The two fight, and both end up dead. You can then

search the administrator's corpse for the garage pass. The only person who

needs the evidence in this case is Lorik, so go back to the hotel and give it

to him.



+8 Paragon for helping Gianna arrest Anoleis

+2 Renegade for giving Anoleis the evidence

+24 Renegade for telling Anoleis about Gianna

Mission Complete: "Noveria: Leave Port Hanshan"

Mission Complete: "Noveria: Lorik Qui'in"



<><><><><>

TIP - Seldon: "After helping Gianna arrest Anoleis, if you go back and talk

to Captain Matsuo in the Docking Bay, you can get 2 Paragon (or 2 Renegade)

points for talking to her and choosing the appropriate responses.

<><><><><>



11 - Accessing the Garage

Take your garage pass and access the garage in the southwest area of the

port. You won't get far however, as a group of geth led by a pair of

destroyers ambush you before you can reach the Mako. You can make this fight

easier by decrypting the lock on the nearby crawler and turning its guns

against the geth. Once the fight is over, Matsuo shows up to investigate the

commotion. The geth were clearly snuck past security in the cargo crates,

and she informs you that there could be dozens of geth on the road to Peak

15.



<><><><><>

TIP - Sonny Nilsson: "Armors from Devlon Industries (and others) protect

against most level 1 hazards, so on Noveria you can use Explorer armor to

negate the cold effect outside."

<><><><><>



12 - Hit the Road

Grab the nearby upgrade kit and then hop in the Mako. There is a level 1

cold hazard on Noveria, so don't stray too far from the Mako on the paths

ahead, but do keep an eye out for crates and kits along the way, especially

near abandoned vehicles. The path to Peak 15 is crawling with geth,

particularly rocket troopers, along with some heavy turrets and armatures out

in the open. Be especially wary of the tunnels, which tend to act as choke

points, making it harder to dodge incoming rockets. Keep your distance from

enemies and back off if things become too dangerous.



13 - Peak 15

When you reach the facility, hop out and head inside, where a number of geth

are waiting for you. The biggest danger is a geth juggernaut, who will

charge you when you open the door. Hang back to avoid being flanked by the

enemies on the balcony to the left, and concentrate on taking down the

juggernaut first. There are also a few krogan at the far end of the room.

When all the enemies are defeated, head up the ramp to the nearby security

office, which has an upgrade kit and storage locker. Opposite the security

office is the elevator up to the administration level.



14 - Cafeteria Surprise

Cautiously enter the cafeteria and take care of the geth guarding it. Once

they are gone, however, a swarm of rachni show up. Previously thought to be

extinct, it seems the Peak 15 researchers have found a way bring back the

rachni, though it's clear the situation in the facility has gotten out of

hand as a result. There are two types of rachni to worry about in the

facility. The workers are small, and their only attack it to rush at you and

explode when they get close enough. Soldiers, on the other hand, can spit

acid from afar, but also have a deadly melee attack. You would do well to

avoid engaging the soldiers at close range, though shotguns are quite

effective against the workers. Both cause toxic damage, so upgrades that

mitigate this effect will help you progress through the facility. You'll

also need to take extra care, as the soldiers will often spring out of vents

in the floor to surprise you. When all the rachni in this area are dead,

take the elevator to the Mira Core.



15 - Restoring the VI

To get to the next area of the facility you need to take the tram, but first

you have to restore a number of critical systems that have gone offline

because the rachni have overrun the complex. You first need to reactivate

Peak 15's VI to assist you in the restoration of each system. Activate the

power junction in the main room and then head to the center of the round room

ahead. Enter the elevator in the middle to descend into the core. Here, to

restore the VI you can either spend 100 omni-gel, or solve the classic Tower

of Hanoi puzzle that BioWare fans may remember from "Knights of the Old

Republic." When you finish, the VI system is restored and you can now begin

restoring the other systems.



Mission Complete: "Noveria: Peak 15"

New Mission: "Noveria: Reconnect Landlines"

New Mission: "Noveria: Reactor Repair"



~~~~~~~~~~

MIRA CORE PUZZLE



To restore the VI manually, you need to move each of the four blocks in the

first column (labeled X on the Xbox 360) to another column (either Y or B),

noting that only the top block in each column can be moved. Press the button

corresponding with the column you want to move a block from, and then the

button corresponding to the column you want to move that block to in order to

rearrange the puzzle pieces.



There are potentially 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

The "Mira" VI appears and informs you that a number of critical systems are

offline and need to be fixed for you to proceed. First up are the landlines

on the roof, which need to be reconnected. Head west and take the elevator

to the roof, where you must fight off a horde of rachni. When all the

creatures are dead, simply repair the landlines and head back down to the

Mira Core.



Mission Complete: "Noveria: Reconnect Landlines"



17 - Repair the Fuel Lines

Go east, and then north along the corridor to the elevator that leads to the

reactor. Here you must face a variety of geth soldiers. Take the passage on

the left side, and follow it around to the ramp. You'll want to clear out

the top floor and balcony first to make getting to the fuel lines 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 tram

platform. Hop on the tram and take it to the Rift Station.



Mission Complete: "Noveria: Contamination"



19 - Rift Station

Exit the tram and head north. The northern door is locked, and the path to

the east leads to a pair of elevators, only one of which you can use. Take

the elevator up to the main level and speak with Captain Ventralis, who'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. He tells you that Benezia

is down in the hot labs, and gives you a pass card to the appropriate

elevator to get there.



+2 Paragon for learning more about the defenses using Charm

+2 Renegade for learning more about the defenses using Intimidate

+2 Paragon for graciously defending the survivors from the attack

New Mission: "Noveria: The Hot Labs"



~~~~~~~~~~

RIFT STATION



Captain Ventralis wants you to go down to the hot labs, and while you can do

so now, you can also save this task for later. The primary objective is to

reach Benezia, who--contrary to Ventralis's information--is actually in the

secure labs in the center of the lower level. To get there you have several

choices:



The first choice is to simply blast your way through the security on the main

level and then take the elevator down to the lower level. To do this you'd

have to decrypt the door lock and breach the defenses they've set up to stop

the rachni. Taking this route turns all the soldiers in the complex against

you.



The alternative is to sneak in through the maintenance tunnels by way of the

scientist barracks on the lower level. To do this, you 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 maintenance passage

once you return from the hot labs.

~~~~~~~~~~



20 - Direct Assault (Optional)

To get to Benezia as fast as possible, simply breach the security door on the

north side of the mess hall on the main level. The two nearby sentry drones

will attack you, along with the host of guards beyond the door. Though

messy, this route is good for experience if you can manage it.



21 - Dr. Cohen (Optional)

Alternatively--if you want to avoid a fight--you will need to gain access to

the maintenance tunnels. Doing so will allow you to sneak into the secure

labs without alerting the guards. On the main level, go down the winding

stairs to the west to find Dr. Cohen. He needs your help making a cure for

his fellow researchers who have been exposed to a toxin they were developing.

You can use Charm or Intimidate for more information on what's been going on

at Peak 15.



New Mission: "Noveria: Quarantine"



22 - Getting the Cure (Optional)

Go back to Captain Ventralis and get his permission to enter the quarantined

lab. You can find the lab on the lower level to the south guarded by an ERCS

guard. Go inside and make the cure by pressing the appropriate buttons so

that the meter falls between the first indicator and the second. When the

cure is complete you are interrupted by Alestia Iallis, a servant of

Matriarch Benezia who has decided this is the perfect time to 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.

Because of the close quarters, crowd control powers like Singularity work

especially well here. When the battle is finished, return to Cohen and give

him the cure, receiving the maintenance tunnel pass in return. You can also

use Charm or Intimidate to get some extra supplies from him. Take the

maintenance tunnel on the lower level to reach the secure labs.



+24 Paragon for helping Dr. Cohen with the cure

Mission Complete: "Noveria: Quarantine"

New Mission: "Noveria: Rift Station"



<><><><><>

TIP - Stephen Wright: "After you go through the maintenance area, you can

head through the doors back towards the elevators that take you up to the

'Direct Approach' defended sections. Doing this allows you access to two

upgrades containers. Then you can take the elevator up to the 'Direct

Approach' defended area, open the doors and kill the soldiers in that first

room. As long as you shoot them from the elevator, you can get their xp

while still having the 'stealthy' mission log."

<><><><><>



23 - The Matriarch

Enter the secure labs to begin your confrontation with Benezia. During the

first part of the battle she will call in geth and asari reinforcements

periodically, so your best bet is to avoid her entirely and concentrate on

her servants. To do this, follow the right path towards the west side of the

lab. Find some cover and fight off the asari commandos and geth snipers she

calls in. When you defeat the last of her guards she will be out of energy

and you can confront her. After a revealing conversation she loses control

once more and you must fight her face to face. This time the best strategy

is to attack her with everything your squad has. The faster you can

eliminate her, the better, as you still have to worry about the asari

commandos she brings in to flank you. Disabling powers like Lift can help

keep her from using powers against you. If you don't act quickly you can

easily be overwhelmed. Once she is defeated, mop up her remaining servants

to conclude the battle.



"Noveria: Matriarch Benezia" -> "Noveria: Death of a Matriarch"



24 - The Rachni Queen

Now that Benezia is dead, there's still the matter of the queen that was

being used to repopulate the rachni species. Speaking through a dead asari

commando, the queen tells you that her children have gone mad because they

cannot hear their mother. They cannot be saved, and she asks that you

destroy them, if you have not already. Now you must decide whether or not to

destroy the queen and exterminate the rachni for good.



+24 Paragon for sparing the life of the rachni queen

+25 Renegade for exterminating the rachni queen

Mission Complete: "Noveria: Rift Station"



25 - The Hot Labs (Optional)

You are now free to fulfill the queen's request and eliminate the rachni in

the facility--if you have not done so already. You can also ignore the

request and simply leave via the tram car. This will lead Noveria's

executive board to bomb the Peak 15 site to contain the rachni threat. Head

down to the hot labs via the elevator from the lower level and speak with

Yaroslev Tartakovsy. He wants you to set off the neutron purge to cleanse

the station of the rachni. Before he can give you the code he is slain by a

rachni soldier. Defeat the creature and then collect the code from

Tartakovsy's body. Head to the back of the lab and access the Mira terminal.

Give her the code to begin the countdown. Immediately, rachni will begin

bursting into the main room. 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. Consider using biotic powers to help clear a path.



Mission Complete: "Noveria: The Hot Labs"



26 - Return to the Normandy

Take the tram car to leave Noveria. You have a brief meeting in the comm

room with your crew to discuss Benezia's information. Once again you can

talk to the Council if you wish.



+2 Paragon for politely defending your actions on Noveria

+2 Renegade for aggressively defending your actions on Noveria

Mission Complete: "Noveria: Death of a Matriarch"





SECTION 7: Virmire 21A7vi





1 - Point Insertion

Wrap up any outstanding assignments you want to complete and head to the

Sentry Omega Cluster. Joker informs you that the Normandy can't get to the

infiltration team because of an anti-air defense tower in the area. You'll

need to land in the Mako and take down the defenses so the Normandy can move

in.



2 - The First Gatehouse

The path to the AA tower is mostly linear, but there are obstacles in your

way. First there are a small group of drones, and then some foot soldiers

along the path. Eventually you will reach a gatehouse. Though you don't

need to open the gate to proceed, this is good practice for the gatehouses

you will need to clear out later, and there are some containers on the upper

level.



3 - The AA Tower

Beyond the gatehouse is a geth colossus, which is just a more powerful

version of the armature. The path splits after this, but expect colossi and

armatures in either direction. Ahead is another gatehouse. Destroy as many

geth as possible before leaving the Mako to access the gate controls on the

upper level. Before you can proceed you also need to deactivate the AA tower

so the Normandy can land up ahead. There is one final gatehouse beyond the

tower, and then it's a straight shot to the camp.



4 - Captain Kirrahe

Enter the camp and speak to Captain Kirrahe, the leader of the salarian

infiltration team. He tells you that he's been investigating a research base

on Virmire belonging to Saren. It seems that Saren is somehow using the

facility to breed an army of krogan. According to Kirrahe, Saren has been

researching a cure for the genophage that had been used by the turians to

keep the krogan population under control. You need put a stop to Saren's

plans before he breeds an unstoppable army.



"Virmire" -> "Virmire: Saren's Plan"



5 - Wrex and the Genophage (Optional)

If you didn't pick up Wrex in the C-Sec academy back on the Citadel, then you

should have nothing to worry about here. If you did however, then he's none

too pleased that you plan on destroying the cure for his people. More

information on this conversation can be found in the Optional Assignments

section. Briefly, unless certain circumstances are met you must use Charm or

Intimidate to defuse the situation when talking to Wrex. If you can't

convince him then you or Ashley will have to kill him.



+24 Paragon for calming Wrex down using Charm

+8 Renegade for calming Wrex down using Intimidate

+25 Renegade for killing Wrex

+25 Renegade for ordering Ashley to kill Wrex

+2 Paragon for lamenting your decision to kill Wrex

+8 Paragon for chastising Ashley for killing Wrex



6 - A Daring Plan

Kirrahe has been working on a plan to destroy the facility and put a stop to

Saren's activities on Virmire. He has rigged the drive core from his ship to

act as a massive improvised explosive. Unfortunately, the only way to get

the bomb into the base is to fly it in using the Normandy. That means

someone has to infiltrate the base and take down the AA defenses guarding it.

Kirrahe's plan is to use his men to feign an attack from the front to

distract the geth forces while you sneak a small team into the base from the

rear and knock out the 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. Speak to Commander

Rentola to make sure you've got the best equipment possible. Be sure to

clear out your inventory, as a large number of items are up for grabs in the

Virmire base. When you're ready for the attack, speak with Captain Kirrahe

to begin the mission.



"Virmire: Saren's Plan" -> "Virmire: Assault"



7 - Shadow Team

There are a number of things you can do to assist Kirrahe's team, but these

are part of an optional assignment and are 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. The krogan are your

biggest concern, as they are deadly to you and your squad members at close

range. Do your best to keep your distance, and use tech or biotic powers to

disable them if they get too close.



8 - Infiltrate the Base

At the west end of this area you have two paths to choose from. Entering the

sewers to the south leads into the base through a backdoor onto the

detainment level. The more direct route lies to the north, which leads

directly to the warehouse and subsequent maintenance area. Either path

requires you to access a security panel, which one of your squad members will

use to disable the base security and get you inside. You also have the

option of setting off an alarm on the far side of the base. This will

redirect the base defenders to make it easier for you, but will also mean

tougher resistance for the salarians. Putting the pressure on Kirrahe's

teams might be too much for them to handle. Once the doors are unlocked, the

other path becomes closed to you.



9 - Saren's Experiments

If you entered from the south, take the stairs up to the storage room. From

here you can go up to the next floor to cell block B, where a group of

salarians are being held prisoner. You can release them but they turn on you

as soon as the cells are opened. Go back down the next set of stairs to

reach the elevator to the labs. If you entered from the north you need to

clear out the warehouse of indoctrinated salarians. From here you can head

outside to reach cell block A to find another group of captive salarians.

When you are done, head back downstairs to the elevator and take it to the

labs.



+4 Paragon for releasing the salarians

+2 Renegade for leaving the salarians



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. Eliminate

the nearby troopers and follow the path to the security office, where you'll

find Rana Thanoptis, an asari scientist who's been working for Saren. She

tells you about the indoctrination process, by which Sovereign--Saren's

flagship--controls the minds of those who are exposed to it. When you're

done speaking you can choose whether or not to kill her for her involvement

with Saren. It likely doesn't matter because she probably won't be able to

make it out of the blast radius in time.



+9 Renegade for killing Rana



11 - Sovereign

Head up the elevator Rana unlocked for you. In this room you find another

beacon, like the one you found on Eden Prime. Activate it to have another

piece of the Prothean puzzle downloaded into your mind. Head back up to the

next level where you encounter a holographic image of Saren's flagship.

Sovereign reveals its true nature: it is not merely a ship, it is an actual

Reaper! It explains that the Reapers have existed for countless millennia,

and will continue to eliminate advanced life in the galaxy every 50,000 years

until the end of time. Sovereign claims that the Reapers constructed the

mass relays and the Citadel so that advanced lifeforms would develop along

the paths that the Reapers desired. When the conversation is over, the

interface explodes and Joker chimes in. He says that Sovereign is on its

way. Time to get the hell out of there.



12 - To the AA Tower

When you get back down in the elevator the path back to the facility is

blocked but a new catwalk is open. Proceed forward and take down the geth

destroyer and the group of krogan ahead. Follow the path around to the west.

In the distance you can see the AA tower you need to disable. There are a

few more geth and krogan in the area, along with some rocket drones to worry

about. Use the cover appropriately to take them out without taking damage.

The krogan can be knocked off the nearby ledge with Throw if you're

positioned correctly. When all the enemies are defeated you can head up the

ramp and deactivate the AA tower. This triggers two groups of

reinforcements. Geth soldiers come up the ramp behind you, while another

group arrives in the nearby elevator. One of Kirrahe's teams will radio in

and inform you that they're heading for the second AA tower. Taking down

both towers will allow the Normandy to land. Use the elevator to go up to

the krogan breeding grounds.



13 - Set up the Bomb

Finish off the geth in this area and open the large doors to access the

landing site. The salarian team knocks out the other AA tower, clearing the

way for the Normandy to arrive and unloaded the bomb. When all seems to be

going well, the soldier you sent with the salarians radios in to tell you

that their team is pinned down on the AA tower and they won't be able to make

it to the landing site without assistance. The Normandy takes off and begins

a holding pattern. Pick a new squad (you can't choose Kaidan or Ashley) and

open the large doors to the west. This area has a number of geth hoppers and

krogan to worry about. Eliminate all the enemies and then head to the

elevator at the far side.



14 - An Impossible Choice

As soon as you arrive at the top of the elevator the squad sees a geth ship

fly past en route to the 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 final 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.



+2 Paragon for taking a sympathetic attitude

+2 Renegade for declaring you've made the right choice



15 - Saren

When all the geth are beaten, Saren himself arrives. There is a short

exchange 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

equipment is up to date. Unlike most fights where cover is important you'll

likely want to stay mobile versus Saren. Don't let any powers go unused in

this fight and make good use of your squad as much as possible. Because he

is flying on his glider, most of your offensive biotic powers are useless.

When Saren has taken enough damage he confronts you face to face. The

Normandy arrives just in time and Saren retreats on his glider. The crew

escapes the planet just as the nuke detonates, destroying Saren's research

facility for good.



+2 Paragon for trying to sway Saren using Charm

+2 Renegade for trying to sway Saren using Intimidate



16 - Back on the Normandy

There is a somber meeting in the briefing room as the lucky member of your

crew laments your decision. When the meeting is over you have the option to

speak with the Council about the mission.



"Race Against Time" -> "Race Against Time: Sovereign"



17 - The Infiltration Team (Optional)

You can now head down to the vehicle bay and speak with the remnants of

Captain Kirrahe's forces. You can also purchase equipment from Commander

Rentola, provided Captain Kirrahe survived the mission. The salarians will

depart when you arrive at your next destination.



~~~~~~~~~~

THE CONDUIT



When you have completed all four main plot worlds (Therum, Feros, Noveria,

and Virmire), Liara will finally be able to make sense of your visions and

put all the pieces together. The Conduit is on Ilos, a planet in the

Terminus Systems that is only accessible through the Mu Relay.



Accessing the Galaxy Map at this point triggers a message from Ambassador

Udina. Apparently the Council has decided to go after Saren after all, and

is massing a fleet to head to Ilos. You must hurry back to the Citadel to

take part in the preparations.

~~~~~~~~~~





SECTION 8: Return to the Citadel 21A8re





1 - "It's Just Politics"

When you return to the Citadel you're taken straight to the Council Chambers.

It seems you've been deceived by the Council and the ambassador. They have

no intention of risking a war with the Terminus Systems on your word alone.

Moreover, the ambassador has locked out all of the Normandy's primary systems

to keep you from leaving the station.



+2 Renegade for aggressively insisting that they take action



2 - Anderson's Plan

Back on the Normandy, Joker informs you that the Captain has asked to see

you. He's waiting at Flux. Head to Doran's establishment in the Wards and

find Anderson at a table near the bar. He believes that Saren is the real

threat you say he is, and is willing to risk his career and his life to give

you a chance to stop him. He has two ideas for getting the Normandy off the

station. He can either raid Citadel Control and try to override the

lockdown, or head to the ambassador's office and hack into his computer to

revoke the order keeping the Normandy on the Citadel. The choice is yours,

though if you ask him to choose he elects to go to the ambassador's office.

Keep in mind that if his plan succeeds you'll be a criminal, so you won't be

able to return to the Citadel. When you are ready to leave, tell Anderson to

go through with the plan and then head back to the Normandy.



~~~~~~~~~~

LAST CHANCE



If you have any business to clear up on the Citadel, now is the time. Once

you've escaped the station, you won't be welcomed back.



Additionally, once you're off the station you'll want to take care of any

offworld assignments you haven't dealt with yet. Once you head to Ilos there

is no turning back.

~~~~~~~~~~



3 - Fleeing the Citadel

One way or another, Anderson's plan is successful and you're able to escape

the station. The crew's behind you 100%. Time to head to Ilos and stop

Saren once and for all.





SECTION 9: Ilos 21A9il





1 - Surface Tension

Your arrival on Ilos is just moments too late. Saren has entered an

underground facility in search of the Conduit, locking the doors behind him.

Before you can proceed in the Mako you must navigate the planet's surface on

foot and find the control to open the doors.



New Mission: "Ilos: Find the Conduit"



2 - The Ruins

Due south in the ruins are a pair of geth armatures to contend with. If you

prefer to face them directly, be ready for a tough fight. Take out all the

nearby soldiers so you can concentrate exclusively on the armatures. A

combination of tech and biotic powers work well here. If you can temporarily

disable one armature using Lift or Stasis then you can concentrate on

fighting the other one using your tech powers. Alternatively, you can head

west from the insertion point to reach a different part of the ruins. Though

this area is more heavily guarded, it also contains an armature control

console that can be used to deactivate the armatures so you won't have to

fight them at all. 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 eliminated.



3 - The Security Level

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 on a walkway near the entrance

that you can use for a good vantage and some cover against the geth.



4 - Prothean Security

Head to the back of the room and up the ramps to the left or right. These

paths lead to a security panel you can use to open the doors and pursue

Saren. A message appears but it's difficult to determine what it is trying

to tell you. Head back down and take the north path to reach the elevator.

This takes you back up to the surface where you can now enter the Mako and

proceed through the open passageway.



5 - Constant Vigil

Following the straight path leads you to an energy barrier. When you get

close enough, another barrier appears behind you. Your squad speculates that

this might be a trap from Saren. Exit the Mako and take the nearby elevator.

At the bottom is a VI interface known as Vigil, who explains that Ilos was

the last refuge of the Protheans. Here they placed themselves in stasis and

hid from the Reapers until it was safe to reemerge. However--after centuries

of waiting--there were too few survivors left to sustain their population.

They spent their remaining years trying to find a way to defeat the Reapers

should they ever return. Because of the Protheans' efforts 50,000 years ago,

the Reapers have been unable to return to the galaxy. However, if Saren

succeeds, Sovereign will be able to bring the other Reapers in from dark

space and continue the cycle of extinction. The key to the Reaper invasion

plan is the Citadel, which is actually an enormous mass relay connecting to

dark space. Sovereign needs to activate the Citadel relay, but would be

unable to attack the Citadel directly because it is too well defended. Vigil

explains that the Conduit is a backdoor onto the Citadel, which will allow

Saren and his geth to penetrate the station's otherwise impregnable defenses

and give Sovereign the control it needs to activate the relay.



+2 Paragon for decrying the decision to kill nonessential personnel

+2 Renegade for recognizing that Vigil's actions were necessary

Mission Complete: "Ilos: Find the Conduit"

"Race Against Time: Sovereign" -> "Race Against Time: Conduit"



6 - The Conduit

Vigil gives you a copy of a special data file that must be uploaded into the

Citadel's master control unit to give you control of the station. This is

your only chance to stop Saren and prevent the return of the Reapers. Head

back up to the Mako and hurry after Saren. You need to navigate the trenches

to reach the Conduit, though the path ahead is crawling with geth. Since you

are in the Mako your primary concern is the large number of rocket troopers

you will encounter. If you're agile enough you can get past all these

enemies without having to fight them. At the end of the trenches you can see

the Conduit, which is simply a small mass relay. There's a limited time to

reach the Conduit before the gate closes, so there's no time to waste

fighting the nearby enemies. Head straight towards the gate to be sure you

arrive before time runs out. The Mako is captured by the relay and propelled

across the galaxy to the Citadel...



~~~~~~~~~~

I recommend that you try to finish the rest of the game on your own. There

is not long to go, and I also don't want to ruin the ending for you. If you

really need help however, the rest of the walkthrough can be found in the

Secrets section. Good luck and congratulations on making it this far!

~~~~~~~~~~





OPTIONAL ASSIGNMENTS 21Bopt

--------------------





++++++++++++++++++++ 21B1ci

Assignment: Citadel: Asari Consort

Given by: Sha'ira in the Consort's chambers

Location: Citadel

Requirements: none



1 - Meet the Consort

In the southeast corner of the Presidium you can find the Consort's chambers.

Go inside and talk to the receptionist, Nelyna. After your conversation, the

Consort will ask to see you in her chambers. Head upstairs and speak with

Sha'ira. She tells you that a former client has been spreading lies about

her, and she hopes you can help convince him to stop.



2 - Speak with General Septimus

If you have gained access to the Wards by meeting with the Citadel Council,

head down to Chora's Den and find General Septimus at a table near the back.

Talk to him and convince him to stop spreading lies about Sha'ira. It is

possible to do this without using Charm or Intimidate, but you won't receive

a Paragon or Renegade bonus. He asks you to do him a favor by taking some

information to an elcor named Xeltan at the embassy. This task is covered in

the assignment: "Citadel: Xeltan's Complaint".



+2 Paragon for convincing Septimus using Charm

+2 Renegade 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 a Prothean

artifact as a reward if you also assisted Septimus by speaking to Xeltan. If

you find this reward to be insufficient, the Consort will also give you

something "special" for your trouble.



+2 Paragon for graciously accepting the Consort's reward

+2 Renegade for demanding payment from the Consort



4 - The Consort's Gift (Optional)

Take your reward and head to the Prothean ruin on Eletania. Here you can use

the trinket the Consort gave you to unlock the mysterious floating globe for

an experience reward and some info on the Protheans.

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: Doctor Michel

Given by: Doctor Michel in the med clinic

Location: Citadel

Requirements: Confront Fist



1 - Talk to Dr. Michel

Visiting Dr. Michel in the med clinic after you have helped her with Fist and

the quarian results in a new assignment. It seems the doctor is being

blackmailed by someone from her past. She is supposed to deliver medical

supplies to a merchant named Morlan in the lower markets. Note that you must

speak with Dr. Michel following the shootout in the clinic for this

assignment to be triggered.



+2 Paragon for showing concern for the doctor



2 - Pay Morlan a Visit

You need to go see Morlan at his shop in the lower markets. Talking to

Morlan about the medical supplies causes the krogan blackmailer to show up.

You can fight him, but by using Charm or Intimidate you can convince him to

stop blackmailing the doctor, in which case he tells you he's just the

middleman for someone named Banes. Morlan doesn't know who Banes is so you

need to ask Dr. Michel.



+8 Paragon for avoiding combat using Charm

+9 Renegade for avoiding combat using Intimidate



3 - Return to Dr. Michel

Asking Dr. Michel about Banes reveals that he was contracted by the Alliance

to do research in the Traverse. You should ask Captain Anderson about him.

Talking with Dr. Michel concludes the assignment.



4 - More on Banes (Optional)

Find Anderson--either in the docking bay or in the ambassador's office--and

ask him about Banes. The Captain reveals that Banes was recently found dead

aboard a derelict scout ship. You should ask Rear Admiral Kahoku about him.

You can find the Admiral in the Citadel Tower.

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: Family Matter

Given by: The Petrovskys near the financial district of the Presidium

Location: Citadel

Requirements: Return to the Citadel



1 - Concern for the Unborn

In the southwest corner of the Presidium you can find two people arguing.

Michael Petrovsky wants his sister-in-law to have gene therapy for her unborn

child to help prevent a certain heart condition. She's worried about the

risks of such a procedure, and doesn't want to do anything that could harm

her baby. You can't complete this assignment without persuading one of them

to see the other's point of view. Once you have convinced either Michael or

Rebekah the assignment is complete.



+8 Paragon for letting Rebekah choose using Charm

+9 Renegade for letting Rebekah choose using Intimidate

+8 Paragon for convincing Rebekah using Charm

+9 Renegade for convincing Rebekah using Intimidate

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: Homecoming

Given by: Samesh Bhatia in the embassy lobby

Location: Citadel

Requirements: Have evidence of Saren's connection to the geth



1 - Talk with the Diplomat

Near the embassy you can find Samesh Bhatia, a widower whose wife died during

the geth attack on Eden Prime. Apparently he's been having trouble getting

his wife's body returned to him for cremation, and he wants you to head up to

the embassy lounge and speak to the man in charge of his case. Take the

stairs and find Mr. Bosker in the lounge. You can use Charm or Intimidate to

convince him to release the body, or go back downstairs and use Charm or

Intimidate to convince Mr. Bhatia to let the Alliance keep the body. Ashley

served with Mrs. Bhatia on Eden Prime, so having her in your squad adds more

dialogue to the conversations with Samesh. Once either of the men is

convinced the assignment is complete.



+8 Paragon for convincing Bosker to release the body using Charm

+9 Renegade for convincing Bosker to release the body using Intimidate

+8 Paragon for convincing Samesh to drop the issue using Charm

+9 Renegade for convincing Samesh to drop the issue using Intimidate

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: I Remember Me

Given by: Lieutenant Girard by radio message while on the Citadel

Location: Citadel

Requirements: Colonist background, Return to the Citadel



1 - Stop the Suicide

Shortly after arriving on the Citadel, Lieutenant Girard contacts you about a

fellow colonist who is threatening to kill herself in the docking bay. Go

there and get the sedative from Girard. Approach Talitha and speak with her.

Taking three steps forward will be close enough to give her the sedative.

Taking too many steps without gaining her trust however will result in her

suicide. Usually when you have the option to take a step back you should

take it. Talk with her by opening up each avenue under "Investigate." Using

Charm or Intimidate is not necessary. When you are close enough you can give

her the sedative and end the standoff. Return to Girard when you are done to

complete the assignment. Alternatively you can return to Girard and tell him

to have his sniper kill Talitha.



+8 Paragon for handing Talitha the sedative

+9 Renegade for forcefully administering the sedative

+9 Renegade for telling Girard to kill Talitha

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: Jahleed's Secret (Citadel: Jahleed's Fears)

Given by: Jahleed near the offices in the C-Sec Academy

Location: Citadel

Requirements: Access to the Wards



1 - Jahleed Needs Help

A volus named Jahleed in the C-Sec academy offices seems to be in trouble.

He claims that his former business partner is trying to murder him. The

person in question is a salarian named Chorban. You need to go down to the

lower markets in the Wards to see him.



2 - Talk to Chorban

Head to the lower markets and approach Chorban. If you have never met

Chorban before he will pull a gun and demand that you hand over the "data."

A fight breaks out, after which Chorban will surrender. Chorban tells you

that he and Jahleed had been partners, and had stolen research data from

their employer which they then used to begin 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. Since Chorban attacked

you, you can kill him for Renegade points. On the other hand, if you have

met Chorban previously you will avoid the fight entirely, which prevents you

from having the opportunity to kill him. If he has not already, Chorban will

offer you the opportunity to scan the keepers for him.



+4 Paragon for refusing to scan the keepers

+2 Renegade for agreeing to scan the keepers

+9 Renegade for killing Chorban

"Citadel: Jahleed's Fears" -> "Citadel: Jahleed's Secret"



3 - Back to Jahleed

Return to C-Sec and talk to Jahleed. He reveals that he was hoping you would

kill Chorban for him. He too offers to let you scan the keepers. If you

refuse to help, you can choose whether or not to turn him in to the nearby 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.



+4 Paragon for persuading Jahleed to mend his ways using Charm

+2 Renegade for persuading Jahleed to mend his ways using Intimidate

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: Negotiator's Request

Given by: Elias Keeler outside of Flux

Location: Citadel

Requirements: Citadel lockdown



1 - An Unusual Request

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 assignment immediately by persuading him

that he is an addict using Charm or Intimidate. If not, you need to go buy

him the drug.



+8 Paragon for convincing Elias he has a problem using Charm

+9 Renegade for convincing Elias he has a problem using Intimidate



2 - Drug Running

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.



+9 Renegade for giving Elias the depressant

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: Old Friends

Given by: Finch in the lower Wards

Location: Citadel

Requirements: Earthborn background, Return to the Citadel



1 - Roots

Outside of Chora's Den is a shady-looking human named Finch. He claims to be

a member of your old gang back on Earth and he's hoping you'll use your

Spectre status to get one of 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--or just warn him about Finch--Finch

shows up and threatens to destroy your reputation if you don't cooperate.

Once again you have the chance to persuade using either Charm or Intimidate

to get Finch to back off. If you don't persuade him then you either have to

pay him a bribe or kill him. Any outcome ends the assignment.

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: Old, Unhappy, Far-Off Things

Given by: Zabaleta in the Wards Access corridor

Location: Citadel

Requirements: Spacer background, Return to the Citadel



1 - The War Veteran

You can find Zabaleta in the wards access corridor. He claims to have served

with your parents on the SSV Einstein many years ago. He asks if you can

spare twenty credits.



+2 Paragon for giving Zabaleta the money



2 - Call Home

Return to the Normandy and access the comm terminal in the briefing room to

contact your mother, XO Shepard on the SSV Kilimanjaro. She confirms

Zabaleta's story and tells you about his emotional scars from being on

Mindoir. She wants you to convince Zabaleta to go to the Veterans' Affairs

Office.



3 - Return to Zabaleta

You have a few options for dealing with Zabaleta, who by this point has

clearly been drinking. With sufficient Charm or Intimidate skill you can

convince him to go to the VAO like your mother requested. Otherwise, you can

give him twenty credits, choosing whether or not to specify their use. You

also have the option of refusing to help him at all. Any choice ends the

assignment.



+8 Paragon for convincing Zabaleta using Charm

+9 Renegade for convincing Zabaleta using Intimidate

+2 Paragon for giving Zabaleta money for food

+2 Renegade for refusing to help Zabaleta

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: Our Own Worst Enemy

Given by: Charles Saracino in the Upper Wards

Location: Citadel

Requirements: Citadel lockdown



1 - The Political Movement

In the center of the Wards is a demonstration by a group of Terra Firma Party

members. Their leader, Charles Saracino, asks if you will support his pro-

human, anti-alien platform in the coming election. You can choose whether or

not to endorse his candidacy. The assignment concludes when the conversation

is over.



+2 Paragon for debating Saracino about his position

+2 Renegade for endorsing Saracino's position

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: Planting a Bug

Given by: Emily Wong in the Citadel Tower

Location: Citadel

Requirements: "Citadel: Reporter's Request," and Therum, Feros, or Noveria



1 - Wong's Next Story

You can find Emily Wong again in the Citadel Tower. This time she's hoping

you'll help her with a story on dangerously overworked traffic control

operators. She gives you a bug to plant in the control room so that she can

monitor the working conditions of the operators. You can return to her

without planting the bug and use Charm or Intimidate to convince her to drop

the story, or lie to her and say you've already planted it.



+8 Paragon for convincing Emily to drop the story using Charm

+9 Renegade for convincing Emily to drop the story using Intimidate

+9 Renegade for lying to Emily and saying the bug didn't work.



2 - Planting the Bug (Optional)

Head to the C-Sec academy and ascend the stairs to the control room. In the

corner near the keeper is an inconspicuous place to plant the bug. Return to

Emily when you are finished to receive your reward.



+2 Paragon for helping her in order to save lives

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: Presidium Prophet

Given by: C-Sec officer or Hanar near Wards Access on the Presidium

Location: Citadel

Requirements: Speak with the Citadel Council about Saren



1 - Resolve the Dispute

A Hanar evangelist is arguing with a C-Sec officer on the Presidium near the

elevator to the Wards access corridor. You have the choice of persuading the

Hanar to leave, persuading the C-Sec officer to drop the issue, or paying for

the Hanar's permit to satisfy both parties. Charm or Intimidate skills are

necessary to convince either party.



+8 Paragon for convincing the Hanar to leave using Charm

+9 Renegade for convincing the Hanar to leave using Intimidate

+8 Paragon for convince the Officer to leave using Charm

+9 Renegade for convince the Officer to leave using Intimidate

-150 Credits for buying the Hanar a permit

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: Reporter's Request

Given by: Emily Wong in the Upper Wards

Location: Citadel

Requirements: Access to the Wards



1 - Looking for Corruption

You are solicited by 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 disc, 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 disc for yourself gives you no

reward.



+2 Paragon for extorting extra credits using Charm

+2 Renegade for extorting extra credits using Intimidate

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: Rita's Sister and Chellick (Citadel: Rita's Sister)

Given by: Rita in the Flux bar

Location: Citadel

Requirements: Access to the Wards



1 - Talk to Jenna

Rita--a waitress at Flux--tells you that her sister has been working at

Chora's Den as an undercover informant for C-Sec. She's worried about her

sister and wants your help to get her to come back to Flux. You can speak to

Jenna at Chora's Den, but she has no intention of leaving. On the way out

you pass by a turian named Chellick who tells you to meet him at the C-Sec

academy.



2 - Chellick

Go to the offices on the upper floors of the C-Sec academy and speak with

Detective Chellick. You can use Charm or Intimidate right away to get him to

release Jenna, but he will still want you to complete a task for him. He

asks you to go down to the markets and buy some illegal weapons modifications

from a krogan named Jax. He warns you not to arrest Jax as it will undermine

his operation.



+2 Paragon for getting Chellick to release Jenna using Charm

+2 Renegade for getting Chellick to release Jenna using Intimidate

"Citadel: Rita's Sister" -> "Citadel: Rita's Sister and Chellick"



3 - Jax and the Mods (Optional)

If you agreed to do so, head down to the lower markets and speak to Jax, who

is flanked by a pair of turian bodyguards. You can try to arrest him,

resulting in a firefight. Otherwise, go through with the deal as planned.

Return and see Chellick to finish the assignment.



+8 Paragon for following Chellick's orders

+9 Renegade for killing Jax

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: Scan the Keepers

Given by: Chorban in the Citadel Tower

Location: Citadel

Requirements: Speak with the Council about Saren



1 - Scan the Keepers

Shortly after your first meeting with the Council you can find Chorban

inspecting a keeper in the Citadel tower. You can talk to him and agree to

aid his search for information on the keepers by scanning each one you find.

Every keeper you scan grants an experience and monetary reward. There are 21

keepers in total on the Citadel for you to find. The assignment ends when

you scan your last keeper. Alternatively, you can receive this assignment by

talking to Chorban or Jahleed during the "Citadel: Jahleed's Secret"

assignment.



Keeper Locations:

4 in the Citadel Tower

Far southwest corner

In an alcove on the east side

Next to Chorban

Northwest corner behind a small wall

8 on the Presidium

Along the path between the Consort and the Emporium

Hidden in an alcove at the back of the Emporium

In the diplomatic archives room at the embassy

In the Volus / Elcor office at the embassy

Near the Consort's Chambers

Near the entrance to the Wards

On the balcony outside the embassy lounge

Outside the tower near Avina Tourism Terminal II

6 in the Wards

At the back of the Flux casino

In the back alleys

In the lower Wards near the C-Sec Academy elevator

In the upper market

In the Wards access corridor

Near the med clinic

2 in the C-Sec Academy

In the requisitions office

In the traffic control room

1 in the Docking Bay

At the far end of the platform

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: Schells the Gambler

Given by: Schells near the Flux entrance

Location: Citadel

Requirements: Complete assignment: "Citadel: Rita's Sister and Chellick"



1 - Talk to Schells

Return to Flux after completing the assignment involving Rita and Jenna to

see a salarian named Schells get thrown out of Flux. Asking him about it

reveals that he is working on developing a device that can be used to cheat

at Quasar. He asks you to help 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

(E on the PC) to show him some moves of your own.

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: Signal Tracking

Given by: Suspicious Gambling Machine in the Flux casino

Location: Citadel

Requirements: Access to the Wards



1 - Track the Signal

Examining the suspicious gambling machine at the back of the Flux casino

alerts you to a mysterious signal being relayed throughout the Citadel. You

need to find each relay in order to trace the signal to its source. The

first relay is in the Wards access corridor. The location of the signal

should be located on your map. Investigating this source will lead you to

the next one, located behind Barla Von in the financial district. The final

relay directs you to a remote area behind the emporium.



2 - The Source

You come upon an ordinary-looking terminal that turns out to be a full-blown

artificial intelligence. Distrustful of organics and sensing its imminent

demise, it begins a self-destruct sequence to destroy you along with it.

Activate the console to try to guess the abort sequence. The correct

combination is Y-X-Y-A-X-A-A (On the PC the sequence varies). Averting the

self-destruct completes the assignment. You also earn whatever credits the

AI was unable to transfer away before you stopped the countdown.



<><><><><>

TIP - J Laudig: "You can also just shoot the power junction to avert the

self-destruct sequence."

<><><><><>

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: The Fan

Given by: Conrad Verner near the markets in the upper Wards

Location: Citadel

Requirements: Access to the Wards



1 - First Encounter

You can find Conrad Verner in the upper markets in the Wards. He asks you

for an autograph. You can choose whether or not to give him one.



2 - Second Encounter

After you become a Spectre and return to the Citadel, you can find Conrad in

the same place. This time he asks for a photograph of you to hang on his

wall. Once again you can accept or decline.



3 - Third Encounter

After completing a main plot mission, return to the Citadel again to see

Conrad once more. This time he wants you to help him become a Spectre agent

too. You can use Charm or Intimidate to convince him more peacefully, or use

the regular options to simply deny his request. Once this conversation is

over the assignment is complete.



+2 Paragon for convincing Conrad using Charm

+2 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 of hitting her for Renegade points.

Using Charm or Intimidate to answer each question will help you conduct a

smoother interview. Miss Al-Jilani tends to appreciate answers that

emphasize human sovereignty and independence as opposed to cooperation with

other races. Finally, you have the option of choosing whether or not to

comment on the investigation into Saren. Your monetary reward is based on

how long the interview lasts and how well you field her questions.



+2 Renegade for striking Al-Jilani.



2 - The Fallout

Back on the Normandy, Admiral Hackett will contact you to tell you what Al-

Jilani's story was like and how it was viewed by Earth and the Council. They

will be happiest if you gave Charm responses, as Intimidate responses make

the Council look bad. The Council will also disapprove of revealing

information about your investigation into Saren.



+8 Paragon for conducting a smooth interview using Charm

+9 Renegade for conducting a smooth interview using Intimidate

++++++++++++++++++++





++++++++++++++++++++

Assignment: Citadel: Xeltan's Complaint

Given by: General Septimus in Chora's Den

Location: Citadel

Requirements: Assignment: "Citadel: Asari Consort"



1 - Speak to Xeltan

After agreeing to help General Septimus, you can find Xeltan in the

Elcor/Volus office at the embassy. Simply tell him that General Septimus is

responsible for betraying his secrets. Once this is complete you can tell

the Consort of your success if you haven't already spoken to her about

General Septimus.



+2 Paragon for comforting Xeltan about his secrets

++++++++++++++++++++





++++++++++++++++++++ 21B2fe

Assignment: Feros: Data Recovery

Given by: Gavin Hossle in the refugee camp on the Skyway

Location: Feros

Requirements: Spectre status



1 - Data Hunt

Speak with Gavin Hossle at the weigh station on the Prothean skyway to learn

that he's in need of some data that's still at the ExoGeni facility. Since

you're going there anyway, he hopes you can recover it for him.



2 - At the Facility

While you're in the ExoGeni complex, head east past the room with the glowing

orb and keep going until you find the stairs leading to the upper level.

This part of the level is simply a straight corridor. Gavin's console is at

the end, guarded by three krogan. Once they're defeated you're free to

recover his data from the console. There's also a secure storage locker

nearby, along with a server node you can access for a codex entry. When you

have the data, simply return to Gavin to complete the assignment.

++++++++++++++++++++





++++++++++++++++++++

Assignment: Feros: Geth in the Tunnels

Given by: Fai Dan in Zhu's Hope

Location: Feros

Requirements: Spectre status



1 - Fai Dan's Request

Speak to Fai Dan at the Zhu's Hope colony to learn about the problems he and

the other colonists face. One major concern is the geth that are holed up in

the tunnels below the colony, likely guarding a transmitter to coordinate

attacks. Destroying the transmitter would take a lot of the pressure off the

colonists.



2 - The Tunnels

Head up the nearby stairs and follow the path north until you reach the steps

descending towards the tunnels. Bear right until you reach the room on the

eastern side. As soon as you enter there are two snipers at the far end of

the hallway to worry about. Beyond are a group of krogan warriors guarding

the transmitter itself. When it is safe to do so, fire on the transmitter

until it is destroyed. Don't forget the technician kit and upgrade kit

nearby. Head back and speak with Fai Dan to complete the assignment.



+8 Paragon for helping Fai Dan with the transmitter

+8 Paragon bonus for completing all four tasks in the tunnels

++++++++++++++++++++





++++++++++++++++++++

Assignment: Feros: Power Cells

Given by: May O'Connell in Zhu's Hope

Location: Feros

Requirements: Spectre status



1 - Power Up

May O'Connell is in charge of restoring power to the Zhu's Hope colony, which

of course means she needs you to do it for her. Head down to the tunnels and

enter the western passage to access the collapsed highway section. Fight off

the varren if you haven't already done so and then examine the damaged

vehicle nearby to pilfer its power cells from the fuel compartment. Nearby

you can also find a sludge canister and a malfunctioning object. Return and

give May the cells to complete the assignment.



+8 Paragon for giving May the power cells

+8 Paragon bonus for completing all four tasks in the tunnels

++++++++++++++++++++





++++++++++++++++++++

Assignment: Feros: Varren Meat

Given by: Davin Reynolds in Zhu's Hope

Location: Feros

Requirements: Spectre status



1 - In Need of Food

Speak to Davin Reynolds in the freighter on Zhu's Hope to learn about the

colonists' food shortage. They need you to go down to the tunnels and deal

with the alpha varren so they can safely hunt the rest.



2 - Going Hunting

In the tunnels, take the western path to the collapsed highway section. Upon

entering you must fight a group of varren. They aren't very powerful, and

should die easily, but after they are killed the alpha varren shows up. The

alpha is considerably tougher, so disable it if you can and try to keep your

distance. When all the varren are dead you can return to Davin Reynolds for

your reward.



+8 Paragon for killing the alpha varren for Davin

+8 Paragon bonus for completing all four tasks in the tunnels

+2 Renegade for demanding payment from Davin

++++++++++++++++++++





++++++++++++++++++++

Assignment: Feros: Water Restoration

Given by: Macha Doyle in Zhu's Hope

Location: Feros

Requirements: Spectre status



1 - The Water Shortage

Macha Doyle needs your help. It seems the water supply to the Zhu's Hope

colony has been cut off. You need to venture down to the tunnels and open

the valves to allow water to flow.



2 - The Valves

Your only obstacle to opening the valves are a series of three geth patrols

you encounter in the side passages. There are two valves to open in the

southern passage, and one to open in the north passage. The geth are holed

up in each passage, but there are only a handful to worry about. Once the

water is flowing again you can return to Macha Doyle for your reward.



+8 Paragon for restoring the Zhu's Hope water supply

+8 Paragon bonus for completing all four tasks in the tunnels

++++++++++++++++++++





++++++++++++++++++++ 21B3ga

Assignment: Garrus: Find Dr. Saleon

Given by: Garrus on the Normandy

Location: Normandy, MSV Fedele

Requirements: Spectre Status



1 - The One That Got Away

A conversation with Garrus results in a story from his C-Sec days. He had

been after a rogue geneticist who was performing unspeakable experiments on

the poor residents of the Citadel. The doctor managed to escape and Garrus

was never able to bring him to justice.



2 - The Mad Scientist

Head to the Herschel System in the Kepler Verge and locate the doctor's ship,

the MSV Fedele. In the main hold you can find a number of the doctor's test

subjects, confirming that you are on the right track. At the front of the

ship is Dr. Saleon himself. He maintains his innocence, claiming that he is

"Dr. Heart," but Garrus can confirm his identity. Regardless, the doctor

won't be taken alive and you will have to kill him. Return to the Normandy

after you've looted all the nearby containers.

++++++++++++++++++++





++++++++++++++++++++ 21B4no

Assignment: Noveria: Espionage

Given by: Mallene 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 lobby. She wants you to pose as a potential client and distract

him long enough for her to crack into his personal network and learn if

Binary Helix has been infringing on the copyrights of her employer. You can

refuse the task outright for some Paragon points.



+8 Paragon for telling Mallene that what she is doing is illegal



2 - Talking to Vargas

The goal here is just to keep the conversation going for as long as possible.

The best way to do this is by using Charm or Intimidate at every opportunity.

There are four places to use Charm or Intimidate, though--depending on your

responses--you may only have to use one. If you aren't careful you risk

Vargas discovering that you're just wasting his time and ending the

conversation. Try to get him distracted or off topic. When Mallene's device

beeps, simply excuse yourself from the conversation and leave. You also have

the option to tell Vargas what's going on by informing him about Mallene.



3 - Return to Mallene

Go back and speak with Mallene and tell her what happened. If you turned her

in, you can lie and say that the device worked, or you can admit what you

did. Either way, the assignment is complete.



+2 Paragon for admitting you gave the device to Vargas

+9 Renegade for lying and telling Mallene the device worked

+2 Paragon for using Charm on Mallene

+2 Renegade for using Intimidate on Mallene

++++++++++++++++++++





++++++++++++++++++++

Assignment: Noveria: Smuggling

Given by: Opold in the Port Hanshan plaza

Location: Noveria

Requirements: Spectre status



1 - The Hanar's Request

In the Port Hanshan plaza you can find a Hanar named Opold who has a request.

He needs you to use your Spectre status to sneak a package through customs

for him. Using Charm or Intimidate you can get him to tell you a bit more

about the package, but he's still reluctant to fill you in completely. He

assures you that the contents pose no threat to anyone in the port 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 item to your inventory.

Going this route doesn't prevent you from using Opold as a store, but the

hanar's buyer--a krogan named Inamorda--will be upset enough to ambush you in

the docking bay. You can also cut out the middleman and sell the package

directly to Inamorda at the hotel for some extra credits. Finally, you have

the option of going directly to administrator Anoleis and informing him about

the smuggling operation in exchange for a garage pass that will let you leave

the port.



+2 Renegade for giving the package to Inamorda

++++++++++++++++++++





++++++++++++++++++++ 21B5ta

Assignment: Tali and the Geth

Given by: Data received from a terminal on Solcrum

Location: Normandy, Solcrum

Requirements: Spectre status



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.



+2 Paragon for giving the files to Tali

+2 Renegade for refusing to give the files to Tali

++++++++++++++++++++





++++++++++++++++++++ 21B6un

Assignment: UNC: Asari Diplomacy (Investigate Mercenaries)

Given by: Nassana Dantius in a radio transmission

Locations: Citadel, Sharjila

Requirements: Spectre Status



1 - Nassana's Request (Optional)

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 to obtain information showing Nassana has deceived you. Note

that you can go straight to Sharjila without speaking to Nassana first.



3 - Return to the Citadel

Go back to the embassy lounge and confront Nassana. She admits that she was

lying to you, but offers a reward for helping her anyway. With enough Charm

or Intimidate skill you can get her to give you a license for the Armali

Council, which makes the Prodigy amp and Nexus tool. Finishing the

conversation concludes the assignment.

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Asari Writings

Given by: Survey an Asari Matriarch's Writings

Location: Uncharted Worlds

Requirements: Spectre status



*See the Guide to the Galaxy section for information on finding all the asari

artifacts*

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Besieged Base

Given by: Radio message from Alliance Command

Location: Chohe

Requirements: ~75% Paragon



1 - A Sensitive Situation

When you've sufficiently proved your virtue by getting enough Paragon points,

Admiral Hackett will contact you about a group of biotic extremists who have

taken over a research outpost and have taken the civilians hostage. The

Alliance needs you to go in and stop the biotics while minimizing civilian

casualties.



2 - Save the Civilians

Receiving this assignment opens up the Cacus System in the Hades Gamma

Cluster. From here, land on Chohe and make for the nearby science station.

To complete the assignment you must kill all the biotics in the facility.

The civilians don't make it easy because they tend to wander aimlessly, and

are very susceptible to damage. Your squad can actually be a liability here

if you are trying to save the civilians, so consider keeping them back if

you're having trouble. When all the biotics are dead you can report back to

Hackett for an appraisal of your ability to save the hostages.

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Cerberus

Given by: Rear Admiral Kahoku in the Citadel Tower

Location: Citadel, Binthu

Requirements: Complete "UNC: Missing Marines"



1 - Kahoku Needs Help

After returning to the Citadel tower having completing "UNC: Missing

Marines," Kahoku informs you that a shady group known as Cerberus was

responsible for the deaths of his men. He needs you to head to the Voyager

Cluster and eliminate their research outposts. Go to the Yangtze system and

land on Binthu.



2 - The Cerberus Facilities

The drop zone is in the middle of three research facilities. You can tackle

the facilities in any order. Each is guarded by two heavy turrets on the

exterior, and each contains a large room with a square energy barrier in the

center. Inside each energy barrier is a different set of test subjects--

either thorian or rachni--that you can release by using the appropriate

console. Around the perimeter of the field are a handful of research

technicians (with biotic powers) guarded by Cerberus commandos and the

occasional Cerberus sniper.



2 - Kahoku's Fate

When you clear out the final facility you discover Kahoku's body in the

center of the main room. Despite the nature of the creatures he was locked

in with, the needle marks on his arm suggest a different cause of his death.

Once you learn the admiral's fate, the assignment is complete, and "UNC:

Hades' Dogs" begins.

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Colony of the Dead (Investigate Samples)

Given by: Server node in the ExoGeni complex on Feros

Location: Chasca

Requirements: Spectre status



1 - ExoGeni's Dirty Laundry

A server node on the upper level of the Feros ExoGeni facility informs you

about a connection between ExoGeni and Cerberus. You'll need to investigate

the Matano System to learn more about this partnership. Head to Chasca in

the Maroon Sea Cluster and explore any of the structures to the southwest.

When you notice the husks it becomes apparent what has happened here.



"Investigate Samples" -> "UNC: Colony of the Dead"



2 - The Fate of the Scientists

There are a couple civilian structures, but exploring these is optional. All

the buildings contain husks, but only the science facility has a terminal at

the back to suggest where they came from. It seems that someone from the

Cerberus group passed through the colony a few days before the colonists

transformed into husks. Once you learn this information the assignment is

finished.

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Dead Scientists (Doctor at Risk)

Given by: Terminal on the upper floor of the Port Hanshan hotel

Location: Ontarom

Requirements: Spectre status



1 - A Doctor in Trouble (Optional)

With enough Electronics skill you can hack the terminal in the upper floor of

the Port Hanshan hotel on Noveria. Doing so reveals a message to a doctor in

the Newton System who is apparently now in danger because his connection to a

certain organization has come to light.



"Doctor at Risk" -> "UNC: Dead Scientists"



2 - Finding the Doctor

Head to the Kepler Verge and land on Ontarom. Nestled in a valley to the

southeast is an underground facility guarded by mercenaries. Eliminate them,

both outside and inside the complex, and head to the back room, where a

soldier names Toombs is threatening to kill the scientist you came looking

for. If you have the Sole Survivor background Toombs will recognize you as a

fellow marine from the mission on Akuze. This adds some dialogue, but does

not otherwise affect the conversation. If you don't persuade him otherwise,

Toombs will kill the scientist and then turn the gun on himself. Using Charm

you can prevent their deaths, but with Intimidate you have the option of

killing the doctor yourself. When you're done, return to the Normandy to

complete the assignment.

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Depot Sigma-23

Given by: Computer in Listening Post Theta

Location: Unidentified Space Facility

Requirements: Complete Noveria



1 - The Rachni Express

Having finished "UNC: Listening Post Theta" you should have a good idea

what's been going on. Automated cargo ships have been delivering rachni all

over the galaxy, and you need to find their source in order to keep them from

spreading. Travel to the Gorgon System in the Argos Rho Cluster and land on

the unidentified space facility.



2 - Stop the Shipments

The main hold has a few rachni in it, but it's not too much to handle. The

trick here is that the hold is filled with boxes that make navigation

difficult. Remember how you get through the hold to the far side, as you'll

need to navigate your way back in a hurry. On the far side of the facility

are a number of containers and a terminal where you can learn that--big

surprise--Cerberus has been conducting experiments with the goal of creating

a new biological weapon. Arm the nearby demolition charge and run back the

way you came to return to the Normandy and escape the explosion. More rachni

will appear in the hold but making it back to the ship is more important than

dealing with them. Once you've safely escaped the explosion the assignment

is finished.

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Derelict Freighter

Given by: The MSV Cornucopia in the Caspian System

Location: MSV Cornucopia

Requirements: Complete Feros



1 - Board the Freighter

Out in the Caspian System of the Maroon Sea Cluster you can find a derelict

freighter. Board the ship to investigate and find a small army of husks on

board. It's obvious that the entire crew has been transformed. When you've

defeated them all, head to the cockpit and check the logs. It seems the crew

discovered an artifact that made them go insane. They flew straight into the

Perseus Veil, where the geth no doubt found them and transformed them into

husks. The ship was then directed back into the Traverse for someone like

you to find, perhaps as a warning to those who would venture into geth space.

When you're done exploring the ship, head back to the Normandy.

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Distress Call (Unusual Readings)

Given by: Computer console in Ambassador Udina's office

Locations: Metgos

Requirements: Citadel access



1 - Strange Readings (Optional)

When you first arrive on the Citadel you can decrypt the computer console in

the ambassador's office to receive an assignment about some unusual energy

readings detected in the Argos Rho cluster.



2 - Investigate the System

Go to the Hydra System in the Argos Rho Cluster and examine Metgos. You

receive a distress signal from the planet's surface.



"Unusual Readings" -> "UNC: Distress Call"



3 - Find the Distress Call

Land on Metgos and drive to the location of the transponder signal, which

turns out to be a geth ambush. There are two geth armatures, two rocket

drones, and three rocket troopers to eliminate. Avoid the mine placed

underneath the distress beacon, and don't let the geth surround you. When

all the enemies have been defeated the assignment is 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 (Optional)

Head inside the freighter at the Zhu's hope colony and access the terminal

using your electronics skill. You will receive a message informing you of

several supply shipments that have been diverted to the Voyager Cluster.



2 - The Missing Probe

Arriving at the Amazon System in the Voyager Cluster triggers a message from

Alliance Command. It seems they've lost a deep-space probe armed with a

nuclear warhead and they need you to recover it before the unthinkable

happens.



"Investigate Shipments" -> "UNC: Espionage Probe"



3 - Find the Bomb

Head down to Agebinium and make for the homing beacon. The signal is coming

from an underground mining complex, suggesting that the probe didn't crash on

the planet. Enter the mining tunnels and head to the back. When you enter

the last room there is a cave-in as the path behind you is blocked. The

holographic image of a pirate named Elanos Haliat appears and taunts you.

You need to find another way out of the tunnels, but first you must disarm

the bomb in front of you. There are three hard points you must disable, each

requiring either a long sequence of button presses or 100 omni-gel. There is

a ten second timer, but it does not count down while you are disabling each

hardpoint.



4 - Back to the Surface

Once the bomb is defused, head back out and bear left to enter the adjacent

tunnel. This path leads you back out of the complex to a hidden entrance on

a ridge overlooking Haliat's camp. You can either try to snipe Haliat and

his mercs from the top of the ridge, or head down the hill and hop in the

nearby Mako before dealing with them. Defeat all the enemies in sight--

including Haliat--to complete the assignment.

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: ExoGeni Facility (Investigate Facility)

Given by: Terminal in the ExoGeni complex on Feros

Location: Nodacrux

Requirements: Complete Feros



1 - A Suspicious Message (Optional)

On the upper level of the ExoGeni 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 examine Nodacrux, at which point

Joker will inform you of a distress beacon on the planet's surface.



"Investigate Facility" -> "UNC: ExoGeni Facility"



2 - The Overrun Facility

Because of the rough terrain on Nodacrux, getting to the science facility is

actually the most difficult part of this assignment. Check your map and plot

a course through the valleys to the southeast. Approaching the science

facility should give you a pretty good idea about why the distress signal was

activated. There are thorian creepers surrounding the entrance, and you can

find many more on the inside. At the back of the facility are a few

survivors. Speak to Dr. Ross to learn what happened at the facility, and

then decide how to deal with the science team. She offers you a bribe to

keep her illicit experiments a secret. If you don't accept then you will

have to fight her and the other scientists.



+8 Paragon for trying to arrest Dr. Ross

+9 Renegade for making Dr. Ross pay for her crimes

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Geth Incursions (Geth Activities)

Given by: Hackett after entering Armstrong Nebula, ExoGeni terminal

Location: Armstrong Nebula

Requirements: Spectre status



1 - Turn Back the Geth Invasion

Decrypting a geth terminal in the ExoGeni facility on Feros informs you of

some suspicious geth activity in the Armstrong Nebula. Travel there and

Admiral Hackett will ask that you eliminate the known geth outposts in each

system.



"Geth Activities" -> "UNC: Geth Incursions"



2 - Gagarin System

Head to the Gagarin System and land on Rayingri. 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 get dropped all

around you by a nearby geth ship. 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. Fire on the ship, and once it is

destroyed clear out the remaining geth and proceed to the next system.



4 - Tereshkova System

Head to Antibaar in the Tereshkova System and make for the geth outpost to

the north. Again, expect snipers to jam your radar so check your map to be

sure you're going in the right direction. The outpost is guarded by a geth

colossus, along with more geth snipers and rocket troopers. When the outpost

is cleared out, reinforcements will begin arriving. Expect to face rocket

troopers, shock troopers, and a few geth primes. Once all the enemies are

defeated you are clear to move on to the next system.



5 - Vamshi System

The final known geth outpost in the nebula is on Maji in the Vamshi System.

The outpost here is to the north on top of a large rocky hill. Approach from

the southeast, where you can find a path leading up the hill. There are

numerous geth heavy turrets built into the hill so be alert as you make your

ascent. The outpost itself is defended by rocket troopers and snipers.

Reinforcements this time come in the form of a single geth colossus. When

all the geth are killed your squad will remark that you still need to find

the primary geth base for this sector. Return to the Normandy.



6 - The Geth Base

You can find the geth base on Solcrum in the Grissom System. After landing

in the Mako, head east to find the main base. As you come over the hill you

can survey the base in the valley below. There are two colossi and three

rocket troopers guarding the entrance. Your radar will be jammed once you

make it inside. In the main room you must fight a geth destroyer and

numerous geth stalkers. There is also a juggernaut on the second floor. The

assignment is finally completed when all the geth are destroyed. There is a

secure crate and an upgrade kit in the back room, along with a terminal that

can be accessed to begin the assignment "Tali and the Geth."

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Hades' Dogs

Given by: Admiral Kahoku's corpse on Binthu

Location: Nepheron

Requirements: Complete "UNC: Cerberus"



1 - Eliminating Cerberus

Having found Kahoku's remains on Binthu at the end of the "UNC: Cerberus"

assignment, you must now eliminate the people responsible once and for all.

Travel to Nepheron, in the Columbia System of the Voyager Cluster. Head to

the underground facility to the southwest and eliminate the pair of Cerberus

snipers and anti-tanks outside. Proceed into the facility and mop up the

rest of the commandos and snipers.



2 - The Shadow Broker

At the back of the facility is a terminal containing encrypted files on

Cerberus. Return to the Normandy and access the Galaxy Map to receive a

message from a representative of the Shadow Broker, offering to pay you for

the information you've just recovered on Cerberus. You can choose whether or

not to sell the information. Any response ends the assignment.



+8 Paragon for refusing to betray the Alliance

+9 Renegade for selling the information

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Hostage

Given by: Elevator newscaster during segment on biotic extremists

Location: MSV Ontario

Requirements: Spectre status



1 - Board the Freighter

While riding in an elevator on the Citadel you may learn that a Chairman

Burns has been kidnapped by biotic extremists. Head to the Farinata System

in the Hades Gamma Cluster and search for the MSV Ontario. It is hidden so

move your cursor around and look for a twinkle of light to indicate its

location. Once you've found it select a squad and board the freighter.

You're facing all biotic enemies so adjust your equipment and tactics

accordingly. Once you're spotted by the biotics you'll have three minutes to

reach the hostage before he is executed. Head to the far side of the

freighter when the main hold is clear of enemies.



2 - Negotiate with the Leader

Confront the terrorist leader. If you can't persuade him to spare the

hostage you will have to fight the extremists. A high enough Charm or

Intimidate score will allow you to avoid combat and secure the release of

Chairman Burns. Either way completes the assignment.



+8 Paragon for defusing the situation using Charm

+9 Renegade for defusing the situation using Intimidate

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Hostile Takeover (Person of Interest)

Given by: Helena Blake near the emporium in the financial district

Location: Mavigon, Klensal, Amaranthine

Requirements: Spectre Status



1 - A Person of Interest

Decrypting the computer console in the C-Sec academy offices gives you a

message about an individual they've been keeping an eye on. She can be found

near the emporium on the Presidium.



2 - Taking the Assignment

Helena Blake solicits you outside the emporium on the Citadel. She wants

your help removing two fellow leaders of a galactic crime syndicate. Since

what she is asking you to do is illegal you receive Renegade points for

agreeing to do as she asks. If you refuse to do what she wants you will

receive the assignment anyway along with some Paragon points.



+8 Paragon for refusing to take the assignment

+2 Renegade for accepting the assignment

"A Person of Interest" -> "UNC: Hostile Takeover"



3 - Eliminate Crimelord #1

Travel to Mavigon--a snowy planet with extremely low visibility--in the Han

System of the Gemini Sigma Cluster. The syndicate hideout is on a hill to

the southeast with three alliance heavy turrets outside that you should try

to eliminate from a distance. When the external defenses are taken care of

you are free to enter the building and kill everyone inside. Expect to

encounter around half a dozen turian and krogan mercenaries in addition to

the crime boss. There are a number of containers you can loot afterwards,

including four medical kits to replenish your medi-gel.



4 - Eliminate Crimelord #2

The second target is on Klensal in the Dis System of the Hades Gamma Cluster.

Head south to the syndicate hideout, which is guarded by three mercenaries as

well as two snipers in the towers surrounding the entrance. Once again,

enter the complex and eliminate the mercenaries inside. When both syndicate

leaders are eliminated you need to go see Helena Blake.



5 - The Final Crimelord

Go to the Fortuna System in the Horse Head Nebula and land on Amaranthine.

Travel south to the engineering outpost. You can find her just inside the

entrance, guarded by more mercenaries. Though still a leader of a criminal

organization she vows to limit herself to gambling and smuggling operations.

With sufficient Charm or Intimidate you can convince her to disband the

syndicate completely. If you choose to try to arrest her however she refuses

to go peacefully and you'll have to kill her along with her henchmen. She

erects an energy barrier across the doorway which you can remove by shooting

it. Helena has some biotic abilities, and she is guarded by several human

and krogan mercenaries and snipers. When all the mercs are dead you can head

upstairs and crack the hardened wall safe to get some extra credits.



+8 Paragon for convincing Helena to mend her ways using Charm

+9 Renegade for convincing Helena to mend her ways using Intimidate

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Listening Post Alpha

Given by: Visit the Erebus System or access Listening Post Theta comm

Location: Nepmos

Requirements: Complete Noveria



1 - The Rachni Horde

After finishing Noveria, the Styx Theta Cluster becomes available. Heading

to the Erebus System triggers an urgent distress call from the planet Nepmos.

Head down to the surface and proceed towards the source of the transmission.

A group of Alliance marines are pinned down by legions of rachni who swarm

out of the ground on regular intervals. Talking to Lt. Durand reveals the

tough situation they are in. She asks you to help in any way you can. Head

over to the damaged generator and hook up the Mako's power supply to

reactivate the turrets. Then move your squad to the opening between one set

of barricades and place yourself in the other opening. From here, the

combined firepower should be enough to overwhelm any rachni that come your

way. Fight off a few more waves, then speak to the lieutenant again to learn

that the rachni are coming from an underground complex nearby.



2 - The Infested Mine

Disconnect the Mako from the generator and drive west to the mine entrance.

Though it appears to be empty at first, groups of rachni will begin pouring

out of the ground as you get farther into the mine. Proceed cautiously and

retreat when necessary. The soldiers tend to appear in groups of two or

three. When the main cavern is clear, there are two side passages at the

back to worry about. Each passage contains a few more soldiers and an

enormous rachni brood warrior. Retreat back into the tunnels as necessary,

and use your biotic powers to disable each rachni if you can. When the mine

is cleared of rachni, the assignment is over and you can return to the

Normandy.

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Listening Post Theta

Given by: Marines on Listening Post Alpha or visit the Acheron System

Location: Altahe

Requirements: Complete Noveria



1 - The Alliance Listening Post

Go to the Acheron System in the Styx Theta Cluster and land on Altahe.

Approach the listening post to find some rachni holes outside. Each hole

will spew a few rachni soldiers as you get close. Stay in the Mako to make

quick work of them. There are a handful of rachni in the base itself, but

nothing you can't handle. Grab the containers at the back, and then access

the terminal to learn that a shipment was received by the outpost a few days

ago. It's likely the rachni were delivered aboard this ship. To learn more

you'll need to investigate the supply depot in the Gorgon System.

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Locate Signs of Battle

Given by: Survey of a Medallion or ID Tag

Location: Uncharted Worlds

Requirements: Spectre status



*See the Guide to the Galaxy section for information on finding all the

salarian artifacts*

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Lost Freighter

Given by: MSV Worthington in the Ming System

Location: MSV Worthington

Requirements: Complete Therum, Feros, or Noveria



1 - Investigate the Freighter

It seems no one is aboard the MSV Worthington, which is adrift in the Ming

System of the Gemini Sigma Cluster. The hold is filled with explosives

however, and these are set to detonate when you get too close. Head to the

southeast room and play the logs to hear someone named Julia say that she

won't give up on Jacob. To the northeast you can find the brain-dead Jacob,

still on life support, as well as a log from Dr. Smith. In the cockpit you

can access the computer to hear the captain recount what transpired. It

seems Julia went crazy after Jacob was nearly killed. After hearing all the

logs, Julia shows up and attacks you with her biotic powers. She will also

appear if you turn off Jacob's life support. When Julia is dead you can go

back to Jacob and deactivate his life support systems (if you haven't

already).

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Lost Module

Given by: Admiral Hackett via transmission in Attican Beta Cluster

Locations: Eletania

Requirements: Spectre status



1 - Find the Data Module

Admiral Hackett needs you to recover a data module from a downed probe before

the geth can get to it. Land on Eletania and head northeast to find the

downed probe. The data module is missing, however, as a space monkey has

made off with it. Four monkey colonies will appear on your map. You are

interested in the one to the north, which is next to a mining complex. The

monkey with the data module is at the very back of the mine in the

westernmost room. The geth show up when you try to leave the mine. You will

have to fight a full compliment of geth snipers, shock troopers, and a

destroyer. When you are finished, return to the Normandy to complete the

assignment.



+4 Renegade for squishing a space monkey with the Mako

+6 Paragon for finding the data module

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Major Kyle (Strange Transmission)

Given by: Console in Executor Pallin's office

Location: Presrop

Requirements: Spectre status



1 - Follow the Transmission (Optional)

You can decrypt a message from the computer console in C-Sec HQ that directs

you to the Century System in the Hawking Eta Cluster. Your arrival will

trigger a message from Alliance Command about a group of biotic cultists led

by a former Alliance soldier.



"Strange Transmission" -> "UNC: Major Kyle"



2 - Investigate the Compound

Land on Presrop and proceed southwest towards the biotic compound. To access

the building with Major Kyle you must attempt to enter the large structure

first. You speak on the intercom with a biotic cultist inside. You can

persuade them to let you see Major Kyle, or you can simply go inside and kill

the cultists. At the rear of the building is a control panel to let you in

to see Major Kyle. Head outside and go to the other side of the complex to

enter the round building. If you persuaded your way in you can proceed to

the back and talk to Kyle without incident.



+2 Paragon for convincing the cultists using Charm

+2 Renegade for convincing the cultists using Intimidate



3 - Major Kyle

You can use Charm or Intimidate to persuade Major Kyle to turn himself in

peacefully. If you accept his terms you can leave without a fight. Return

to the Normandy to inform Admiral Hackett about the mission.



+8 Paragon for persuading Kyle using Charm

+9 Renegade for persuading Kyle using Intimidate

+2 Renegade for killing Kyle in cold blood

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Missing Marines

Given by: Rear Admiral Kahoku in the Citadel Tower

Location: Edolus

Requirements: Spectre status



1 - Armiston Banes (Optional)

If you have completed the assignment "Citadel: Doctor Michel" then you should

know about Armiston Banes, an Alliance researcher. Asking Kahoku about Banes

reveals that he was found dead on a derelict scout ship by one of Kahoku's

teams. Kahoku sent a recon team to the system where Banes was found to scout

the region. This team has gone missing and Kahoku needs your help to find

them.



2 - Find the Recon Team

Head to Edolus in the Sparta System to begin the search for the recon team.

Take the Mako north to the location of the distress signal where you will be

attacked by a thresher maw. When fighting a thresher, be sure to keep moving

or use the jump jets to avoid its attacks. Once it is defeated you can check

on the bodies of Kahoku's men, who were doubtless lured to the thresher nest

by the distress beacon. Return to Admiral Kahoku on the Citadel to give him

the bad news.

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Missing Survey Team

Given by: Elevator newscaster during segment on ExoGeni

Location: Trebin

Requirements: Spectre status



1 - Find the Research Team

While riding an elevator in the Citadel you may learn about a survey team

that has gone missing in the Hades Gamma Cluster. Head to the Antaeus System

and land on Trebin. Head north to find the research base deserted. The

northernmost structure has a computer console that reveals that the team

unearthed some kind of alien technology at the nearby excavation site.



2 - The Dig Site

Nearly every inch of the mining tunnels is crawling with husks. There are

initially nine husks to defeat in the main cavern. Once they are defeated

head towards the back of the mine, where ten more husks will ambush you. The

assignment is complete when all the husks are defeated.

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Privateers (Missing Person)

Given by: Garoth in the Citadel Tower, Port Hanshan terminal

Location: Citadel, Xawin

Requirements: Spectre status



1 - Garoth's Request (Optional)

Find Garoth in the Citadel Tower. If asked, he informs you that his brother

has gone missing in the Horse Head Nebula.



+2 Paragon for offering to help

+2 Renegade for refusing to help



2 - Find Garoth's Brother

Head to the Strenuus System and find the MSV Majesty. Scanning the vessel

reveals an energy trail leading to the nearby planet. Land on Xawin and make

for the mercenary camp to the north. There are four turrets and mercenary

snipers defending the base. On the inside are a group of human and krogan

mercenaries, and a few more snipers. When all the enemies are dead, head up

to the second floor to learn Captain Willem's fate. Head back to the Citadel

and inform Garoth to end the assignment.



+2 Paragon for comforting Garoth about his brother

+2 Renegade for ridiculing Garoth for clinging to false hope

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Prothean Data Discs

Given by: Survey of a Prothean Data Disc

Location: Uncharted Worlds

Requirements: Spectre status



*See the Guide to the Galaxy section for information on finding all the

Prothean artifacts*

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Rogue VI

Given by: Admiral Hackett

Location: Luna

Requirements: Level 20



1 - To the Moon

Admiral Hackett informs you that the Alliance needs your help again. It

seems they've lost control of one of their training VIs on the Moon and they

need you to go in and take it out. Head to the Solar System in the Local

Cluster and land on Luna. Drive to the Alliance training ground. There are

three buildings in this area, each guarded by a pair of heavy turrets. You

can tackle the facilities in any order, as they are all nearly identical.



2 - Penetrate the Defenses

Each facility has around a dozen drones of different types (mostly advanced

assault drones) which are very tough and have strong shielding. Try to lure

out a few at a time and deal with them in small groups so you don't get

overwhelmed. Don't be afraid to retreat if you have to, as the drones tend

to close in and attack you in groups. Remember also that biotic powers are

basically useless here, meaning Garrus and Tali are probably the best

companions to have. Make good use of all your tech powers to make dealing

with the drones easier. Save often to avoid having to repeat the whole

assignment. Note also that the entrance to each building has a secure crate

and a secure storage locker.



3 - The VI Conduits

At the back of each facility are two rooms, each with four conduits you must

destroy. Attacking the conduits results in one additional complication. In

the first building the VI will release toxic gas into the room to try to

poison you. In the second, the VI will erect energy barriers over all the

conduits, and across each door that you need to shoot to get past. Finally,

the VI calls in reinforcements in the final building when you start

destroying the conduits. When all 24 conduits are destroyed, a binary

message appears saying "HELP", suggesting that the VI might have actually

been an AI after all...



4 - Specialization Class

You have now earned your choice of specialization class. This new class will

add available levels to your base class on the Squad screen based on your

choice of specialization. Your base class determines which specialization

you have access to:



Soldier: Commando or Shock Trooper

Engineer: 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: Nonuel

Requirements: ~75% Renegade



1 - Mining Rights

Once you've sufficiently proved your malevolence by filling up most of your

Renegade meter, Admiral Hackett contacts you with a request. He wants you to

broker a treaty with a man named Darius in the Hades Gamma Cluster. If

you're suspicious that Hackett wants a renegade like yourself to broker a

peace treaty, your concerns are well founded.



2 - Aggressive Negotiations

Head to Nonuel in the Plutus System and travel northeast towards Darius's

compound. Enter the building and speak with Darius, who is on the second

floor balcony. He's not very impressed with you, and takes your presence as

a sign that the Alliance isn't serious about negotiating with him. The only

way to avoid a fight is to remain polite and give him everything he asks for.

Otherwise, the negotiations break down and you're forced to deal with Darius

and the guards. When the negotiations are complete, secure an exit and

report back to Hackett to complete the assignment. As you might have

suspected, Hackett secretly wanted you to kill Darius, both to eliminate the

Alliance's dirty laundry, and to get unrestricted mining rights. If you

managed to swallow your pride and secure a treaty peacefully, Hackett is

somewhat disappointed but agrees to abide by the terms of the agreement.



+8 Paragon for negotiating peacefully

+25 Renegade for killing Darius

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Turian Insignias

Given by: Survey a Turian Insignia

Location: Uncharted Worlds

Requirements: Spectre status



*See the Guide to the Galaxy section for information on finding all the

turian artifacts*

++++++++++++++++++++





++++++++++++++++++++

Assignment: UNC: Valuable Minerals

Given by: Survey of a metal, rare element, or gas

Location: Uncharted Worlds

Requirements: Spectre status



*See the Guide to the Galaxy section for information on finding all the

valuable materials*

++++++++++++++++++++





++++++++++++++++++++ 21B7vi

Assignment: Virmire: Assisting Kirrahe's Team

Given by: Captain Kirrahe on Virmire

Location: Virmire

Requirements: Complete two of: Therum, Feros, or Noveria



1 - Communications Tower

There are a number of ways you can make life easier on Kirrahe's teams while

you're infiltrating Saren's base. First, bear right and head north to the

communications tower. The tower is guarded by some light geth forces, but

they have height and cover so proceed with caution. Up on the balcony is a

terminal you can use to disrupt the geth communications.



+2 Paragon for disrupting geth communications



2 - Satellite Uplink Tower

Follow any path to the west to reach the satellite uplink tower. Simply

shoot the uplink before proceeding to destroy it.



+2 Paragon for disrupting the satellite uplink



3 - Refueling Platform

Beyond the uplink tower, head north to reach the refueling platform. Here

you must destroy the geth drones. There are large fuel tanks nearby that

will explode when damaged, so use these to help eliminate the drones quickly.



+2 Paragon for destroying the geth flyers

+2 Paragon for taking each opportunity to help Kirrahe's teams



4 - Breaching Security

To enter the base itself you must access a security terminal. To help

Kirrahe, don't redirect the forces in his direction. If you've chosen to put

the pressure on his men, Kirrahe will be killed. Complete the Virmire

mission to end the assignment.



+8 Paragon for helping Kirrahe

+9 Renegade for sending the guards towards the salarian teams

++++++++++++++++++++





++++++++++++++++++++

Assignment: Virmire: Wrex and the Genophage

Given by: Captain Kirrahe on Virmire

Location: Virmire

Requirements: Allow Wrex to join you



1 - Talk to Wrex

If Wrex is part of your crew, speaking with Captain Kirrahe on Virmire will

force a confrontation with Wrex. If you never recruited Garrus and you have

yet to visit Liara's dig site then the conversation has to end peacefully.

You can also end it peacefully if you've completed "Wrex: Family Armor"

because he will trust you. If not, then you need to use Charm or Intimidate

to get Wrex to back down. If you don't persuade him, Wrex is going to die

one way or another.



+24 Paragon for calming Wrex down using Charm

+9 Renegade for calming Wrex down using Intimidate

+25 Renegade for killing Wrex

+25 Renegade for ordering Ashley to kill Wrex

+2 Paragon for lamenting your decision to kill Wrex

+8 Paragon for chastising Ashley for killing Wrex

++++++++++++++++++++





++++++++++++++++++++ 21B8wr

Assignment: Wrex: Family Armor

Given by: Wrex on the Normandy

Location: Normandy, Tuntau

Requirements: Spectre Status



1 - Wrex's Armor (Optional)

You need to talk to Wrex enough to get him to tell you about his father.

There's apparently a suit of armor out there somewhere belonging to Wrex's

family that he wants back.



2 - The Armor Collector

Head to the Phoenix System in the Argos Rho Cluster and land on Tuntau. From

here, head to the structure to the south. The base is filled with mercs and

pirates. Clear it out and then head upstairs (Don't forget all the

containers to be found on the first floor). In the back room you can decrypt

the wall safe to recover Wrex's armor. If Wrex is in your party you can give

him the armor now, or return it to him back on the Normandy to complete the

assignment. Completing this assignment will also help you defuse the Wrex

situation on Virmire.

++++++++++++++++++++





++++++++++++++++++++ 21B9x5

Assignment: X57: Avoid the Blasting Caps

Given by: Simon Attwell on Asteroid X57 in the Asgard System

Location: Asteroid X57

Requirements: Spectre Status, DLC "Bring Down the Sky" installed



1 - Tread Lightly

While on X57, Simon Attwell may warn you about the live blasting caps

surrounding one of the fusion torches. Sure enough, the eastern torch is

surrounded by a field of proximity detecting mines. When you approach, the

Normandy's VI informs you of the anti-vehicle demolitions and advises you to

proceed on foot. Exit the Mako and carefully enter the minefield. To get

past the proximity detectors safely, watch for the X indicators on your radar

display and space yourself evenly between them. If you move between two

detectors with enough space on either side you should be able to pass without

causing an explosion. The blasting cap controls are guarded by a pair of

batarian troopers and batarian rocket troopers. Take them out, then access

the control panel to disarm the explosives.

++++++++++++++++++++





++++++++++++++++++++

Assignment: X57: Bring Down the Sky

Given by: Asteroid X57 in the Asgard System

Location: Asteroid X57

Requirements: Spectre Status, DLC "Bring Down the Sky" installed



1 - Collision Course

Head to the Exodus Cluster and enter the Asgard System. An asteroid denoted

as X57 is a collision course that will destroy the nearby colony of Terra

Nova. There are three fusion torches propelling the asteroid towards the

colony. Disabling all three will prevent the deaths of millions.



2 - X57 Radio (Optional)

Located on top of a hill in-between the nearest two fusion torches is a

trailer with radio controls. Activating the radio will broadcast the

familiar Citadel elevator music into your helmet if you are within a certain

distance of the transmitter. The trailer also contains a first aid kit, and

you can check the logs on the table to learn about the broadcast. Check the

logs a second time to read a note related to the January 2008 Fox News

scandal.



3 - The First Fusion Torch

Each torch is guarded by a number of heavy turrets that remain shielded until

you get within their range. As you approach the first fusion torch, a woman

tries to contact you on the radio, but there is significant interference in

the signal. Enter the nearby torch facility to find the controls that will

deactivate the torch. There is a body on the floor near the entrance.

Opening the first door reveals the cause of his death. Batarian extremists

have taken control of the asteroid. There are a half-dozen batarians to

contend with--including a sniper on the far side of the room--as well as a

pair of varren war beasts. When all the enemies are dead, search the room

for a grenade storage box and a storage locker. Then head upstairs to find a

secure crate and the torch controls.



4 - Kate

Disable the first torch and you will be contacted by the woman again. Her

name is Kate Bowman, a member of the science team in charge of brining the

asteroid to Terra Nova. Yesterday it was hijacked by the batarians, and she

holed up in the main facility with a handful of other survivors. She needs

you to disable all three torches to keep the asteroid from colliding with the

colony.



4 - Simon

Head back to the main entrance to find Simon, another survivor. He may warn

you about the live blasting caps surrounding one of the torches, and also

asks that you try to find his missing engineers.



5 - The Second Fusion Torch

Kate tries to contact you again when you approach the second torch. There

are a half-dozen batarian troopers inside the facility, as well as an equal

number of rocket drones. When all the enemies are defeated, find the crate

and the storage locker on the first floor. There is also a medical kit and a

secure crate on the top floor balcony. While you disable the second torch, a

group of terrorists--led by the batarian called Balak--break into the room

where Kate and the others are hiding. When Kate refuses to tell him who's

been disabling the torches, he kills her brother. Balak then sends his

lieutenant, a batarian named Charn, to find and deal with you.



6 - The Third Fusion Torch

The final torch facility is filled with cryo and fusion containment cells

that should come in handy for defeating the batarian troopers, shock

troopers, and varren war beasts inside. The batarian shock troopers have

access to offensive and defensive biotic abilities, so be careful when

dealing with them. Don't miss the storage locker on the first floor and the

secure crate on the second floor when the fight is over. Disable the final

torch and head back downstairs to find Charn waiting for you.



7 - Charn

Charn's looking to talk, but if you plan on killing him anyway it's best to

attack him now while you have the element of surprise. From the stairwell

you can use a sniper rifle with high explosive rounds to kill Charn and the

two nearby troopers in one shot. When the fight begins the two varren war

beasts at the opposite end will charge you, and reinforcements will begin to

trickle into the room from the main entrance. Expect several varren war

beasts and troopers, as well as a handful of shock troopers and engineers.

The batarian engineers are similar to the troopers, but have access to tech

abilities. When all the reinforcements are dealt with you can find the key

card to the main facility on Charn's body. Alternatively, with enough Charm

or Intimidate skill you can broker an agreement with Charn. Charn's having

second thoughts about the mission, and he'll willingly give you the key if

you can convince him that you have what it takes to get rid of Balak.



+8 Paragon for convincing Charn to give you his key card



8 - The Main Facility

When you approach the main facility, three heavy turrets are triggered. Each

turret is on a rail such that it moves in and out of cover. Keep your

distance and aim carefully to take each turret down. There is a grenade

storage box and an aid station inside the main entrance if you need to

resupply. There is also another grenade storage box down the steps in the

center of the main room. Head up the stairs and into the main facility to

trigger a fight with a large number of defense drones and batarian troopers,

shock troopers, and engineers. Climb the nearby stairs to reach the balcony

on the second level where you can find more cover. Stay put and let the

enemies come to you when the fight starts. When it dies down a bit you can

move from cover and take down any stragglers.



9 - Balak

When all the enemies are dealt with, Balak appears. His men have all been

defeated so he's trying to escape with his life. Knowing you won't let him

leave, he's locked the remaining prisoners in a holding cell with a bomb. If

you try to follow him, he's threatening to kill the hostages. If you choose

to attack Balak anyway, he will kill the hostages, then erect a small energy

barrier guarded by a pair of varren war beasts. Balak and his bodyguards

will run along the balcony to the opposite side of the room, where he will

set up with a sniper rifle and try to kill you from a distance. Rather than

waiting for the field to come down and dealing with the varren, you can cut

him off by staying on the first floor and sprinting to the opposite side of

the room. There are two defense drones to worry about as well. When all the

enemies are dealt with you can confront Balak face to face. You can simply

kill him, interrogate him, leave him to die a slow death, or take him into

custody for the Alliance to deal with. Alternatively, if you decide to let

him go free in favor of saving the hostages, you have ten minutes to defuse

three bombs that have been placed around the facility while fighting off a

few defense drones.



+24 Paragon for letting Balak go to save the hostages

+25 Renegade for letting the hostages die to stop Balak

+2 Renegade for suggesting you want Balak to suffer for what he's done



10 - Aftermath

When everything quiets down, Simon shows up. He offers you a reward of your

choice for helping save the colony. You can pick light, medium, or heavy

human armor, as well as a set of quarian armor. If you have enough Charm or

Intimidate skill you can also get Simon to give you his omni-tool. If you

saved the hostages, you can then go open the prison door and let them out.

Kate will speak to you and thank you for everything you've done. When you've

wrapped up your business on X57 you can return to the Normandy. The next

time you access the galaxy map, X57 will have moved, with a description

indicating that the engineers got it under control and will soon be able to

put it into orbit as originally intended.

++++++++++++++++++++





++++++++++++++++++++

Assignment: X57: One Missing Engineer

Given by: Simon Attwell on Asteroid X57 in the Asgard System

Location: Asteroid X57

Requirements: Spectre Status, DLC "Bring Down the Sky" installed



1 - Missing Engineers

Simon Atwell will ask that you examine three survey stations to see if you

can locate his missing engineers. First head to the transmission tower and

repair it, which will pinpoint all three stations on your map.



2 - Survey Station 1

Station 1 is located to the southeast. There is a secure crate outside the

station, as well as an aid station inside. Here you can find the body of C.

Hymes, killed by an explosion, along with the station's logs.



3 - Survey Station 2

Station 2 is located to the north, and contains a hardened crate and aid

station. There is no sign of engineer R. Montoya, but the logs indicate he

saw signs of fighting and left to investigate. Accessing the logs triggers a

group of three defense drones that you must destroy. Outside the station you

can find a set of footprints leading off to the east. Head east to find the

body of R. Montoya, located at the bottom of a nearby crater. Killed by a

sniper, his body was never looted by the Batarians so you can find an omni-

tool on his corpse.



4 - Survey Station 3

Station 3 is located to the southwest, near the drop zone for the Mako. The

body of G. Mendel is near the entrance, along with a technician kit. An aid

station is located in the station, along with the station logs.



5 - Give Simon the Bad News

Talk to Simon after finishing your business on X57 to tell him what happened

to his engineers.

++++++++++++++++++++





COMPLETE CODEX 21Ccom

--------------



This is a guide to finding the information available to you through the

Galactic Codex. There is not necessarily only one way to receive a certain

codex entry, but these are some of the circumstances in which an entry can be

gained.





Primary Codex Entries: 21C1pr



Aliens: Council Races

Asari - Talk to the Embassy Receptionist on the Presidium

Salarians - Talk to Anderson after the Council hearing

Turians - Start a new game

Aliens: Extinct Races

Protheans - Talk to Anderson and Nihlus before Eden Prime

Rachni - Talk to Avina Tourism Terminal III

Aliens: Non-Council Races

Batarians - Talk to Anderson after becoming a Spectre

Elcor - Talk to Calyn in the Volus/Elcor Embassy

Geth - Talk to Ashley on Eden Prime

Hanar - Talk to the Emporium Shopkeeper on the Presidium

Keepers - Talk to Avina Tourism Terminal II

Krogan - Learn about Wrex from Barla Von

Quarians - Learn about the quarian from Dr. Michel or Wrex

Volus - Talk to Din Korlack in the Volus/Elcor Embassy

Aliens: Non-Sapient Creatures

Husks - Encounter Husks on Eden Prime

Thresher Maws - Defeat the thresher on Edolus and inspect the marine

Varren - Talk to Davin Reynolds about the food shortage on Feros

Citadel and Galactic Government

Citadel - Talk to Captain Anderson after Eden Prime

Citadel Council - Tank to Anderson and Udina on the Citadel

Citadel Space - Approach the galaxy map on the Normandy

Spectres - Talk to Jenkins and Chakwas before Eden Prime

Humanity and the Systems Alliance

Earth - View Earth on the Galaxy Map

First Contact War - Talk to Pressly before Eden Prime

Systems Alliance - Start a new game

Planets and Locations

Planet: Feros - Talk to Expat in the Upper Markets on the Citadel

Planet: Ilos - Arrive on Ilos

Planet: Noveria - Talk to Expat in the Upper Markets on the Citadel

Planet: Virmire - Learn about Virmire from the Council

Region: Terminus Systems - Talk to Anderson before Eden Prime

Uncharted Wolds - Talk to Anderson before leaving the Citadel

Ships and Vehicles

FTL Drive - Talk to Chief Engineer Adams

Military Ship Classifications - Talk to Chief Engineer Adams

Normandy - Talk to Chief Engineer Adams

Sovereign - Talk to Matriarch Benezia

Space Combat - Inspect the Gunnery Station on the Normandy

Vehicles: M35 Mako - Inspect the Mako on the Normandy

Technology

Biotics - Talk to Dr. Chakwas about Kaidan

Computers: Artificial Intelligence (AI) - Find an AI on the Citadel

Computers: Virtual Intelligence (VI) - Talk to Avina Terminal I

Element Zero ("Eezo") - Examine the Normandy's Element Zero Core

Mass Effect Fields - Examine Field Integrity Monitor on Normandy

Mass Relays - Talk to Avina Tourism Terminal II

Omni-tool - Talk to the Alliance Requisition Officer

Weapons, Armor and Equipment

Body Armor - Investigate the dig site on Eden Prime

Kinetic Barriers ("Shields") - Examine Jenkins' body on Eden Prime

Mass Accelerator - Inspect the weapons from outside the Normandy

Medi-gel - Use the aid station in the medical bay on the Normandy

Small Arms - Examine the weapons locker in C-Sec Traffic Control





Secondary Codex Entries: 21C2se



Personal History Summary

Profile - Start a new game

UPDATE: Bring Down the Sky

Technology: Translation - Encounter Batarians on Asteroid X57

Aliens: Council Races

Asari: Biology - Pursue a relationship with Liara

Asari: Culture - Talk to Liara

Asari: Government - Talk to Liara

Asari: Military Doctrine - Talk to Shiala on Feros

Asari: Religion - Talk to Liara

Salarians: Biology - Talk to Kaidan

Salarians: Government - Talk to Captain Kirrahe on Virmire

Salarians: League of One - Find a salarian artifact

Salarians: Military Doctrine - Talk to Captain Kirrahe on Virmire

Salarians: Special Tasks Group - Learn about Virmire from the Council

Turians: Biology - Talk to Garrus

Turians: Culture - Talk to Garrus

Turians: Government - Talk to Garrus after finding Dr. Saleon

Turians: Military Doctrine - Talk to Garrus

Turians: Religion - Talk to Garrus after finding Dr. Saleon

Turians: The Unification War - Find a turian artifact

Aliens: Extinct Races

Protheans: Beacon - Talk to Liara

Protheans: Cipher - Talk to Liara about your visions

Protheans: Data Discs - Find a Prothean artifact

Protheans: Mars Ruins - View Mars on the Galaxy Map

Aliens: Non-Council Races

Geth: Armatures - Fight a Geth Armature on Therum

Geth: Hoppers - Encounter the "Hoppers" on Therum

Krogan: Biology - Talk to Wrex

Krogan: Culture - Talk to Wrex

Krogan: Genophage - Talk to Wrex

Krogan: Krogan Rebellions - Talk to Avina Tourism Terminal III

Krogan: Military Doctrine - Talk to Wrex after finding his armor

Quarians: Economy - Talk to Tali

Quarians: Government - Talk to Tali

Quarians: Law and Defense - Talk to Tali

Quarians: Migrant Fleet - Talk to Tali

Quarians: Pilgrimage - Ask Tali about her Pilgrimage

Quarians: Religion - Talk to Tali

Citadel and Galactic Government

Citadel Conventions - Examine diplomatic archives in the embassy

Citadel Station: Citadel Security Services (C-Sec) - Talk to Pallin

Citadel Station: Presidium Ring - Talk to Embassy Receptionist

Citadel Station: Serpent Nebula - View nebula outside Med Clinic

Citadel Station: Statistics - Talk to Anderson after Eden Prime

Citadel Station: Wards - Talk to Barla Von on the Citadel

Treaty of Farixen - Examine diplomatic archives in the embassy

Humanity and the Systems Alliance

Genetic Engineering - Talk to Rafael Vargas on Noveria

Human Diplomatic Relations - Talk to Pressly

Systems Alliance: Geological Survey - Survey a metal, mineral, or gas

Systems Alliance: Military Doctrine - Talk to Ashley

Systems Alliance: Military Jargon - Examine NAVMANUAL on command deck

Systems Alliance: Military Ranks - Check the manual on your desk

Systems Alliance: N7 - Examine Shepard's locker on the Normandy

Terra Firma Party - Talk to Charles Saracino on the Citadel

Timeline - Start a new game

Planets and Locations

Stations: 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 Upgrades 31equi

=======================



MANUFACTURERS 31Aman

-------------



Aldrin Labs: "Aldrin Labs is a human manufacturer based on the

Luna colony. Providing basic, reliable equipment

at an affordable cost has made them a primary

supplier of armor, omni-tools and bio-amps to the

Systems Alliance military."



Available: Level 1

License: 100 Credits

C-Sec Requisition Officer



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 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 - Master Gear: "Master Spectre gear consists of prototype

technology not yet available through other

manufacturers."



Available: N/A

License: N/A

N/A





* Despite the description, the armors from the Geth Armory are upgradable.





HIDDEN MANUFACTURERS 31Bhid

--------------------



Note: The equipment from these manufacturers may or may not appear in the

game, and can only be obtained by the player by using the cheat console.



Batarian State Arms: "The batarian government does not trust private

industry to create their military hardware. BSA is

a vast nationalized institution infamous for its

waste and corruption. It produces effective, if

unethical, chemical weapons and a line of Nuclear,

Chemical, and Biological (NBC) protective armor."



Cerberus Skunkworks: "The operatives of Cerberus produce their own

specialist hardware for black ops wetwork. Their

weapons are advanced particle beams with excellent

shield penetration, damage, and accuracy. Their

field hardsuits feature advanced protective

measures and sophisticated anti-hacking measures."



Hahne-Kedar Shadow Works: "Founded a decade ago, this Hahne-Kedar subsidiary

is a place for younger employees to 'think outside

the box.' HKSW supplies weapons and armor to

Alliance special forces units. In keeping with the

parent company's corporate philosophy, products are

rugged, reliable, and require less maintenance

than competitors."



Jormangund Technology: "A rising star of post-contact human industry,

Jormangund returns consistent profits through

aggressive integration of alien technologies.

Mainly known for advanced optical computers and AI

'blueboxes,' the company has recently developed a

'micro gravitic' personal weapon that effectively

fires small disruptor torpedoes."



Spectre - Advanced Gear: "Advanced Spectre gear rivals that of top military-

grade manufacturers"



Spectre - Basic Gear: "Basic Spectre gear is functional and effective."





WEAPONS 31Cwea

-------



++++++++++++++++++++

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 49 51 54 57 60 64

ACC - - - 24 26 28 30 32 34 36



Armax Arsenal I II III IV V VI VII VIII IX X

DMG Crossfire - - - - - - 273 286 299 312

SBO - - - - - - 65 69 74 81

ACC - - - - - - 53 55 56 57



Devlon Industries I II III IV V VI VII VIII IX X

DMG Raptor - - - 198 209 220 231 242 253 264

SBO - - - 49 51 54 57 61 65 69

ACC - - - 31 33 34 36 38 40 42



Elanus Risk Control I 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 - - - - - - 29 31 33 36

ACC - - - - - - 80 80 81 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 3 5 7 10 13 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 - - - 17 19 21 24 26 28 30



Kassa Fabrication I II III IV V VI VII VIII IX X

DMG Breaker - - - - - - 294 308 322 336

SBO - - - - - - 61 65 69 74

ACC - - - - - - 49 51 52 53



Rosenkov Materials I II III IV V VI VII VIII IX X

DMG Kovalyov - - - - - - 315 330 345 360

SBO - - - - - - 57 61 65 69

ACC - - - - - - 45 46 48 50



Spectre - Master Gear I II III IV V VI VII VIII IX X

DMG HMWAR - - - - - - 336 - - 384

SBO - - - - - - 63 - - 77

ACC - - - - - - 75 - - 77

++++++++++++++++++++





++++++++++++++++++++

Shotguns



Ariake Technologies I II III IV V VI VII VIII IX X

DMG Katana - - - 197 211 226 240 254 269 283

SBO - - - 4.2 4.3 4.5 4.6 4.8 5.0 5.3

ACC - - - 70 70 71 72 73 74 75



Armax Arsenal I II III IV V 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 5.0 5.3 5.5 5.8

ACC - - - 72 73 74 75 75 76 77



Elanus Risk Control I II III IV V VI VII VIII IX X

DMG Hurricane 115 126 137 148 158 169 180 191 202 212

SBO 3.3 3.3 3.4 3.5 3.6 3.6 3.7 3.8 3.9 4.0

ACC 56 57 58 59 60 62 63 64 65 66



Elkoss Combine 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 3.8

ACC 48 49 51 52 53 55 56 57 58 60



Hanhe-Kedar I II III IV V VI VII VIII IX X

DMG Storm 102 112 122 131 141 150 160 170 179 189

SBO 3.4 3.5 3.6 3.7 3.8 3.9 4.0 4.1 4.2 4.4

ACC 60 61 62 63 64 65 66 67 68 69



Haliat Armory I II III IV V VI VII VIII IX X

DMG Tornado - - - 213 229 244 260 276 291 307

SBO - - - 3.9 4.0 4.1 4.3 4.4 4.6 4.8

ACC - - - 67 68 69 69 70 71 72



Kassa Foundation I II III IV V VI VII VIII IX X

DMG Armageddon - - - - - - 280 297 314 330

SBO - - - - - - 5.5 5.8 6.1 6.6

ACC - - - - - - 80 80 81 81



Rosenjov Materials I II III IV V VI VII VIII IX X

DMG Sokolov - - - - - - 300 318 336 354

SBO - - - - - - 5.0 5.3 5.5 5.8

ACC - - - - - - 78 79 79 80



Spectre - Master Gear I II III IV V VI VII VIII IX X

DMG HMWSG - - - - - - 320 - - 378

SBO - - - - - - 5.8 - - 7.0

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 24

ACC - - - 63 64 65 66 66 67 68



Armax Arsenal I II III IV V VI VII VIII IX X

DMG Brawler - - - - - - 208 218 229 239

SBO - - - - - - 25 26 28 31

ACC - - - - - - 77 77 78 79



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 22 23 25 26

ACC - 65 - 66 67 68 69 69 70 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 20

ACC 47 48 49 51 52 53 54 55 56 57



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 18 19

ACC 38 39 40 42 43 44 45 47 48 49



Hahne-Kedar I II III IV V VI VII VIII IX X

DMG Kessler 90 96 102 109 115 122 128 134 141 147

SBO 14 15 16 16 17 18 19 19 20 22

ACC 52 53 54 55 56 57 58 59 60 61



Haliat Armory I II III IV V 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 28

ACC - - - - - - 75 75 76 77



Rosenkov Materials I II III IV V VI VII VIII IX X

DMG Karpov - - - - - - 240 252 264 276

SBO - - - - - - 22 23 25 26

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 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 2.0 2.0

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 - - - 1.5 1.6 1.6 1.6 1.7 1.7 1.8

ACC - - - 59 60 60 61 62 63 64



Elanus Risk Control I 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 1.4

ACC 35 37 38 39 41 42 43 45 46 47



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 1.3

ACC 24 25 27 28 30 31 33 34 36 38



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 1.4

ACC 41 42 44 45 46 47 48 50 51 52



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 1.5

ACC - - - 50 51 52 54 55 56 57



Kassa Fabrication I II III IV V VI VII VIII IX X

DMG Harpoon - - - - - - 244 260 277 294

SBO - - - - - - 1.7 1.8 1.8 1.9

ACC - - - - - - 69 70 70 71



Rosenkov Materials 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 - - 2.0

ACC - - - - - - 85 - - 86

++++++++++++++++++++





ARMOR 31Darm

-----



++++++++++++++++++++

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 32

DMP Hydra 5 7 9 11 13 15 17 19 21 23

SHD H,Q 49 63 77 91 105 119 133 147 161 175

TBP 12 14 16 19 21 23 25 27 30 32

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 32



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 - - - 19 21 23 25 27 30 32



Armax Arsenal I II III IV V VI VII VIII IX X

DMP Predator L - - - - - - 24 26 28 30

SHD H,T - - - - - - 342 378 414 450

TBP - - - - - - 46 47 49 50



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 6 9 11 14 16 18 21 23 26

DMP Liberator 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 6 9 11 14 16 18 21 23 26

DMP Survivor 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 6 9 11 14 16 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 6 9 11 14 16 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 H,T 70 90 110 130 150 170 190 210 230 250

TBP 0 0 1 4 6 9 12 14 17 19

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 4 6 9 12 14 17 19



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,T 49 63 77 91 105 119 133 147 161 175

TBP 0 0 1 4 6 9 12 14 17 19

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 6 9 12 14 17 19



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 Predator - - - 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

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,T 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 H,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 36 38 39 41 42 44

SHD H,T - - - 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 - - - - - - 39 41 44

SHD T - - - - - - 266 294 322 350

TBP - - - - - - 59 60 63



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 16 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 16 19 21

DMP Onyx 17 19 21 23 25 27 29 31 33 35

SHD H,T,K 63 77 91 105 119 133 147 161 175 189

TBP 1 3 5 8 10 12 14 16 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 21



Armax Arsenal I II III IV V VI VII VIII IX X

DMP Predator M - - - - - - - 38 - 42

SHD H,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 H,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,K,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 H,T,K 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,T 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,K 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,T,K - - - 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,T,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 70 71

SHD H,T,K - - - - - - 315 345 375 405

TBP - - - - - - 22 24 26 28



Rosenkov Materials I II III IV V VI VII VIII IX X

DMP Titan - - - 44 46 47 49 50 52 54

SHD H,T,K - - - 150 170 190 210 230 250 270

TBP - - - 16 18 20 22 24 26 28



Sirta Foundation I II III IV V VI VII VIII IX X

DMP Phoenix 14 16 18 20 22 24 26 28 30 32

SHD H,T,K 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 1 3 5 8 10

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 1 3 5 8 10



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 3 5 8 10



Armax Arsenal I II III IV V VI VII VIII IX X

DMP Predator H - - - - - - - 54 56 58

SHD H,K - - - - - - - 468 504 540

TBP - - - - - - - 31 33 35



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 H,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 H,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 Battlemaster - - - - - - 71 72 74 75

SHD K - - - - - - 336 364 392 420

TBP - - - - - - 47 48 50 51

DMP Berserker - - - - - - 71 72 74 75

SHD K - - - - - - 336 364 392 420

TBP - - - - - - 47 48 50 51

DMP Rage - - - - - - 71 72 74 75

SHD K - - - - - - 336 364 392 420

TBP - - - - - - 47 48 50 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,K - - - 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 H,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 - - - - - - 76 77 78 79

SHD H,K - - - - - - 360 390 420 450

TBP - - - - - - 12 14 16 18



Rosenkov Materials I II III IV V VI VII VIII IX X

DMP Titan - - - 57 60 62 65

SHD H - - - 180 200 220 240 260 280 300

TBP - - - 6 8 10 12 14 16 18



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 31Eoth

---------------



++++++++++++++++++++

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



Kassa Fabrication I II III IV V VI VII VIII IX X

SHD Polaris 15 15 15 15 15 15 15 15 15 15

TEC 10 12 14 17 19 21 23 26 28 30

MED 15 15 15 15 15 15 15 15 15 15



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 31Fupg

--------



++++++++++++++++++++

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 (s) 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 32comb

==================



GENERAL STRATEGIES 32Agen

------------------



1. Know your class

Each class in Mass Effect has strengths and weaknesses. Soldiers are the

best at using weapons, and have access to heavy armor, but lack tech or

biotic 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. The biggest downside to playing as a Soldier is the lack of

other abilities, so consider bringing along tech and biotic characters for

balance.



One of the big advantages to playing as an Engineer is in the non-combat

abilities like Decryption and Electronics, which can allow you to unlock

doors and containers, or slice computer terminals. Engineers aren't helpless

in combat, however, and have the ability to disrupt enemy shields, abilities,

and weapons.



Adepts are among the weakest classes when it comes to direct combat. To

offset this, you may want to upgrade your talents in as broad a spectrum as

possible. The more biotic abilities you have available, the more likely

you'll have one when you need it. Adepts also specialize in crowd control

abilities like Singularity, which usually makes up for any combat

shortcomings.



The other three classes are hybrids of the first three. Vanguards have

access to weapons and armor training, but don't have the range of biotic

abilities that Adepts have. Similarly, Infiltrators gain weapons and armor

training as well, but lack the range of debuffs possessed by an Engineer.

The most supporting class is the Sentinel, which offers a mix of tech and

biotic powers, but lacks weapon or armor talents.





2. Balance

Though it would seem that the more combat users you have in your squad the

more formidable you would be, balance in your squad selection can go a long

way--if you know how to best utilize the abilities of your followers.



If you need to face a geth armature on foot for example, heavy weapons fire

will certainly do the trick, but you will always have to worry about the

armature's weapons--which can easily eliminate you or any of your teammates

in a single strike. However, if you have a biotic user in your squad you can

use abilities like Lift to disable the armature temporarily. Likewise, with

a tech user you can disable its shields or overheat the weapons of any

support troops.



There are also non-combat bonuses to having a balanced squad, like being able

to hack into more difficult storage devices when playing as a soldier.





3. Know your enemy

The strengths and weaknesses of your enemy are important to be aware of.

Tech powers that eliminate shields and overheat weapons won't be of much use

against the rachni, but can be a life-saver against the geth. If you aren't

sure what you're walking into, a balanced squad is the way to go. But if you

do know what enemies you are going to face on a given planet, consider

brining along characters 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 that do have a

tendency to charge at you. You will frequently see krogan and geth

destroyers running full speed up a hallway in an attempt to engage you at

close range. In these cases your best bet is to backpedal away, as staying

in cover severely limits your mobility and opens you up to melee attacks.

Powers like Lift can also offset charging enemies.



You will 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. Cover won't help you if it's not

between you and your enemy.



There's an additional concern when facing biotics, as they can lift light

cover to take away your hiding place. In these cases, try to find immobile

cover like corners or immovable objects.





5. Using your squad

This is certain to vary depending on your class, but a few general ideas

apply when it comes to using your squad in combat.



First, you should always know what abilities each of your squad members has

and how best to use them. Depending on your settings, your squad may use

many of their abilities on their own, which can usually take the pressure off

of inexperienced players to make tactical decisions. Remember however that

certain powers--like Stasis--will only be used if you select them.



More subtle is the ability for you to use your squad for fire and maneuver

tactics. Sending your squad out front to take up a position near the enemy

(but still in cover) is a good general rule at the start of many firefights.

Enemies tend to focus their attention on whoever is closest to them, so

having your squad protected but also drawing fire from the enemy frees you to

flank and finish them. This is also a good technique for Infiltrators that

are focused on sniper-rifle combat. Sending your squad up ahead can draw

enemies out into the open, allowing you to deal with them from a distance.





6. Improving your odds

On the higher difficulty levels some of the more aggressive tactics break

down. It becomes a bad idea to run out into open areas, or to fight enemies

in places where they can surround you. To make up for this, you can revert

to the classic RPG tactic of scouting ahead to locate a few enemies, then

retreating to a safe place where you can easily destroy them when they follow

you. This is especially effective in narrow corridors where you can funnel

enemies into a tight field of fire.





7. Make good use of your equipment

Throughout Mass Effect you're going to collect an absurd amount of loot in

the form of weapons, armor, and upgrades (especially upgrades). Make sure

you're outfitting yourself and your team with the best possible equipment at

all times to maintain your competitive edge.



Remember that armor and weapons vary significantly by manufacturer, so the

sophistication level of the equipment doesn't tell the whole story. Be sure

to look at the stats of each item before you equip it to make sure you're

trading up.



A very important and often overlooked component of Mass Effect is the ability

to upgrade your weapons. You're likely to find more upgrades than anything

else, and you should put them to good use. Though armor and weapon upgrades

can provide general advantages to your gear, the ammunition upgrades can make

a big difference depending on who (or what) you're fighting. You can swap

these out at any time, so be sure to keep a few different types of ammunition

on hand. As the situation dictates, you'll be able to deal extra damage to

organics, or bypass shields, for example.



Unused items go to waste and take up valuable space in your inventory. You

can only carry 150 items at a time, so any equipment and upgrades you aren't

using should be sold or turned into omni-gel. The latter is good for a

variety of decryption and electronics purposes, but selling items can provide

you with the funds to buy new and better equipment.



Some weapons can only be found by purchasing them, so be sure to pick up any

licenses you come across to increase the range of items your requisition

officer can carry. Advanced players may choose to purchase only specific

licenses, to increase the odds of a certain weapon or armor appearing in a

store's inventory.





8. Miscellaneous tips

Explosives are your friend. There are a number of them placed in each area,

and it's a shame to let them go to waste. If an enemy is nearby, shoot the

explosive to deal massive damage.



Save often. It's never fun to have to start a planet over because you didn't

reach a checkpoint. Save after every major battle if you don't know what

you're walking in to. Along the same vein, don't be afraid to retreat and

regroup if you have to.



<><><><><>

TIP - Sonny Nilsson: "Everything can be killed on foot, and by using the Mako

you cut the XP by 3 times: Everything is worth more XP on foot."

<><><><><>





SUB-BOSS STRATEGIES 32Bsub

-------------------



1. Armatures

Fighting armatures and colossi in the Mako is considerably different from

fighting them on foot. In the Mako simply keep your distance enough to avoid

their attacks by using the jump jets while you whittle down their defenses

with the machine gun and cannon. On foot you'll want to take cover, as a

single blast can be lethal. Using your squad as a distraction is also a good

idea, as the armatures tend to focus on the threat that is closest to them.

This will allow you to attack them without worrying about being hit. Biotics

to disable armatures and tech powers to lower shields are also very useful.



<><><><><>

TIP - R_Russ_R: "Just park the Mako on top of it! It won't be able to get

up, and you can exit the Mako and kill it on foot without it shooting back."

<><><><><>





2. Asari Commandos

The biggest concern when facing the asari commandos is their biotic

abilities. In a group they are particularly deadly because they can disable

you and take you out while you don't have a chance to fight back. They can

also lift light objects to take away your cover, and the defensive barrier

power allows them to protect themselves and make it difficult for you to

damage them. Upgrades that bypass shields are a good idea, since tech powers

aren't particularly effective. Commandos have a resistance to biotics, but

if your biotics work they can be extremely helpful for disabling the

commandos before they can disable you.





3. Geth Heavy Soldiers

The destroyer, juggernaut, and prime are some of the most dangerous geth

enemies you can face on foot. Unlike the armatures which tend to stay in one

place, these soldiers will often charge directly at you, firing heavy weapons

and rockets in your direction. Keep your distance and don't stay behind

cover if they're going to reach you before you can kill them. Like most

geth, they are susceptible to biotic powers, so use these to disable them

before they can do too much damage.





4. Krogan

Saren's heavily armed krogan troops can be some of the most formidable and

challenging opponents you will face. You'll want to keep your distance as

some will charge at you and engage you from close range. They also have the

ability to regenerate health, and are resistant to most powers. The best way

to deal with them is heavy and concentrated firepower. Biotic powers that

can disable them are also tremendously useful. Have your squad target the

nearest krogan and deal with it before any other enemies.





5. Rachni Brood Warriors

Only encountered on a handful of assignments in the uncharted worlds, these

fearsome rachni are a great deal larger than the soldiers and even more

deadly. Like all rachni you will face, equipping upgrades that increase your

resistance to toxins should help, but it's most important to keep your

distance and avoid melee stacks. When dealing with rachni, using biotic

powers can also help to disable enemies and keep them from attacking you.





BOSS STRATEGIES 32Cbos

---------------



1. Fist

The weakest of the bosses, Fist can be challenging because of the turrets

guarding him, and the nature of the combat space. Though there is cover in

Fist's office, it can be difficult to get your squad in a good position to

deal with him. You can aim straight for Fist if you want, but he tends to

stay in cover, so concentrate on his turrets instead. Fist will give up if

you destroy his turrets, so target them with tech powers and concentrated

fire. If you added Wrex to your squad for this fight he can make it easier

on you, since he can take considerable damage.





2. Matriarch Benezia

There are two portions to the fight with Benezia. The first simply involves

Benezia summoning asari commandos and geth to help her, while the second

requires you to fight her directly (along with a few reinforcements). The

biggest challenge when facing Benezia head-on is that you are in such close

proximity to her at the start, and taking cover is pointless because she is a

biotic, and she has more biotic commandos coming in to flank you. She can't

easily be harmed by biotics of your own, and some tech powers are also

useless. Your best bet is to concentrate as much direct fire (and powers) on

her as possible from all your squad members. If you can take her out before

she or her commandos can use their biotics on you, you're likely to have a

much easier time fighting her.



<><><><><>

TIP - Angelmedia: "The geth you face are easy, slow, and dumb. Point and

shoot, but don't waste biotics. The asari commandos are fast, deadly, and

powerful. They have guns and hardcore biotics that can immobilize you.

Benezia stays on the bridge, but can still hit you with biotic orbs that zap

massive shields and health. Keep moving.

First Wave: Immediately target the first asari commando on the stairs

with a biotic attack that will take her out in one hit. Buff shields on the

other team members and boost your weapon in case something goes wrong. Don't

fire at the first enemy until the biotic attack is executed or she will back

up and move out of range. Quickly run up the stairs and shoot the exploding

canister to take out commando number two.

Second Wave: The two new enemies are at the end of the walkway. Run back

down the stairs and duck in the doorway where you first entered. You are

safe here from Benezia and the geth. Target the explosive canister on the

bridge in case one of the enemies rushes you. Pop out from hiding and fire

until you bring down the enemies. If one of them comes at you shoot the

canister on the bridge. There is a third enemy that generally comes around

the back and joins the other two on the walkway, but sometimes she comes down

the bridge at you. Watch your radar to see which way she goes. Once the

enemies on the walkway are dead go to their previous position on the walkway.

Open the two crates to the left along the way. Continue around to the west

and take out the geth behind the crates.

Third Wave: Take out the geth that appear at the end of the walkway, and

continue past their position and past Benezia to the doorway you crouched in

during the second wave. Take out the geth on the end of the walkway.

Benezia: Go crazy and unload on her. Have your squad hit her hard with

biotics while you blast her with a weapon (remember to buff your weapons

before firing. She should go down in less than five seconds.

Fourth wave: Crouch or take cover near Benezia's body and take out her

remaining enemy agent's. You can fire at them from up on the bridge, but

they will rush you. If you get close, have a heavy duty biotic or high end

weapon ready to push them back."

<><><><><>





3. Saren

Saren has no weaknesses. Using some tech powers won't hurt, but most biotics

have no effect whatsoever because of his glider. It's best to stay mobile--

using your squad to draw his fire--while you gradually whittle him down.

Using ammunition that does extra damage to organics will help you out.





4. Saren Reborn

The monster Saren is turned into by Sovereign is a very different foe than

the one you've faced previously. He is now a synthetic, so you'll need to

adjust your upgrades accordingly. He also has the addition of a number of

tech abilities, so he will try to overheat your weapons and take down your

shields. Because he is so fast you will need help from your squad to have

any chance of hitting him. It's also worth a try to use any biotic or tech

powers you have, since these can be done while paused at the power wheel.

Any way you can disable him or damage his abilities will make this fight that

much easier.



<><><><><>

TIP - Sonny Nilsson: "Biotics are very effective on him. Lift is what you

want to use; easiest by far was when I had Liara and Wrex with me. Also keep

a constant fire on him so he won't regen his shields."

<><><><><>





5. Thresher Maws

The easiest way to defeat a thresher is in the Mako. If you're lucky, it's

possible to find a spot where it won't go back underground, but won't be able

to hit you either. This can be a tough feat at times though, and because its

attacks are so deadly it's often better just to keep moving--or use the jump

jets to avoid its fire. Beware of splash damage from the toxic spray it

shoots at you, and don't let it emerge directly beneath you. To improve your

accuracy, zoom in with the turret and slow down or stop when firing the

cannon. To have any chance you will need to avoid its attacks at all costs.



<><><><><>

TIP - Sonny Nilsson: "These can be defeated on foot, and I actually recommend

doing so. Keep the distance to around where the skill target starts to

appear, then just side step and shoot. This usually also keeps them from

going down into the ground. With the Immunity skill they cannot kill you,

but if they land a 'melee' hit you die instantly."

<><><><><>





====================

Guide to the Galaxy 33guid

====================



When in command of the Normandy, you can travel to any known star system by

accessing the galaxy map, located prominently in the center of the command

deck.



Note: For planets you can land on, the location of points of interest on the

map are approximated by a coordinate system. The origin is in the bottom

left on a grid of 100 by 100. Locations are indicated by (x,y)



++++++++++++++++++++

Argos Rho Cluster



Hydra System

Varmalus

Metgos (Land, Assignment: "UNC: Distress Call")

Level 2 Heat Hazard

POI: Escape Pod (35,60)

Thorium Deposit (Survey: Heavy Metal) (65,45)

Transponder Signal (65,35)

Turian Wreckage (Survey: Turian Insignia) (65,80)

Mercury Deposit (Survey: Rare Earth) (20,25)

Theyar

Canrum

Survey: Turian Insignia

Syba

Survey: Gas Deposit



Gorgon System (Unlock: "UNC: Depot Sigma-23")

Unidentified Space Facility (Land, Assignment: "UNC: Depot Sigma-23")

Wuo

Vectra

Camaron

Sharblu

Slekon



Phoenix System

Patashi

Survey: Rare Earth

Carbonaceous Asteroid (Hidden)

Survey: Prothean Data Disc

Sylsalto

Tuntau (Land, Assignment: "Wrex: Family Armor")

POI: Asari Capsule (Asari Writings) (85,75)

Crashed Probe (30,70)

Hidden Structure (75,15)

Lithium Deposit (Light Metal) (10,50)

Mercury Deposit (Heavy Metal) (50,75)

Vebinok

Survey: Light Metal

++++++++++++++++++++





++++++++++++++++++++

Armstrong Nebula



Gagarin System

Junthor

Survey: Asari Writings

Pressha

Rayingri (Land, Assignment: "UNC: Geth Incursions")

POI: Abandoned Scavenger Camp (20,45)

Crashed Escape Pod (League Medallion) (20,30)

Engine Debris (80,50)

Overrun Research Outpost (55,40)

Polonium Deposit (Rare Earth) (20,35)

Scavenger Corpses (15,75)

Thorium Deposit (Rare Earth) (65,35)

Titanium Deposit (Light Metal) (65,75)

Sogelrus

Antirumgon

Survey: Light Metal



Grissom System (Unlock: "UNC: Geth Incursions")

Benda

Survey: League Medallion

Zaherux

Survey: Light Metal

Notanban

Solcrum (Moon, Land, Assignment: "UNC: Geth Incursions")

POI: Asari Capsule (Asari Writings) (30,20)

Escape Pod (50,15)

Magnesium Deposit (Light Metal) (70,20)

Mercenary Base (65,45)

Thorium Deposit (Rare Earth) (40,65)

Uranium Deposit (Rare Earth) (70,70)

Rocky Asteroid

Survey: Light Metal



Hong System

Pomal

Casbin (Land, Assignment: "UNC: Geth Incursions")

POI: Anomalous Signal (30,70)

Engine Debris (20,55)

Geth Outpost (70,45)

Gold Deposit (Heavy Metal) (50,65)

Mummified Salarian (Salarian ID Tag) (25,45)

Samarium Deposit (Rare Earth) (60,25)

Uranium Deposit (Rare Earth) (70,40)

Matar

Survey: Matriarch's Writings

Theshaca

Treagir

Survey: Light Metal



Tereshkova System

Carbonaceous Asteroid (Hidden)

Survey: League Medallion

Antibaar (Land, Assignment: "Geth Incursions")

POI: Crashed Probe (55,65)

Geth Outpost (55,75)

Lithium Deposit (Light Metal) (65,15)

Magnesium Deposit (Light Metal) (30,65)

Mercury Deposit (Heavy Metal) (35,20)

Prothean Ruin (Prothean Data Disc) (15,45)

Thresher Maw (20,40)

Patamalrus

Survey: Heavy Metal

Hunsalra

Thegeuse

Survey: Heavy Metal

Solmarlon

Mawinor



Vamshi System

Maji (Land, Assignment: "Geth Incursions")

POI: Beryllium Deposit (Light Metal) (60,45)

Engine Debris (75,30)

Geth Outpost (30,70)

Magnesium Deposit (Light Metal) (40,70)

Strange Skull (70,20)

Thorium Deposit (Rare Earth) (30,20)

Turian Wreckage (Turian Insignia) (55,20)

Pregel

Survey: Turian Insignia

Almos

++++++++++++++++++++





++++++++++++++++++++

Artemis Tau Cluster



Athens System

Salamis

Proteus

Survey: Gas Deposit

Nausicaa

Circe

Survey: Gas Deposit

Pharos

Survey: Turian Insignia



Knossos System

Phaistos

Metallic Asteroid (Hidden)

Survey: Heavy Metal

Therum (Land, Mission: Find Liara T'Soni)

Zakros

Armeni

Archanes

Survey: Gas Deposit

Carbonaceous Asteroid (Hidden)

Survey: League Medallion



Macedon System

Sharjila (Land, Assignment: "UNC: Asari Diplomacy")

Level 1 Pressure Hazard

POI: Asari Capsule (Asari Writings) (15,55)

Escape Pod (65,45)

Magnesium Deposit (Light Metal) (55,35)

Stronghold (45,65)

Thorium Deposit (Rare Earth) (15,65)

Uranium Deposit (Rare Earth) (15,15)

Porolan

Survey: Asari Writings

Patavig

Metallic Asteroid (Hidden)

Survey: Light Metal

Fargeluse

Survey: Gas Deposit



Sparta System (Unlock: "UNC: Missing Marines")

Tremanre

Asteroid Cluster (Hidden)

Survey: Prothean Data Disc

Edolus (Land, Assignment: "UNC: Missing Marines")

POI: Crashed Probe (70,40)

Distress Signal (40,60)

Lithium Deposit (Light Metal) (70,30)

Mummified Salarian (Salarian ID Tag) (70,70)

Palladium Deposit (Rare Earth) (45,15)

Polonium Deposit (Rare Earth) (20,30)

Thresher Maw (40,60)

Altaaya

Ontamalca

Survey: Gas Deposit

Alsages

Survey: Rare Earth

++++++++++++++++++++





++++++++++++++++++++

Attican Beta Cluster



Hercules

Xathorron

Syided

Survey: Matriarch's Writings

Eletania (Land, Assignment: "UNC: Lost Module")

Level 1 Toxic Hazard

POI: Downed Recon Probe (55,40)

Engine Debris (40,55)

Gold Deposit (Heavy Metal) (80,40)

Monkey Colony (40,75)

Monkey Colony (55,75)

Monkey Colony (75,20)

Monkey Colony (80,65)

Mysterious Globe (20,20)

Palladium Deposit (Heavy Metal) (20,55)

Zatorus

Survey: Heavy Metal



Theseus System

Sytau

Feros (Land, Mission: "Feros: Geth Attack")

Sharring

Survey: Prothean Data Disc

Quana

Survey: Light Metal

Logan

++++++++++++++++++++





++++++++++++++++++++

Exodus Cluster



Asgard System (Unlock: DLC: Bring Down the Sky)

Terra Nova

Asteroid X57 (Land, Assignment: "X57: Bring Down the Sky")

POI: Body of R. Montoya (30,85)

Fusion Torch (35,60)

Fusion Torch (50,30)

Fusion Torch (70,50)

Main Facility (60,80)

Survey Station 1 (80,20)

Survey Station 2 (25,85)

Survey Station 3 (20,20)

Transmission Tower (40,40)

X57 Radio (60,30)

Borr

Tyr

Loki



Utopia System

Arcadia

Eden Prime (Mission: "Prologue: Find the Beacon")

Zion

Nirvana

Xanadu

++++++++++++++++++++





++++++++++++++++++++

Gemini Sigma Cluster



Han System (Unlock: "UNC: Hostile Takeover")

Paravin

Survey: Asari Writings

Huningto

Mavigon (Land, Assignment: "UNC: Hostile Takeover")

Level 2 Cold Hazard

POI: Cobalt Deposit (Light Metal) (70,65)

Engine Debris (30,20)

Gold Deposit (Heavy Metal) (55,45)

Mummified Salarian (Salarian ID Tag) (55,45)

Syndicate Hideout (70,25)

Farcrothu

Patatanlis

Survey: Light Metal



Ming System

Antiroprus

MSV Worthington (Land, Assignment: "UNC: Lost Freighter")

Parag

Survey: Light Metal

Altanorch

Survey: League Medallion

++++++++++++++++++++





++++++++++++++++++++

Hades Gamma Cluster



Antaeus System

Ageko

Edmos

Survey: Gas Deposit

Ploba

Survey: Asari Writings

Trebin (Land, Assignment: "UNC: Missing Survey Team")

POI: Crashed Probe (20,50)

Excavation Site (55,65)

Plutonium Deposit (Rare Earth) (40,40)

Research Base (55,55)

Thresher Maw (80,35)

Transmitter Tower (20,70)

Turian Wreckage (Turian Insignia) (80,35)

Uranium Deposit (Rare Earth) (70,65)

Vemal

Survey: Rare Earth

Hunidor



Cacus System (Unlock: 80% Paragon or Renegade)

Zayarter

Survey: Heavy Metal

Chohe (Land: Assignment: "UNC: Besieged Base")

POI: Abandoned Outpost (Asari Writings) (65,60)

Engine Debris (20,20)

Mercury Deposit (Heavy Metal) (45,25)

Polonium Deposit (Rare Earth) (35,65)

Science Base (60,25)

Thresher Maw (40,20)

Xamarri

Faringor

Survey: Rare Earth

Treyarmus



Dis System (Unlock: "UNC: Hostile Takeover")

Jartar

Nearrum

Survey: Light Metal

Klensal (Land, Assignment: "UNC: Hostile Takeover")

POI: Beryllium Deposit (Light Metal) (80,60)

Escape Pod (40,30)

Mummified Salarian (League Medallion) (55,40)

Platinum Deposit (Heavy Metal (40,50)

Syndicate Hideout (40,45)

Metallic Asteroid (Hidden)

Survey: Light Metal

Gremar

Raysha

Survey: Turian Insignia



Farinata System

Tunshagon

Rocky Asteroid (Hidden)

Survey: Light Metal

MSV Ontario (Land, Assignment: "UNC: Hostage")

Juntauma

Survey: Prothean Data Disc

Nepneu

Survey: Rare Earth



Plutus System (Unlock: 80% Paragon or Renegade)

Mingito

Survey: Rare Earth

Maidla

Clocrolis

Survey: Rare Earth

Nonuel (Land, Assignment: "UNC: The Negotiation"

POI: Crashed Probe (15,40)

Crate (Asari Writings) (30,30)

Mercenary Corpse (League Medallion) (30,30)

Samarium Deposit (Rare Earth) (60,55)

Thresher Maw (25,80)

Thresher Maw (90,30)

Titanium Deposit (Light Metal) (25,80)

Warlord's Outpost (65,65)

Veyaria

++++++++++++++++++++





++++++++++++++++++++

Hawking Eta Cluster



Century System

Tamahera

Klendagon

Presrop (Moon, Land, Assignment: "UNC: Major Kyle")

POI: Abandoned Mining Camp (40,75)

Biotic Compound (25,30)

Crashed Mining Vehicle (30,60)

Engine Debris (20,50)

Gold Deposit (Heavy Metal) (30,30)

Mercenaries (80,45)

Thresher Maw (70,75)

Turian Wreckage (30,60)

Uranium Deposit (Rare Earth) (60,30)

Metallic Asteroid (Hidden)

Survey: Heavy Metal

Canctra

Survey: Light Metal

Tharopto

Survey: League Medallion

++++++++++++++++++++





++++++++++++++++++++

Horse Head Nebula



Fortuna System (Unlock: "UNC: Hostile Takeover")

Maganlis

Survey: Turian Insignia

Therumlon

Survey: Rare Earth

Amaranthine (Land, Assignment: "UNC: Hostile Takeover")

POI: Engineering Outpost (40,25)

Escape Pod (15,45)

Iridium Deposit (Heavy Metal) (35,55)

Thorium Deposit (Rare Earth) (55,30)

Turian Wreckage (Turian Insignia) (30,35)

Uranium Deposit (Rare Earth) (70,50)

Wentania



Pax System

Svarog

Noveria (Land, Mission: "Noveria: Geth Interest")

Morana

Veles

Survey: Asari Writings



Strenuus System (Unlock: "UNC: Privateers")

Yunthorl

Survey: League Medallion

Antitarra

Survey: Gas Deposit

Trelyn

MSV Majesty (Hidden)

Xawin (Land, Assignment: "UNC: Privateers")

Level 1 Cold Hazard

POI: Abandoned Camp (70,45)

Cobalt Deposit (Light Metal) (60,60)

Corpse and Destroyed Vehicle (65,20)

Crashed Probe (30,30)

Geth Beacon (65,75)

Iridium Deposit (Heavy Metal) (70,20)

Palladium Deposit (Heavy Metal) (45,75)

Privateer Base (25,70)

Thresher Maw (30,30)

Turian Wreckage (Turian Insignia) (45,45)

Thesalgon

++++++++++++++++++++





++++++++++++++++++++

Kepler Verge



Herschel System (Unlock: Assignment: "Garrus: Find Dr. Saleon")

Tungel

Matol

Clugon

MSV Fedele (Hidden, Land, Assignment: Garrus: Find Dr. Saleon")

Rocky Asteroid

Survey: Heavy Metal

Clobaka



Newton System

Ontarom (Land, Assignment: "UNC: Dead Scientists")

POI: Crashed Probe (70,35)

Gold Deposit (Heavy Metal) (25,20)

Palladium Deposit (Heavy Metal) (65,20)

Shifty Looking Cow (25,30)

Turian Wreckage (Turian Insignia) (50,60)

Underground Facility (70,20)

Juncro

Survey: Gas Deposits

Klencory

Survey: Asari Writings

Sesmose

++++++++++++++++++++





++++++++++++++++++++

Local Cluster (Unlock: Level 20)



Solar System

Mercury

Venus

Earth

Luna (Moon, Land, Assignment: "UNC: Rogue VI")

POI: Alliance Training Ground (25,45)

CCCP Luna 23 (25,70)

Mars

Jupiter

Saturn

Uranus

Neptune

Pluto

++++++++++++++++++++





++++++++++++++++++++

Maroon Sea Cluster (Unlock: Complete Feros)



Caspian System

MSV Cornucopia (Hidden, Land, "UNC: Derelict Freighter")

Clotanca

Survey: Heavy Metal

Farnuri

Survey: Heavy Metal

Almacrux

Antida

Survey: Turian Insignia



Matano System

Inti

Chasca (Land, "UNC: Colony of the Dead")

POI: Beryllium Deposit (Light Metal) (45,35)

Civilian Structure (25,40)

Civilian Structure (35,30)

Escape Pod (30,20)

Palladium Deposit (Heavy Metal) (45,70)

Plutonium Deposit (Rare Earth) (50,75)

Prothean Pyramid (Prothean Data Disc) (65,20)

Science Facility (20,30)

Metallic Asteroid (Hidden)

Survey: Heavy Metal

Apo

Illapa

Rocky Asteroid (Hidden)

Survey: Prothean Data Disc

Supay

Survey: Light Metal



Vostok System

Clomarthu

Nodacrux (Land, "UNC: ExoGeni Facility"

POI: Cobalt Deposit (Light Metal) (40,25)

Engine Debris (70,50)

Gold Deposit (Heavy Metal) (15,55)

Science Facility (70,30)

Thorian Creeper Camp (30,70)

Turian Wreckage (Turian Insignia) (75,75)

Metallic Asteroid (Hidden)

Survey: Heavy Metal

Alko

Pataiton

Survey: Asari Writings

++++++++++++++++++++





++++++++++++++++++++

Pangaea Expanse (Unlock: Complete Therum, Feros, Noveria, and Virmire)



Refuge System

Agetoton

Ilos (Land, Mission: "Race Against Time")

Zafe

++++++++++++++++++++





++++++++++++++++++++

Sentry Omega Cluster (Unlock: Complete two of Therum, Feros, and Noveria)



Hoc System

Jarfor

Nemata

Virmire (Land: Mission: "Virmire")

Cloroplon

Prescyla

++++++++++++++++++++





+++++++++++++++++++++

Styx Theta Cluster (Unlock: Complete Noveria)



Acheron System

Farthorl

Altahe (Land, Assignment: "UNC: Listening Post Theta")

POI: Asari Capsule (Asari Writings) (40,30)

Escape Pod (75,75)

Listening Post (40,20)

Gold Deposit (Heavy Metal) (15,35)

Rachni Colony (75,35)

Samarium Deposit (Rare Earth) (20,55)

Carbonaceous Asteroid (Hidden)

Survey: Turian Insignia

Grosalgen

Survey: Light Metal

Imaneya



Erebus System

Nepmos (Land: Assignment: "UNC: Listening Post Alpha")

POI: Buried Safebox (League Medallion) (20,50)

Crashed Probe (20,20)

Listening Post (65,20)

Mining Camp (70,75)

Palladium Deposit (Heavy Metal) (65,35)

Rachni Ambush (30,50)

Rachni Ambush (65,60)

Rachni Infested Mine (25,25)

Titanium Deposit (Light Metal) (35,25)

Uranium Deposit (Rare Earth) (75,75)

Quaji

Survey: Heavy Metal

Wermani

Survey: Prothean Data Disc

Chofen

++++++++++++++++++++





++++++++++++++++++++

Serpent Nebula



Widow System

Citadel Station

++++++++++++++++++++





++++++++++++++++++++

Voyager Cluster



Amazon System

Agebinium (Land, Assignment: "UNC: Espionage Probe")

POI: Alliance Homing Beacon (35,65)

Beryllium Deposit (Light Metal) (20,80)

Crashed Vehicle (70,65)

Engine Debris (45,75)

Magnesium Deposit (Light Metal) (15,35)

Mercenary Camp (50,70)

Samarium Deposit (Rare Earth) (50,15)

Turian Wreckage (Turian Insignia) (65,70)

Derneuca

Sonedma

Survey: Rare Earth

Sybin

Survey: Turian Insignia

Tremar

Survey: Gas Deposit



Columbia System (Unlock: "UNC: Hades' Dogs")

Clojia

Nepheron (Land, Assignment: "UNC: Hades' Dogs")

POI: Beryllium Deposit (Light Metal) (70,20)

Engine Debris (55,20)

Mummified Salarian (Salarian ID Tag) (35,45)

Platinum Deposit (Heavy Metal) (80,50)

Thorium Deposit (Rare Earth) (60,70)

Underground Facility (40,35)

Ontaheter

Survey: Rare Earth

Gromar

Survey: League Medallion



Yangtze System (Unlock: "UNC: Cerberus")

Renshato

Binthu (Land, Assignment: "UNC: Cerberus")

POI: Crashed Probe (15,45)

Palladium Deposit (Heavy Metal) (40,55)

Prothean Pyramid (Prothean Data Disc) (50,25)

Research Facility (35,70)

Research Facility (45,25)

Research Facility (65,55)

Uranium Deposit (Rare Earth) (65,30)

Dregir

Survey: Light Metal

Alrumter

Survey: Prothean Data Disc

Patajiri

Survey: Rare Earth

++++++++++++++++++++





========

Secrets 34secr

========



ROMANCES AND SQUAD CONVERSATIONS 34Arom

--------------------------------



While you're on the Normandy you can talk to each of your crew members in

order to learn more about them. If you are a male you can also pursue a

romantic relationship with either Ashley or Liara. As a female, you can

pursue a romance with Liara or Kaidan.



There's no real trick to the romances; usually being nice to the object of

your affection is enough. You can take advantage of opportunities to flirt

at certain points, though this is not always necessary. Note that choosing

the middle ("neutral") responses throughout the game will not be sufficient

to woo any of your crew members.



You only have the opportunity to talk to each member of your crew while you

are on the Normandy, and they usually only have something new to say after

you complete each primary mission world (Therum, Feros, Noveria, etc.).





++++++++++++++++++++

Ashley Williams



-> Conversation 1

Immediately following Eden Prime you can find Ashley in the crew quarters.

If you resisted her inclusion in the squad while on Eden Prime she will be

cold towards you, but you have the option to patch things up. She feels

somewhat guilty because she believes that if Jenkins were still alive she

wouldn't have been assigned to the Normandy. You can reassure her to make

her feel more welcome.



+2 Paragon for being welcoming towards Ashley

+2 Renegade for being fixated on the mission's failure



-> Conversation 2

While on the Citadel, head down to the Wards and examine the view out the

main window to initiate a conversation with your crew. If Shepard is male,

ask "what's not to like" about humanity to initiate a small but cute set of

dialogue options with Ashley. This conversation can only be triggered if you

have not yet joined up with Garrus or Wrex, but it is entirely optional and

not required for pursuing a romance with Ashley.



-> Conversation 3

Ashley expresses her concern about having nonhumans on the Normandy. She

doesn't want them to have the ability to gather intelligence on the most

advanced ship in the Alliance fleet. If you're trying to court her it's a

good idea to try to smooth things over diplomatically, even if you disagree

with her position. Telling her she is out of line will make her disinclined

to speak openly with you again.



-> Conversation 4

You interrupt Ashley in the middle of a vid-mail from one of her sisters. If

you're a male and have been showing interest in Ashley then her sister will

mention that she's seen you on the vids and thinks that you're cute.

Otherwise, Kaidan will be the one who is mentioned in the message. This

opens up an avenue to talk with Ashley about her family. You can learn about

her father's military service, and how she had to help her mother raise her

younger sisters. Discussion of her father leads to his interest in poetry,

and how she reads his favorite poem to his grave every time she returns home.

At this point she asks if her belief in God will be a problem for you. If

you're interested in courting her then it's best to be diplomatic here, even

if you think she's crazy.



-> Conversation 5

Ashley offers you a drink in commemoration of Armistice Day, the anniversary

of the end of the First Contact War. This leads her to reveal that her

family was blacklisted because of her grandfather's actions at Shanxi during

the war. If you're trying to be nice to her then it's best not to criticize

her grandfather. You should also tell her that it isn't her fault and that

she's still welcome on your ship.



-> Conversation 6

Around this time--if you've been showing interest in both Ashley and Liara--

they will confront you in the comm room and ask that you choose between them.

Trying to keep both won't work for Ashley, who gets disgusted and leaves.

She also takes it much harder than Liara if you reject her. If you choose

Ashley, she expresses an interest in continuing your relationship when the

mission is over.



-> Conversation 7

During the lockdown on the Citadel, your romantic interest will approach you.

Dismissing them and saying you don't want to talk will effectively end the

relationship. Otherwise, they express their concern that you aren't being

taken seriously. You are interrupted by Joker, who tells you to meet Captain

Anderson at Flux.



-> Conversation 8

Once you plot a course for Ilos, you have one final opportunity to have a

private moment with your romantic interest. They will confront you in your

quarters before you reach the Mu relay. Your responses dictate whether or

not the two of you will wait until the mission is over to further your

relationship.

++++++++++++++++++++





++++++++++++++++++++

Kaidan Alenko



-> Conversation 1

If you are male then Kaidan has nothing to say to you after Eden Prime. If

you are female however, then you have the option of speaking with him. He's

curious to know why you're headed towards the Citadel, and you have the

choice of informing him of the Captain's plan. You can also tell him that he

helped on the mission, or lament your own failures.



+2 Renegade for being fixated on the mission's failure



-> Conversation 2

While on the Citadel, head down to the Wards and examine the view out the

main window to initiate a conversation with your crew. If Shepard is female,

ask "what's not to like" about humanity to initiate a small but telling set

of dialogue options with Kaidan. This conversation can only be triggered if

you have not yet joined up with Garrus or Wrex, but it is entirely optional

and not required for pursuing a romance with Ashley.



-> Conversation 3

Kaidan expresses his concerns that the Council isn't doing enough to help you

track down Saren and stop the Reapers. He also talks about brain camp

("BAaT") and about his relationship with Rahna and his other friends there.

If you are a female you can also learn about his romantic tendencies, and how

he used to read books about space-farers who traveled the stars to earn the

love of beautiful women. He also asks if you get this personal with everyone

on the ship, at which point you can openly declare your interest in him.



-> Conversation 4

If you're female, Kaidan expresses concern for you; not wanting you to cut

corners. He tells you about the mistakes the Alliance made when first

dealing with biotics. They brought in turian experts to teach those with

biotic capabilities, and Kaidan didn't get along with his teacher. He may

also inquire about a rumor that you're interested in Liara. If you're

interested in continuing a relationship with Kaidan then it's a good idea to

downplay any relationship you have with her.



-> Conversation 5

Kaidan continues to be concerned that the rest of the galaxy isn't worried

about Saren or the Reapers. He talks more about Vyrnnus and how he killed

him for hurting Rahna.



-> Conversation 6

Around this time--if you've been showing interest in both Kaidan and Liara--

they will confront you in the comm room and ask that you choose between them.

Trying to keep both won't work for Kaidan, and he will leave. He also takes

it harder than Liara if you reject him. If you choose Kaidan, your next

conversation involves his desire to get the Council on the side of humanity.

He also expresses an interest in continuing your relationship when the

mission is over.



-> Conversation 7

During the lockdown on the Citadel, your romantic interest will approach you.

Dismissing them and saying you don't want to talk will effectively end the

relationship. Otherwise, they express their concern that you aren't being

taken seriously. You are interrupted by Joker, who tells you to meet Captain

Anderson at Flux.



-> Conversation 8

Once you plot a course for Ilos, you have one final opportunity to have a

private moment with your romantic interest. They will confront you in your

quarters before you reach the Mu relay. Your responses dictate whether or

not the two of you will wait until the mission is over to further your

relationship.

++++++++++++++++++++





++++++++++++++++++++

Liara T'Soni



-> Conversation 1

You can go to the med bay after picking up Liara to make sure that she is

alright. She thanks you for saving her from the geth, but is concerned that

the rest of your crew does not trust her. If asked, she will tell you about

her research into the Protheans, which leads her to admit her fascination

with you. You can also talk about Benezia, as well as learn more about the

asari. Liara discusses the rumors concerning asari promiscuity, and

clarifies the misinformation about asari unions and relationships.



-> Conversation 2

Liara talks about how impressed she is with humanity, and with you in

particular. She may also ask about your relationship with Ashley/Kaidan. If

you're interested in continuing a relationship with Liara then it's a good

idea to downplay any relationship you have with Ashley/Kaidan.



-> Conversation 3

Liara asks how you are feeling, and says she is concerned that you bear too

much of a burden for one person to carry.



-> Conversation 4

Around this time--if you've been showing interest in both Liara and either

Kaidan or Ashley--the two of them will confront you in the comm room and ask

that you choose between them. Trying to keep both won't work for Kaidan or

Ashley. Liara takes it the best if you reject her, as she blames herself for

misjudging your interest. She is very embarrassed, and hopes that you can

both put it behind you and move forward as friends. If you choose Liara

then your next conversation involves some more information on asari unions.



-> Conversation 5

During the lockdown on the Citadel, your romantic interest will approach you.

Dismissing them and saying you don't want to talk will effectively end the

relationship. Otherwise, they express their concern that you aren't being

taken seriously. You are interrupted by Joker, who tells you to meet Captain

Anderson at Flux.



-> Conversation 6

Once you plot a course for Ilos, you have one final opportunity to have a

private moment with your romantic interest. They will confront you in your

quarters before you reach the Mu relay. Your responses dictate whether or

not the two of you will wait until the mission is over to further your

relationship.

++++++++++++++++++++





++++++++++++++++++++

Urdnot Wrex



-> Conversation 1

Talk to Wrex to learn about the krogan war with the turians and the

consequences of the genophage. He tells you how his people are dying but

that they don't seem to want to do anything about it.



-> Conversation 2

Wrex tells you about the time he saw Saren. He was operating with a large

group of mercenaries that were raiding ships out in the Traverse. They had

been hired by Saren, but Wrex only saw him once. Wrex had a bad feeling when

he saw him, so he quit. A smart move, because all the other mercs turned up

dead within a week.



-> Conversation 3

When asked why he became a mercenary, Wrex tells you about how he tried to

unite the clans so that they could focus on breeding in order to sustain

their population. He ran into opposition from his father, Jarrod, who still

believed in the old ways of constant warfare. Jarrod betrayed Wrex and

killed those loyal to him. Wrex was able to slay Jarrod, but he knew it was

too late for the krogan. He gave up on saving their species and left to

become a mercenary. He also tells you about a promise he made to recover his

family's long lost battle armor, something you can help him with.



-> Conversation 4

Wrex elaborates on his earlier sentiment that killing for credits is better

than killing for a lost cause. It's easier to just forget about the problems

of the krogan than it is to try to fix them. You can also inquire about his

life as a mercenary.



-> Conversation 5

At this point you can ask Wrex about any adventures he's had as a mercenary.

He tells you about a time he was hired by a volus diplomat to eliminate a

target that turned out to be another mercenary and a friend of his. They

battled for days but in the end neither one got the better of the other.

++++++++++++++++++++





++++++++++++++++++++

Garrus Vakarian



-> Conversation 1

Garrus thanks you for bringing him along on your mission, and talks more

about why he left C-Sec: He felt that C-Sec's rules imposed too many

restrictions and made it difficult for him to do his job.



-> Conversation 2

You can ask Garrus about why he joined C-Sec in the first place. He wanted

to fight injustice, but also to make his father happy. Garrus's father was a

highly decorated C-Sec officer, and someone who always did things by the

book. His father talked Garrus out of receiving special training that could

have helped him become a Spectre. Garrus resents the C-Sec way of operating

because he knows that the only way to take down Saren is to beat him at his

own game. You can agree or disagree with Garrus's viewpoint on the necessity

of rules.



-> Conversation 3

When asked if he has any interesting stories from his days at C-Sec, Garrus

informs you about Dr. Saleon, a salarian scientist who was performing brutal

experiments on the poor citizens of the Citadel. He escaped the station, and

Garrus has been unable to get anyone to track him down. You can offer to

look into it for him, but he asks that you bring him with you when you go

after the doctor.



-> Conversation 4

Garrus expresses his concern that you may never find Saren, and asks if

you're concerned that the Council might actually be protecting him. He

suggests that if you do find Saren you should kill him because he's too

dangerous to be left alive. You can choose to agree or disagree with this

sentiment.



-> Conversation 5

After dealing with Dr. Saleon, Garrus thanks you again for bringing him

along. Depending on how you dealt with the Dr. Saleon situation he may also

have something to say about what he learned from the experience. Your

actions help to shape his character, and his words reflect this.

++++++++++++++++++++





++++++++++++++++++++

Tali'Zorah nar Rayya



-> Conversation 1

Tali expresses her admiration for the Normandy and discusses her interest in

ships. You can also discuss her pilgrimage and learn more about the quarian

people. She can also tell you the story of the geth uprising and how her

people were driven into exile.



-> Conversation 2

Tali's excitement has died down and she has become uneasy. She isn't used to

how quiet your ship is and it worries her. On the flotilla silence means

that something is broken and needs to be fixed. You can reassure her that

she is simply homesick and that she will feel better soon.



-> Conversation 3

Tali is sleeping better, but she still needs something to bring back to her

fleet when she finishes her pilgrimage. Her gift needs to be especially

valuable because her father is on the Admiralty Board.



-> Conversation 4

Tali comments that it feels like you're getting close to catching Saren. She

thanks you for bringing her along and treating her like an equal.



-> Conversation 5

If you found the data on the geth from their incursion in the Armstrong

Cluster then Tali will ask for a copy to take back to her fleet. She says

that new information on the geth will be invaluable to her people and that it

would make a perfect gift for her pilgrimage. You can choose whether or not

to give her a copy.

++++++++++++++++++++







ACHIEVEMENT BONUSES 34Bach

-------------------



Medal of Honor - 100 - Finish Mass Effect

-> Unlock Hardcore and levels 51-60



Medal of Heroism - 25 - Finish Feros



Distinguished Service Medal - 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



Colonial Savior - 50 - Complete "Bring Down the Sky"





WALKTHROUGH CONCLUSION 34Cwal

----------------------



SECTION 10: Break the Cycle





1 - Backdoor

The Mako arrives on the Presidium with a bang, taking out a group of geth in

the process. Pull yourself from the wreckage and make for the nearby

elevator. There are some husks nearby to contend with, but no other enemies

in sight. Hop in the elevator to ascend the Citadel tower.



"Race Against Time: Conduit" -> "Race Against Time: Final Battle"



2 - "Suit Up, We're Going Outside!"

By this time, Saren has access to the station's controls and Sovereign is

coming in to activate the Citadel relay. To make matters worse, the

transportation system has been shut down. The only way to reach the top of

the tower now is to scale the outside on foot. Head forward along the

maintenance shaft. You don't have long to go before you're ambushed by a

group of geth troopers. Beyond you've got destroyers and krogan warriors to

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 begins

deploying geth soldiers in front of you. You don't have the firepower to

deal with it on your own. Fortunately, there are three defense turrets in

the immediate area that can deal with the dropship for you. Two of the

turrets can be turned on simply by activating them, but the third has an

average electronics lock. The more turrets you activate the faster the

dropship will be taken 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 provide much of a challenge.

Head up the steps at the far side to interrupt Saren before he can do any

more damage.



6 - Stopping Saren

Like last time, Saren is on his glider, and he takes the time to speak with

you before your encounter. This time however, you have the chance to put a

stop to the fight before it begins. It's not easy, but with enough Charm or

Intimidate skill you can force Saren to give up on Sovereign and end his own

life. If not, you'll have to fight him once more. This fight is much like

the one on Virmire, so remember to stay mobile and use every power at your

disposal to take him down. Despite Sovereign's upgrades, he is still an

organic, so adjust your upgrades accordingly.



+24 Paragon for avoiding the fight with Saren using Charm

+25 Renegade for avoiding the fight with Saren using Intimidate



7 - The Council's Fate

When Saren is defeated, head over to the control panel and use Vigil's files

to regain control of the Citadel. You open up a comm link to Joker, who is

standing by with the entire Arcturus Fleet ready to come to your aid as soon

as you unlock the mass relays around the Citadel. The timing of their attack

is critical. Until the Citadel's arms are opened the Alliance fleet won't be

able to attack Sovereign, and they will be targets for the geth fleet until

that happens. In the meantime, the Destiny Ascension--the Citadel's flagship

carrying the Citadel Council--is under heavy fire from the geth. You can

bring in the Alliance fleet now to save the Council at the cost of many human

lives, or you can hold them back until they can attack Sovereign directly.

The choice is yours.



+28 Paragon for ordering the Alliance to save the Ascension

+29 Renegade for ordering the Alliance to hold back

+8 Paragon for saying Sovereign is all that matters

+9 Renegade for saying Sovereign is all that matters



8 - Dark Energy

Bad news. Saren's dead, but his synthetic components aren't. Sovereign is

controlling Saren's remains in one last attempt to stop you. Make sure your

weapons upgrades are set to damage synthetics and that you are using the best

equipment available. Saren is much more mobile than before--akin to the geth

hoppers--so you will need to keep on your toes to avoid being flanked. Don't

bother taking cover, move about and do your best to avoid his attacks. He

has a deadly rocket barrage when he is stationary, along with the ability to

overheat your weapons and take down your shields. The safest thing you can

do is disable him using biotics. As long as he is immobilized he won't be

able to harm you and you don't have to worry about him zipping around the

room. When Saren is finally beaten your victory over Sovereign is assured.

Sit back, relax, and enjoy the ending sequence.





CONGRATULATIONS! You've Completed MASS EFFECT!





----------------------------------------------------------------------

SECTION IV

----------------------------------------------------------------------





========

Credits 41cred

========



I wish to thank...



-> Casey Hudson, Preston Watamaniuk, Drew Karpyshyn, Derek Watts, David

Falkner, Ray Muzyka, Greg Zeschuk, and the talented team at BioWare for

their dedication and commitment to creating the best story-driven games in

the world.

-> Evil Chris Priestly for putting up with the BioWare Community.

-> The Mass Effect Wikia (http://masseffect.wikia.com) for providing a

community for knowledge--and providing me with some planetary information.



Contributors:



-> Dr. Feelgood for noting missing Renegade points in the conversation with

Ethan Jeong.

-> Seldon for providing info on a specific conversation with Maeko Matsuo.

-> Ichy for finding an extra thresher maw on Nonuel.

-> Rds590 for noticing that despite BioWare's description for the Geth

Armory, the armor does have upgrade slots.

-> Anima_Caligo for noticing a mistake in the Hostile Takeover assignment.

-> Matt Kurtz for noticing several incorrect Paragon and Renegade values.

-> Jonathan Williams for a number of important contributions.

-> dmartinua for missing planetary information.

-> Zachariah Gibson for noticing a mistake in the Fourth Estate assignment.

-> Anonymous for noticing some missing Paragon and Renegade points.

-> Angelmedia for detailed strategies on defeating Benezia.

-> R_Russ_R for a tip on defeating armatures.

-> J Laudig for finding an alternate way to finish the Signal Tracking

assignment.

-> Brian Bjornsson for noticing a missing league medallion in the Artemis Tau

Cluster.

-> JRISSMART1500 for pointing out a typo in the Dr. Michel assignment.

-> Vladkre2 for Berserker armor stats.

-> Aivar Pardla for noticing a mistake in the Family Armor assignment.

-> George Siotos for pointing out a mistake in the Asari Diplomacy

assignment.

-> Stephen Wright for a strategy on entering the secure labs on Noveria.

-> Samuel Williams for pointing out some errors in the Paragon / Renegade

rewards.

-> Videogameman5 for some info on the Pulse Rifle stats.

-> David Link for pointing out a mistake in the Asari Consort assignment.

-> Sonny Nilsson for boss strategies and the Explorer armor tip.

-> Jonathan DeVries (C. Darksun) for pointing out a mistake in the Paragon

and Renegade points for the Asari Consort assignment.

-> stompy101 (BioWare forums) for confirming an alternate way to complete the

Wrex and the Genophage assignment.

-> Brent (bstocking) for information on the Doctor at Risk assignment.

-> The Mass Effect instruction manual for basic information.

-> Prima's Mass Effect Guide for upgrade info, as well as missing codex and

planetary information.





===========

Contact Me 41cont

===========



One of the difficulties in writing a walkthrough for an RPG lies in its

depth. To learn everything requires multiple playthroughs with different

characters making different choices. Because my process for seeing

everything is likely imperfect there is a very good chance I will miss

something. That's why I need YOUR help to make this guide the best it can

be.



Should you happen to find any mistakes, errors, or omissions in this guide--

or if you simply wish to submit something you believe will help other

readers--please email me at [email protected] and let me know about it.

Also please be sure to include your name so I can credit you.





==========

Revisions 43revi

==========



v0.10 - 11/26/2007 - Started Writing. Added table of contents and began

writing Section I.

-> 1,374 words



v0.11 - 11/27/2007 - Completed the Game Basics part of Section I. Began

writing the walkthrough for Eden Prime.

-> 5,365 words



v0.20 - 11/28/2007 - Finished the Eden Prime and Citadel (I) walkthroughs.

Added locations and codex entries.

-> 9,176 words



v0.21 - 11/29/2007 - Added codex entries. Began side quest entries. Minor

formatting changes and adjustments.

-> 11,398 words



v0.30 - 11/30/2007 - Wrote minimal squad bios. Expanded locations section.

Minimal work on Equipment section. Major side quest

entries, location entries, and codex entries. Finished

Liara's Dig Site Walkthrough.

-> 15,464 words



v0.40 - 12/01/2007 - Major additions to Manufacturers section, and to

Weapons, Armor, Equipment, and Upgrades. Added to

Locations section. Completed Achievements section.

Edited Assignments section.

-> 21,357 words



v0.50 - 12/02/2007 - Minor info added to various sections.

-> 22,539 words



v0.51 - 12/03/2007 - Proofread most sections. Optional Assignments info

added.

-> 24,878 words



v0.52 - 12/04/2007 - Minor additions and changes to the Optional Assignments

section.

-> 25,287 words



v0.61 - 12/05/2007 - Finished the Feros and Noveria walkthroughs. Added

optional assignments and locations information.

-> 30,384 words



v0.62 - 12/06/2007 - Optional Assignments information added.

-> 32,795 words



v0.70 - 12/07/2007 - Finished the main story walkthrough.

-> 36,699 words



v0.71 - 12/07/2007 - Fixed some formatting issues. Added optional assignment

information.

-> 36,736 words



v0.72 - 12/08/2007 - Added combat strategies.

-> 39,461 words



v0.73 - 12/08/2007 - Edited codex entries, added equipment stats, fixed some

Paragon/Renegade information. Fixed the early Citadel

missions with Wrex and Garrus. Spell checked.

-> 41,028 words



v0.80 - 12/08/2007 - Finished most non-collection assignments.

-> 42,918 words



v0.81 - 12/09/2007 - Added planetary information. Miscellaneous edits.

Added some codex entries. Some Renegade points added.

Equipment updates.

-> 43,460 words



v0.82 - 12/10/2007 - Added some codex entries. Added to main missions and

optional assignments. Subtracted some missing equipment

information.

-> 43,207 words



v0.90 - 12/11/2007 - Added some mission information, and some Renegade

points. Fixed some codex and equipment issues.

-> 43,250 words



v0.91 - 12/11/2007 - Miscellaneous info. Added equipment entries, and

strategy tips.

-> 43,594 words



v0.92 - 12/12/2007 - Equipment updates and edits. Miscellaneous edits and

additions.

-> 43,866 words



v0.93 - 12/13/2007 - Added equipment info. Minor fixes to optional

assignments. Miscellaneous error fixes.

-> 44,108 words



v0.94 - 12/14/2007 - Added equipment updates and fixes.

-> 44,430 words



v0.95 - 12/20/2007 - Added relationship and squad conversation information.

Started to change locations to coordinates.

-> 45,840 words



v1.00 - 12/21/2007 - Finished updating locations. Proofread entire guide.

Completed missing assignments.

-> 48,612 words



v1.01 - 12/24/2007 - Corrected a mistake in the Asari Diplomacy mission.

Added to the character creation section.

-> 48,799 words



v1.02 - 12/28/2007 - Corrected some major mistakes in the Character Creation

section. Added autoleveled squad attributes.

-> 49,689 words



v1.03 - 01/02/2008 - Miscellaneous edits and additions.

-> 49,956 words



v1.04 - 01/03/2008 - Proofread the walkthrough and fixed some minor mistakes.

Added some equipment information.

-> 50,180 words



v1.05 - 01/12/2008 - Added reader submissions.

-> 50,804 words



v1.10 - 01/25/2008 - Added Renegade and Paragon points, revisions to the

walkthrough, and equipment information.

-> 51,093 words



v1.11 - 02/08/2008 - Added missing planetary information.

-> 51,122 words



v1.12 - 02/28/2008 - Added miscellaneous info.

-> 51,190 words



v1.13 - 03/11/2008 - Added information for the "Bring Down the Sky" DLC.

-> 53,363 words



v1.20 - 03/24/2008 - Proofread guide.

-> 53,503 words



v1.30 - 05/29/2008 - Made updates for PC version.

-> 54,153 words



v1.31 - 06/07/2008 - Minor updates and fixes.

-> 54,401 words



v1.32 - 06/09/2008 - Made minor modifications. Reorganized contents, added

character profiles, and fixed some Paragon/Renegade

points. Fixed some grammatical mistakes.

-> 54,919 words



v1.33 - 06/12/2008 - Minor updates and fixes. Corrected some weapon stats.

Added hidden manufacturers.

-> 55,165 words



v1.34 - 06/21/2008 - A number of mistakes corrected, and assignment

information added.

-> 55,549 words



v1.35 - 07/08/2008 - A few very minor updates.

-> 55,569 words



v1.36 - 07/23/2008 - Proofread guide and made appropriate changes.

-> 55,685 words



v1.37 - 08/04/2008 - Minor update for the "Bring Down the Sky" DLC on PC, and

some added info on conversations with Maeko Matsuo.

-> 55,848 words



v1.38 - 08/13/2008 - Fixed and added Paragon/Renegade points for the

conversation with Ethan Jeong.

-> 55,896 words



v1.40 - 08/18/2008 - Expanded character creation section. Miscellaneous

improvements and additions.

-> 58,281 words

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