__ __ _____ __ __ _ | \/ | __ _ ___ ___ | ____|/ _|/ _| ___ ___| |_ | |\/| |/ _` / __/ __| | _| | |_| |_ / _ \/ __| __| | | | | (_| \__ \__ \ | |___| _| _| __/ (__| |_ |_| |_|\__,_|___/___/ |_____|_| |_| \___|\___|\__| Author: Warfreak Version: 1.2 Date Started: 25/6/08 ------------------------------------------------------------------------------ Table of Contents [1] Introduction [1.01] Introduction [1.02] Version History [2] Background [2.01] Commander Shepard's History [2.02] Playable Classes [2.03] Squad Classes [3] Skills [3.01] Combat [3.02] Tech [3.03] Biotic [3.04] Class Skills [3.05] Unlocked Classes [3.06] Shepard Skills [4] Walkthrough [4.01] Eden Prime [4.02] The Citadel [4.03] Noveria [4.04] Liara's Dig Site [4.05] Feros [4.06] Virmire [4.07] The Citadel, Reloaded [4.08] Ilos [5] Other Missions [5.01] The Citadel [5.02] Feros [5.03] Noveria [5.04] Virmire [5.05] UNC [5.06] Bring Down the Sky [5.07] Tali [5.08] Wrex [6] Armoury [6.01] Pistol [6.02] Assault Rifle [6.03] Shotgun [6.04] Sniper Rifle [6.05] Light Armour [6.06] Medium Armour [6.07] Heavy Armour [7] Manufacturers [8] Achievements [A] Contact Information [B] Webmaster Information [C] Credits [D] Sites FAQ is on [E] Copyright ------------------------------------------------------------------------------ [1.01] Introduction Welcome to my 36th FAQ, and it would be my first in the RPG genre. This guide is for the PC version of Mass Effect, and while it will still work on the XBox 360 version, it is built on the PC version, since that is the version that I have. Just bear with me though, the port to the PC makes it basically the same as the XBox version. Shame the PS3 doesn't have it. In this game, you control Commander Shepard, the human that like in most RPGs, you have to save the world. But there are twists and turns along the way, so be careful. Without further fanfare, lets begin. ------------------------------------------------------------------------------ [1.02] Version History Version 0.1 [25/6/08] Guide Started. Version 0.2 [26/6/08] Completed Chapter 2. Rather sluggish progress. Version 0.3 [27/6/08] Completed a third of Chapter 3. Version 0.4 [28/6/08] More on Chapter 3. Chapter 3 should be finished tomorrow. Version 0.5 [29/6/08] Done Chapter 3 EXCEPT for 3.05 which I need to do a bit of research on. Version 0.6 [2/7/08] Completed 3.05 for now. Small update. Version 0.7 [25/9/08] This guide isn't dead, just distracted. Completed the armoury. Version 0.8 [3/10/08] Update as usual. Version 0.9 [7/10/08] Finished the DLC "Bring Down the Sky" pack. Version 1.0 [8/10/08] More on the Walkthrough. Version 1.1 [12/10/08] Completed the Citadel Walkthrough. Version 1.2 [14/10/08] Completed more on the Noveria Planet. ------------------------------------------------------------------------------ [2.01] Commander Shepard's History When you start the game, you have the option to have the game allow you to create a custom Commander Shepard. If you do so, you need to have to do a few things. First of all, you need to select a gender for your character. Like other Bioware games, this doesn't really matter, but gender equality. Shepard can be male or female. If you choose male, you get Mark Meer to voice your Shepard and for females, you get Jennifer Hale, who does a great job. I personally loved her work in Freelancer. But lets get back on track. For the next part, you can change the name of Shepard. You can only change the first name, because you can't have voice actors naming every possible name on the face of the Earth. The default male is John, the default female is Jane, but you can change that. If course, in the course of the game, your character will ALWAYS be called Shepard, and never by their first name. The next part is the character's background, their background on their childhood before they joined the Alliance Military. This choice out of the three will effect a mission in the game, provide Paragon and/or Renegade points and effect how you are viewed as a character in the game. There three choices are: ******** *Spacer* ******** "Both 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." Paragon +2 ********** *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." Paragon +1 Renegade +1 *********** *Earthborn* *********** "As an Earthborn, you had a rough childhood in the slums on Earth and have a gritty edge to your personality." Renegade +2 The next part is the military history of Shepard in this case. Again, it will award Paragon and Renegade points based on your choice. This will also effect how people will view you, and this will effect the conversations with several characters. *************** *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 stress that would have broken most people. You survived while those around you fell, and now you alone is left to tell the tale." Paragon +1 Renegade +1 ********** *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." Paragon +2 ********** *Ruthless* ********** "Throughout your military career, you 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." Renegade +2 After that, you need to figure out the class of your character, which is in Section 2.02. Read that, choose the class and then you get the customise your Shepard to whatever it suits you. You can have the most beautiful person as Commander Shepard, or the most hideous, but in the end, it doesn't really matter. ------------------------------------------------------------------------------ [2.02] Playable Classes After figuring out the history of Commander Shepard, you need to choose a class to play as. There are 6 classes that you can choose from, each either a pure user of Combat, Tech or Biotics, or a hybrid between two of them. ********* *Soldier* ********* The Soldier is your pure combat class, they are those who use guns to solve all their problems. They can use all 4 weapons without relative ease, the only class that is able to use Heavy Armour and they have the ability to use First Aid. This is the best option for first time players because its easy to use, point and shoot. The class of a default Shepard or a quick Shepard. Via the appropriate mission, Shepard can advance into a Commando to improve offensive power, or Shock Trooper to improve their defensive power. If you are planning to use soldier, you will definitely need Tech and Biotic powers. Tali and Liara will be the best choice since they are pure Tech and Biotic users. Base Skills: Pistol Assault Rifle Assault Training Combat Armour Soldier Unlocked Skills: Shotgun Sniper Rifle First Aid Fitness ********** *Engineer* ********** The Engineer is like the Soldier, a pure user, but of Tech this time. They are the masters of cracking locks and hacking into systems, and also hacking and disabling enemy units. Since the Geth are electronic, you can hack into them to render them useless. They are going to be a support unit, since this isn't Battlefield 2 and you don't get a Shotgun. via the appropriate mission, you can upgrade to Operative to improve your buffering skills with your Tech powers, or head to Medic to improve your healing skills. Note that the unbalanced G36E was not included. With this as your class, you want someone to fight, and someone to hack for you. With this, you are probably going to stick to Ashley, a pure Combat Soldier and probably Liara for her Biotic powers. Base Skills: Pistol First Aid Decryption Electronics Engineer Unlocked Skills: Basic Armour Medicine Hacking Damping ******* *Adept* ******* The Adept is the last pure user, the user of Biotics, or Jedi. With this, you will be able to defend yourself with Barrier, or throw your enemies to render them useless. However, they will lack the offensive power or the tech power that would be required for an all round unit. Via the appropriate mission, Shepard can upgrade to Nemesis to boost their environmental biotic powers such as lift, while an upgrade to Bastion will improve their defensive biotic powers such as Barrier. Your squad should consist of Ashley for her combat capabilities and Tali for her Tech powers because Tech plays a very large role in the game. Base Skills: Basic Armour Throw Barrier Warp Adept Unlocked Skills: Pistol Singularity Lift Statis ************* *Infiltrator* ************* The Infiltrator is a combination of Combat and Tech. They have the offensive hacking powers of the Engineer and the long range and close range stopping power of a Soldier. They are a very powerful class, the other being the Vanguard. With Combat and Tech, they can easily go through the game without need for a support squad. Via the appropriate mission, Shepard can upgrade to Commando to improve your sniper rifle skill or Operative to improve your disabling techs. It is best to have a Biotics user since they can help you bring down the enemy whilst they are distracted. A Combat user couldn't hurt either. Base Skills: Tactical Armour Decryption Electronics Pistol Infilrator Unlocked Skills: Sniper Rifle Damping Fitness First Aid ********** *Sentinel* ********** The Sentinel is the combination of Techs and Biotics. This can be quite useful but there lies a problems. You don't have the combat capabilities of bringing down the enemy. This class is again a support class since you can't take the enemy down. Via the appropriate mission, Shepard can upgrade to Medic to improve the healing capabilities or to Bastion to support offensive Biotic powers. Your squad should consist of Ashley to support your combat skills, or lack there of. The second should either be Garrus or Wrex to improve your combat powers. Base Skills: Barrier Throw Decryption First Aid Sentinel Unlocked Skills: Electronics Lift Statis Medicine ********** *Vanguard* ********** The Pure Jedi class, the Vanguard is one of the most powerful classes, they can combine Biotics and Combat together. They however, lack the Tech powers to take down locks and that will seriously undermine your support squad. They can easily knock down foes, throw them and fire. Via the appropriate mission, Shepard can upgrade to Nemesis to strengthen your offensive Biotics or to Shock Trooper to improve the combat capabilities of your character. Your squad should consist of Tali or some other Tech user to ensure that you don't have problems with hacking and decryption. The second should be one to supplement your skills. Base skills: Assault Training Pistols Throw Warp Vanguage Unlocked Skills: Shotgun Lift Barrier Tactical Armour ------------------------------------------------------------------------------ [2.03] Squad Classes --==Ashley Williams==-- Gunnery Chief Williams is an enlisted soldier in the Alliance military who served on Eden Prime. You encounter her whilst she is stuck in Eden Prime whilst it is under attack. She has been overlooked for fleet duty, hence her relatively high rank and still stuck on a garrison. She is a Soldier, a pure Combat class Level 60 Skills with Autolevel -------------------------------------------------------------------------- |Pistols | |1| |2| |3| |4| | |Shotguns | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Assault Rifles | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Sniper Rifles | |1| |2| |3| |4| |5| |6| |7| |8| | |Combat Armour | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |First Aid | |1| |2| |3| |4| |5| |6| |7| |8| |9| | |Assault Training | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Fitness | |1| |2| |3| |4| |5| |6| |7| | |Soldier | |1| |2| |3| |4| |5| |6| | -------------------------------------------------------------------------- --==Kaiden Alenko==-- Lieutenant Alenko is a ranked officer onboard the Normandy. He is a Sentinel class, a mixture of Biotics and Tech, but he specialises in Biotics slightly over Tech. One of the two humans that can be in your squad at any given time, the other being Ashley Williams Level 60 Skills with Autolevel -------------------------------------------------------------------------- |Throw | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Lift | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| | |Barrier | |1| |2| |3| |4| |5| |6| |7| | |Statis | |1| |2| |3| |4| | |Decryption | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Electronics | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |First Aid | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Medicine | |1| |2| |3| |4| |5| |6| |7| | |Sentinel | |1| |2| |3| |4| |5| |6| | -------------------------------------------------------------------------- --==Liara T'Soni==-- Liara is the Asari Scientist who spends her time researching. She is well, class is Asari Scientist but it is closest to Adept, specialising in pure Biotics without Tech or Combat help. Level 60 Skills with Autolevel -------------------------------------------------------------------------- |Throw | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Lift | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Warp | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Singularity | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| | |Barrier | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Statis | |1| |2| |3| |4| | |First Aid | |1| |2| |3| |4| |5| |6| | |Electronics | |1| |2| |3| |4| |5| |6| |7| |8| | |Asari sCientist | |1| |2| |3| |4| |5| |6| | -------------------------------------------------------------------------- --==Urdnot Wrex==-- Wrex is a surviving Krogan Battlemaster, and these people are the same as the human Vanguard. They have a mixture of combat and biotics and that is a very powerful combination. Level 60 Skills with Autolevel -------------------------------------------------------------------------- |Assault Rifles | |1| |2| |3| |4| |5| |6| |7| |8| | |Shotguns | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Combat Armour | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Fitness | |1| |2| |3| |4| |5| |6| |7| |8| | |Warp | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Throw | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| | |Barrier | |1| |2| |3| |4| |5| |6| |7| | |Statis | |1| |2| |3| |4| |5| |6| | |Krogan Battlemaster | |1| |2| |3| |4| |5| |6| | -------------------------------------------------------------------------- --==Garrus Vakaran==-- Garrus is a Turian Agent originally working for the Citadel's C-Sec Police. His class is very similar to the human varient of Infiltrator, a combination of tech and combat. He is a capable squad member. Level 60 Skills with Autolevel -------------------------------------------------------------------------- |Assault Rifles | |1| |2| |3| |4| | |Sniper Rifles | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Tactical Armour | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Assault Training | |1| |2| |3| |4| |5| |6| |7| |8| | |Decryption | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Damping | |1| |2| |3| |4| |5| |6| |7| |8| |9| | |First Aid | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Training | |1| |2| |3| |4| |5| |6| |7| | |Turian Agent | |1| |2| |3| |4| |5| |6| | -------------------------------------------------------------------------- --==Tali'Zorah nar Rayya==-- Tali is a Quarian Machinist, and due to the restrictions on the vessels of her race, she needs to bring back something useful in order to be included. She is the same as the Engineer, specialising in pure Tech. Level 60 Skills with Autolevel -------------------------------------------------------------------------- |Pistols | |1| |2| |3| |4| |5| |6| | |Shotguns | |1| |2| |3| |4| |5| |6| |7| |8| | |Basic Armour | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| | |First Aid | |1| |2| |3| |4| |5| |6| |7| |8| | |Electronics | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Damping | |1| |2| |3| |4| |5| |6| |7| |8| |9| |10| |11| |12| | |Decryption | |1| |2| |3| |4| |5| |6| | |Hacking | |1| |2| |3| |4| |5| |6| |7| |8| | |Quarian Machinist | |1| |2| |3| |4| |5| |6| | -------------------------------------------------------------------------- ------------------------------------------------------------------------------ [3.01] Combat Combat skills are basically skills that are directly related to the field of combat, which means skills at using your firearms and wearing the body armour, whilst being able to mount a tactical assault on a target. These skills are normally acquired by Infiltrators and Vanguards, whilst they are always used by Soldiers. It is important to note that the skills will apply to their relative field, so improvements for assault rifles will not improve accuracy for pistols and so force, no cross-boosting. Also note that the effects ARE NOT CUMULATIVE, so at level two, you don't get +5%+(+8%) Damage, you get 8% Damage, not 13%. **IMPORTANT NOTE** A lot of skills can be locked by the classes via other means, more on that later in the achievement section, because these are "bonus" skills. **IMPORTANT NOTE** TO activate the abilities, head to the squad management page whilst in battle. For PC, this is the space bar. ********* *Pistols* ********* The Pistol is going to be the weapon of choice of most classes because that are unlocked by most classes. Only the Sentinel class cannot unlock the pistol. The reason for using the pistol is because it is fast and accurate, perfect for sniping, whilst having a quick cooldown compared to your rate of fire. Also, investing in the pistol skill will unlock the Marksman ability. --==Unlocked Skill==-- MARKSMAN - Increases accuracy by 60%, Increases amount of rounds fired per second, Decreases heat generated from firing rounds. Base Skill For: Soldier, Engineer, Infiltrator, Vanguard, Quarian Machinist Unlocked For : Adept (Level 05 with Basic Armour) --==Stats==-- Level 01 = +5% Damage for Pistols, +10% Accuracy with Pistols Level 02 = +8% Damage for Pistols, +14% Accuracy with Pistols Level 03 = MARKSMAN (+60% Accuracy with Pistol, +1 Round Fired/Second, -30% Heat Generated by Weapon, Lasts 10 Seconds, 45 Second Cooldown) Level 04 = +10% Damage for Pistols, +17% Accuracy with Pistols Level 05 = +12% Damage for Pistols, +20% Accuracy with Pistols Level 06 = +14% Damage for Pistols, +22% Accuracy with Pistols Level 07 = +16% Damage for Pistols, +24% Accuracy with Pistols Level 08 = ADVANCED MARKSMAN (+60% Accuracy with Pistol, +1.5 Rounds Fired/Second, -40% Heat Generated by Weapon, Lasts 13 seconds, 45 Second Cooldown) Level 09 = +18% Damage for Pistols, +26% Accuracy with Pistols Level 10 = +19% Damage for Pistols, +28% Accuracy with Pistols Level 11 = +20% Damage for Pistols, +30% Accuracy with Pistols Level 12 = MASTER MARKSMAN (+60% Accuracy with Pistol, +2 Rounds Fired/Second, -50% Heat Generated by Weapon, Lasts 16 Seconds, 45 Second Cooldown) ********** *Shotguns* ********** The favourite zombie slayer, the Shotgun does large amounts of damage at close range, and because of that close quarters of the weapon, it lacks accuracy over range and a slower rate of fire. This is an unlocked skill, no class can use this skill until it is unlocked by the relative skill required. --==Unlocked Skill==-- CARNAGE - Increases Damage dealt by Shotgun, Increases Blast Radius but Reduces Accuracy. Base Skill For: None Unlocked For : Soldier (Level 04 with Pistols) Vanguard (Level 06 with Pistols) Krogan Battlemaster (Level 05 with Assault Rifles) Quarian Machinist (Level 06 with Pistols) --==Stats==-- Level 01 = +5% Damage for Shotguns, +10% Accuracy with Shotguns Level 02 = +8% Damage for Shotguns, +14% Accuracy with Shotguns Level 03 = +10% Damage for Shotguns, +17% Accuracy with Shotguns Level 04 = CARNAGE (+50% Damage for Shotguns, 2 Meter Splash Radius, -40% Accuracy, 45 Second Cooldown) Level 05 = +12% Damage for Shotguns, +20% Accuracy with Shotguns Level 06 = +14% Damage for Shotguns, +22% Accuracy with Shotguns Level 07 = +16% Damage for Shotguns, +24% Accuracy with Shotguns Level 08 = ADVANCED CARNAGE (+100% Damage for Shotguns, 2 Meter Splash Radius, -40% Accuracy, 45 Second Cooldown) Level 09 = +18% Damage for Shotguns, +26% Accuracy with Shotguns Level 10 = +19% Damage for Shotguns, +28% Accuracy with Shotguns Level 11 = +20% Damage for Shotguns, +30% Accuracy with Shotguns Level 12 = MASTER CARNAGE (+150% Damage for Shotguns, 3 Meter Splash Radius, -40% Accuracy, 45 Second Cooldown) **************** *Assault Rifles* **************** The favourite weapon for everyone, the Assault Rifle does good amounts of damage over range. They can fire pretty quickly and at a good range, at a cost of damage dealt and accuracy. You see, over range, the accuracy tends to go out the window the further you get. The sad thing is, only Soldiers have this skill, the rest are squad members. --==Unlocked Skill==-- OVERKILL - Decreases heat generated by the weapon and increases accuracy. Base Skill For: Soldier, Turian Agent, Krogan Battlemaster Unlocked For : No One --==Stats==-- Level 01 = OVERKILL (-40% Heat Generated by Weapon, +20% Accuracy with Assault Rifles, Last 10 Seconds, 45 Second Recharge) Level 02 = +5% Damage for Assault Rifles, +10% Accuracy with Assault Rifles Level 03 = +8% Damage for Assault Rifles, +14% Accuracy with Assault Rifles Level 04 = +10% Damage for Assault Rifles, +17% Accuracy with Assault Rifles Level 05 = +12% Damage for Assault Rifles, +20% Accuracy with Assault Rifles Level 06 = +14% Damage for Assault Rifles, +22% Accuracy with Assault Rifles Level 07 = +16% Damage for Assault Rifles, +24% Accuracy with Assault Rifles Level 08 = ADVANCED OVERKILL (-50% Heat Generated by Weapon, +30% Accuracy with Assault Rifles, Lasts 12 Seconds, 45 Second Recharge) Level 09 = +18% Damage for Assault Rifles, +26% Accuracy with Assault Rifles Level 10 = +19% Damage for Assault Rifles, +28% Accuracy with Assault Rifles Level 11 = +20% Damage for Assault Rifles, +30% Accuracy with Assault Rifles Level 12 = MASTER OVERKILL (-60% Heat Generated by Weapon, +40% Accuracy with Assault Rifles, Lasts 15 Seconds, 45 Second Recharge) *************** *Sniper Rifles* *************** The Sniper Rifle is the best for long range kills. While the enemy is still standing, keeping guard, you can take them out from a range. However, if you don't have points in this skill, it will be very shaky. With more points in this skill, the Rifle will become more stable, making is much easier to aim, and that is surely a good thing. --==Unlocked Skill==-- ASSASSINATION - Increases Damage over a Short Period of Time. Base Skill For: No One Unlocked For : Soldier (Level 07 with Assault Rifles) Infiltrator (Level 05 with Pistols) Turian Agent (Level 06 with Assault Rifles) --==Stats==-- Level 01 = +5% Damage for Sniper Rifles, +10% Accuracy with Sniper Rifles Level 02 = +8% Damage for Sniper Rifles, +14% Accuracy with Sniper Rifles Level 03 = ASSASSINATION (+50% Damage for Sniper Rifles, Lasts 20 Seconds, 45 Second Recharge) Level 04 = +10% Damage for Sniper Rifles, +17% Accuracy with Sniper Rifles Level 05 = +12% Damage for Sniper Rifles, +20% Accuracy with Sniper Rifles Level 06 = +14% Damage for Sniper Rifles, +22% Accuracy with Sniper Rifles Level 07 = +16% Damage for Sniper Rifles, +24% Accuracy with Sniper Rifles Level 08 = ADVANCED ASSASSINATION (+125% Damage for Sniper Rifles, Lasts 20 Seconds, 45 Second Recharge) Level 09 = +18% Damage for Sniper Rifles, +26% Accuracy with Sniper Rifles Level 10 = +19% Damage for Sniper Rifles, +28% Accuracy with Sniper Rifles Level 11 = +20% Damage for Sniper Rifles, +30% Accuracy with Sniper Rifles Level 12 = MASTER ASSASSINATION (+225% Damage for Sniper Rifles, Lasts 20 Seconds, 45 Second Recharge ************** *Basic Armour* ************** Basic Armour is pretty much there for people who don't bother with anything but Light Armour. Sure, it won't save you from bullets, but it allows you to move faster. Best for Support Troops. --==Unlocked Skill==-- SHIELD BOOST - Recharges your shield for a very short period of time while decreasing your accuracy. Base Skill For: Adept, Quarian Machinist Unlocked For : Engineer (Level 06 with Pistols) --==Stats==-- Level 01 = +5% Defence, +5% Hardening Level 02 = +8% Defence, +8% Hardening Level 03 = SHIELD BOOST (+30% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) Level 04 = +10% Defence, +10% Hardening Level 05 = +12% Defence, +12% Hardening Level 06 = +14% Defence, +14% Hardening Level 07 = +16% Defence, +16% Hardening Level 08 = ADVANCED SHIELD BOOST (+40% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) Level 09 = +18% Defence, +18% Hardening Level 10 = +19% Defence, +19% Hardening Level 11 = +20% Defence, +20% Hardening Level 12 = MASTER SHIELD BOOST (+50% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) ***************** *Tactical Armour* ***************** Tactical Armour will improve the defence of Light Armour AND, yes AND, Medium Armour. That means whether the user is on Light or Medium armour, the defence and hardening is boosted. Medium Armour provides more protection at the cost of your mobility. With this, you can wear Light Armour in the start and with enough points, Medium Armour. --==Unlocked Skill==-- SHIELD BOOST - Recharges your shield for a very short period of time while decreasing your accuracy. Base Skill For: Infiltrator, Turian Agent Unlocked For : Vanguard (Level 05 with Assault Training) --==Stats==-- Level 01 = +5% Defence, +5% Hardening Level 02 = +8% Defence, +8% Hardening Level 03 = SHIELD BOOST (+30% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) Level 04 = +10% Defence, +10% Hardening Level 05 = +12% Defence, +12% Hardening Level 06 = +14% Defence, +14% Hardening Level 07 = +16% Defence, +16% Hardening Level 08 = ADVANCED SHIELD BOOST (+40% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) Level 09 = +18% Defence, +18% Hardening Level 10 = +19% Defence, +19% Hardening Level 11 = +20% Defence, +20% Hardening Level 12 = MASTER SHIELD BOOST (+50% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) *************** *Combat Armour* *************** Combat Armour means that the defence of ALL armour is improved. That means that Light, Medium and Heavy armour are improved. Also, this skill is the only one that allows Heavy Armour for you to wear. You instantly start with Medium Armour wearable and enough points will allow you to have Heavy Armour. --==Unlocked Skill==-- SHIELD BOOST - Recharges your shield for a very short period of time while decreasing your accuracy. Base Skill For: Soldier, Krogan Battlemaster Unlocked For : No One --==Stats==-- Level 01 = +5% Defence, +5% Hardening Level 02 = +8% Defence, +8% Hardening Level 03 = SHIELD BOOST (+30% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) Level 04 = +10% Defence, +10% Hardening Level 05 = +12% Defence, +12% Hardening Level 06 = +14% Defence, +14% Hardening Level 07 = +16% Defence, +16% Hardening Level 08 = ADVANCED SHIELD BOOST (+40% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) Level 09 = +18% Defence, +18% Hardening Level 10 = +19% Defence, +19% Hardening Level 11 = +20% Defence, +20% Hardening Level 12 = MASTER SHIELD BOOST (+50% Shield Regenerated per Second, Lasts 2 Seconds, -30% Accuracy, 4 Second Recharge) ****************** *Assault Training* ****************** Assault Training teaches you how to play around with your weapons, allowing you to dish out more damage with ALL weapons. It will also boost melee damage, which is done when the enemy is right next to you and shooting is not really possible. --==Unlocked Skill==-- ADRENALINE BURST - Resets all your cooldowns on your current skills that are on cooldown. Base Skill For: Soldier, Vanguard Unlocked For : Turian Agent (Level 05 with Tactical Armour) --==Stats==-- Level 01 = +1% Weapon Damage, +30% Melee Damage Level 02 = +2% Weapon Damage, +35% Melee Damage Level 03 = ADRENALINE BURST (Resets Cooldowns, -30% Accuracy, 120 Second Cooldown) Level 04 = +3% Weapon Damage, +40% Melee Damage Level 05 = +4% Weapon Damage, +44% Melee Damage Level 06 = +5% Weapon Damage, +48% Melee Damage Level 07 = +6% Weapon Damage, +52% Melee Damage Level 08 = ADVANCED ADRENALINE BURST (Resets Cooldowns, -30% Accuracy, 90 Second Cooldown) Level 09 = +7% Weapon Damage, +56% Melee Damage Level 10 = +8% Weapon Damage, +60% Melee Damage Level 11 = +9% Weapon Damage, +64% Melee Damage Level 12 = MASTER ADRENALINE BURST (Resets Cooldowns, -30% Accuracy, 45 Second Cooldown) ********* *Fitness* ********* The Fitness skill is all about physical health, and the more points you have, the more fit you are, and that means the more health you have, which allows you to rush into battle and wipe everyone out or stop and heal, or even tank it for everyone. --==Unlocked Skill==-- IMMUNITY - Increases your Defence for a short period of time, reducing the amount of damage taken at the cost of accuracy. Base Skill For: No One Unlocked For : Soldier (Level 05 with Assault Training) Infiltrator (Level 06 with Tactical Armour) Krogan Battlemaster (Level 04 with Combat Armour) --==Stats==-- Level 01 = +10% Health Level 02 = +14% Health Level 03 = +17% Health Level 04 = IMMUNITY (+50% Defence, Lasts 10 Seconds, 60 Second Cooldown, -30% Accuracy) Level 05 = +20% Health Level 06 = +22% Health Level 07 = +24% Health Level 08 = ADVANCED IMMUNITY (+60% Defence, Lasts 15 Seconds, 45 Second Cooldown, -30% Accuracy) Level 09 = +26% Health Level 10 = +28% Health Level 11 = +30% Health Level 12 = MASTER IMMUNITY (+80% Defence, Lasts 20 Seconds, 30 Second Cooldown, -30% Accuracy) ------------------------------------------------------------------------------ [3.02] Tech Tech skills are generally used as support for your troops and for other purposes. Tech skills are generally required to advance well, since they allow for decryption which means more loots, and that could never hurt. Also, without decryption and electronic skills, you are going to have to bring in a Tech specialist with you. I perfer raw firepower, so I went Infiltrator. ************ *Decryption* ************ This skill basically allows you access locked crates, computers and such since there is some hacking involved. This skill also improves the damage done by the Tech Mines. It will also give you the Sabotage ability, which is pretty useful to say the least. --==Unlocked Skill==-- SABOTAGE - Increases what you can decrypt, Damages Enemy units, Overheats Enemy's weapons to disable their weapons, making them unable to fight, or forces them to go melee, which you counter with Shotgun. Base Skill For: Engineer, Sentinel, Infiltrator, Quarian Machinist, Turian Agent Unlocked For : No One --==Stats==-- Level 01 = SABOTAGE (Allows Easy Decryption, 50 Damage, 6 Meter Radius, 2 Damage per Second, -60% Accuracy, Lasts 15 Seconds, 60 Seconds Cooldown) Level 02 = +10% Tech Mine Damage Level 03 = +14% Tech Mine Damage Level 04 = +18% Tech Mine Damage Level 05 = ADVANCED SABOTAGE (Allows Medium Decryption, 100 Damage, 8 Meter Radius, 3 Damage per Second, -60% Accuracy, Lasts 20 Seconds, 50 Seconds Cooldown) Level 06 = +20% Tech Mine Damage Level 07 = +22% Tech Mine Damage Level 08 = +24% Tech Mine Damage Level 09 = MASTER SABOTAGE (Allows Hard Decryption, 150 Damage, 10 Meter Radius, 4 Damage per Second, -60% Accuracy, Lasts 25 Seconds, 45 Seconds Cooldown) Level 10 = +26% Tech Mine Damage Level 11 = +28% Tech Mine Damage Level 12 = +30% Tech Mine Damage ************* *Electronics* ************* The power of Electronics is similar to Decryption, it will allow you to open stuff. In this case, Electronics allows you access to items that have been damaged, and whilst exploring planets, this is quite important. This will also provide the Overload ability, which basically overloads shields. --==Unlocked Skill==-- OVERLOAD - Improves your Electronics access, Kills the enemy's shields, allow you to take down their health Base Skill For: Engineer, Infiltrator, Quarian Machinist Unlocked For : Sentinel (Level 04 with Decryption) Turian Agent (Level 07 with First Aid) Asari Scientist (Level 04 with First Aid) --==Stats==-- Level 01 = OVERLOAD (Easy Electronics, 50 Damage, 6 Meter Radius, 200 Shield Damage, -20% Enemy Defence for 10 Seconds, -60% Accuracy, 60 Second Recharge) Level 02 = +30 Shields, +400 Mako Health Repair Level 03 = +60 Shields, +600 Mako Health Repair Level 04 = +90 Shields, +800 Mako Health Repair Level 05 = ADVANCED OVERLOAD (Average Electronics, 100 Damage, 8 Meter Radius, 400 Shield Damage, -25% Enemy Defence for 10 Seconds, -60% Accuracy, 50 Second Recharge) Level 06 = +120 Shields, +1200 Mako Health Repair Level 07 = +150 Shields, +1400 Mako Health Repair Level 08 = +180 Shields, +1600 Mako Health Repair Level 09 = MASTER OVERLOAD (Hard Electronics, 150 Damage, 10 Meter Radius, 600 Shield Damage, -30% Enemy Defence for 10 Seconds, -60% Accuracy, 40 Second Recharge Level 10 = +210 Shields, +2000 Mako Health Repair Level 11 = +240 Shields, +2200 Mako Health Repair Level 12 = +270 Shields, +2400 Mako Health Repair ********* *Hacking* ********* Hacking will basically help you by decreasing the recharge rate on the other tech's cooldowns. Useful is you need some help there, but the AI Hacking power can make enemy units fight each other. Note that this works on enemy synthetics, since organics don't have electrical brains. --==Unlocked Skill==-- AI HACKING - Turns enemies against each other, the higher the level, the longer the duration and the strength of the enemy. Base Skill For: No One Unlocked For : Engineer (Level 07 with Decryption) Quarian Machinist (Level 07 with Decryption) --==Stats==-- Level 01 = AI HACKING (Turn Basic enemies against each other, Lasts 20 Seconds, -80% Accuracy, 60 Second Cooldown) Level 02 = -6% Recharge Time on Sabotage, Overload and Damping Level 03 = -9% Recharge Time on Sabotage, Overload and Damping Level 04 = -12% Recharge Time on Sabotage, Overload and Damping Level 05 = -15% Recharge Time on Sabotage, Overload and Damping Level 06 = -18% Recharge Time on Sabotage, Overload and Damping Level 07 = ADVANCED AI HACKING (Turn Stronger enemies against each other, Last 25 Seconds, -80% Accuracy, 50 Second Cooldown) Level 08 = -21% Recharge Time on Sabotage, Overload and Damping Level 09 = -24% Recharge Time on Sabotage, Overload and Damping Level 10 = -27% Recharge Time on Sabotage, Overload and Damping Level 11 = -30% Recharge Time on Sabotage, Overload and Damping Level 12 = MASTER AI HACKING (Turn the Strongest enemies against each other, Lasts 30 Seconds, -80% Accuracy, 40 Second Cooldown) ********* *Damping* ********* Damping is the art of disabling your opponents of using their Tech skills or Biotic skills. However, while it is nice and all, the majority of your enemies are going to be combat orientiated, so it isn't all that useful. The Level effect of the skill however, is pretty good, increasing the radius of the skills such as Overload, Sabotage and Damping. --==Unlocked Skill==-- DAMPING - Damages enemies whilst increasing the recharge time for their tech and biotic powers. Also stuns enemy units. Base Skill For: None Unlocked For : Engineer (Level 04 with Electronics) Infiltrator (Level 04 with Electronics) Turian Agent (Level 04 with Decryption) Quarian Machinist (Level 04 with Electronics) --==Stats==-- Level 01 = DAMPING (50 Damage, 6 Meter Radius, +30% Recharge Time for enemy Tech and Biotic powers, Stuns weak enemies for 3 seconds, -60% Accuracy, 60 Second Recharge) Level 02 = +10% Radius for Sabotage, Overload and Damping Level 03 = +14% Radius for Sabotage, Overload and Damping Level 04 = +18% Radius for Sabotage, Overload and Damping Level 05 = +20% Radius for Sabotage, Overload and Damping Level 06 = ADVANCED DAMPING (100 Damage, 8 Meter Radius, +45% Recharge Time for enemy Tech and Biotic powers, Stuns medium enemies for 3 seconds, -60% Accuracy, 50 Second Recharge) Level 07 = +22% Radius for Sabotage, Overload and Damping Level 08 = +24% Radius for Sabotage, Overload and Damping Level 09 = +26% Radius for Sabotage, Overload and Damping Level 10 = +28% Radius for Sabotage, Overload and Damping Level 11 = +30% Radius for Sabotage, Overload and Damping Level 12 = MASTER DAMPING (150 Damage, 10 Meter Radius, +60% Recharge Time for enemy Tech and Biotic powers, Stuns strong enemies for 3 seconds, -60% Accuracy, 40 Second Recharge) *********** *First Aid* *********** Given that you are bound to take some damage while you are going to be in battle, First Aid is relatively important since it will increase the amount of health that your Medi-Gel will heal for you, and since you can only hold a finite amount of Medi-Gel and you don't want to run out dry when you are facing massive amounts of enemy soldiers. --==Unlocked Skill==-- None Base Skill For: Engineer, Sentinel, Turian Agent, Asari Scientist Unlocked For : Soldier (Level 06 with Combat Armour) Infiltrator (Level 07 with Decryption) Quarian Machinist (Level 05 with Basic Armour) --==Stats==-- Level 01 = Medi-Gel restores 40 extra Health Level 02 = Medi-Gel restores 50 extra Health Level 03 = Medi-Gel restores 60 extra Health Level 04 = Medi-Gel restores 70 extra Health Level 05 = Medi-Gel restores 80 extra Health Level 06 = Medi-Gel restores 100 extra Health Level 07 = Medi-Gel restores 110 extra Health Level 08 = Medi-Gel restores 120 extra Health Level 09 = Medi-Gel restores 130 extra Health Level 10 = Medi-Gel restores 140 extra Health Level 11 = Medi-Gel restores 150 extra Health Level 12 = Medi-Gel restores 180 extra Health ********** *Medicine* ********** This basically decreases the time it takes for the recharge time for the Medi-Gel. When you use Medi-Gel, there is a recharge time, and this skill basically reduces it. The skill for this might a bit more worthwhile, since the previous skills targeted syntethics, you now get to target organics. --==Unlocked Skill==-- NEURAL SHOCK - Knockouts Organic enemies, which is basically a stun, and deals toxic damage, which will keep attacking over time. Base Skill For: No One Unlocked For : Engineer (Level 05 with First Aid) Sentinel (Level 05 with First Aid) --==Stats==-- Level 01 = NEURAL SHOCK (Knockout enemy for 1 Second, 40 Toxic Damage, -60% Accuracy, 45 Second Recharge) Level 02 = -10% First Aid Recharge Time Level 03 = -14% First Aid Recharge Time Level 04 = -17% First Aid Recharge Time Level 05 = -20% First Aid Recharge Time Level 06 = -22% First Aid Recharge Time Level 07 = ADVANCED NEURAL SHOCK (Knockout enemy for 3 seconds, 80 Toxic Damage, -60% Accuracy, 45 Second Recharge) Level 08 = -24% First Aid Recharge Time Level 09 = -26% First Aid Recharge Time Level 10 = -28% First Aid Recharge Time Level 11 = -30% First Aid Recharge Time Level 12 = MASTER NEURAL SHOCK (Knockout enemy for 5 seconds, 120 Toxic Damage, -60% Accuracy, 45 Second Recharge) ------------------------------------------------------------------------------ [3.03] Biotic Biotic skills are basically mental powers, the power with the Jedi. They alter the environment around you and can indirectly deal damage to your enemy while erecting barriers to protect yourself. Note that the skills here with each level improve the power. Therefore, Level 5 Lift improves the Lift ability. ******* *Throw* ******* As its name suggests, Throw means that you will push back your enemies, with some slight damage to them. This will make close-range enemies much easier to handle whilst it will kill enemies if they fall into something dangerous, like lava. Note that the amount of Newtons means the force it is exerted on the enemy, the more the better. --==Unlocked Skill==-- THROW - Pushes your enemy backwards, whilst doing some slight damage. Base Skill For: Adept, Sentinel, Vanguard, Asari Scientist Unlocked For : Krogan Battlemaster (Level 07 with Warp) --==Stats==-- Level 01 = THROW (600 Newtons of Force, 4 Meter Radius, -60% Accuracy, 60 Second Recharge) Level 02 = 650 Newtons of Force Level 03 = 700 Newtons of Force Level 04 = 750 Newtons of Force Level 05 = 800 Newtons of Force Level 06 = 850 Newtons of Force Level 07 = 900 Newtons of Force Level 08 = ADVANCED THROW (1000 Newtons of Force, 5 Meter Radius, -45% Accuracy, 50 Second Recharge) Level 09 = 1050 Newtons of Force Level 10 = 1100 Newtons of Force Level 11 = 1150 Newtons of Force Level 12 = MASTER THROW (1250 Newtons of Force, 6 Meter Radius, -30% Accuracy, 40 Second Recharge) ****** *Warp* ****** Warp is a funny skill, it basically damages the enemy over a period of time as well as decreasing the defence of the enemy, making it a much easier candidate for shooting practice. It makes it easier on yourself if you have to rely on some firearms to take down the enemy. --==Unlocked Skill==-- WARP - Damages the enemy over a period of time while decreasing defence. Base Skill For: Adept, Vanguard, Krogan Battlemaster, Asari Scientist Unlocked For : No One --==Stats==-- Level 01 = WARP (6 Damage per Second, -50% Enemy Defences, 4 Meter Radius, Lasts 7 Seconds, -80% Accuracy, 60 Second Cooldown) Level 02 = Lasts 8 Seconds Level 03 = Lasts 9 Seconds Level 04 = Lasts 10 Seconds Level 05 = Lasts 11 Seconds Level 06 = ADVANCED WARP (8 Damage per Second, -60% Enemy Defences, 5 Meter Radius, Lasts 13 Seconds, -80% Accuracy, 50 Second Cooldown) Level 07 = Lasts 14 Seconds Level 08 = Lasts 15 Seconds Level 09 = Lasts 16 Seconds Level 10 = Lasts 17 Seconds Level 11 = Lasts 18 Seconds Level 12 = MASTER WARP (10 Damage per Second, -70% Enemy Defences, 6 Meter Radius, Lasts 20 Seconds, -80% Accuracy, 40 Second Cooldown) ****** *Lift* ****** Lift is the ability to move your enemies into the air, making them too stunned to move and vulnerable to your suqad's firepower. When they drop back to the ground, they will suffer damage, and might even die if they drop from a high enough height. --==Unlocked Skill==-- LIFT - Lift your enemies into their air and fire on them to kill them. Base Skill For: No One Unlocked For : Adept (Level 06 with Throw) Sentinel (Level 07 with Throw) Vanguard (Level 07 with Throw) Asari Scientist (Level 06 with Throw) --==Stats==-- Level 01 = LIFT (4 Meter Radius, Lasts 6 Seconds, -80% Accuracy, 60 Second Cooldown1) Level 02 = Last 6.4 Seconds Level 03 = Last 6.8 Seconds Level 04 = Last 7.2 Seconds Level 05 = Last 7.6 Seconds Level 06 = Last 8.0 Seconds Level 07 = ADVANCED LIFT (5 Meter Radius, Lasts 9 Seconds, -60% Accuracy, 50 Second Cooldown) Level 08 = Lasts 9.4 Seconds Level 09 = Lasts 9.8 Seconds Level 10 = Lasts 10.2 Seconds Level 11 = Lasts 10.6 Seconds Level 12 = MASTER LIFT (6 Meter Radius, Lasts 12 Seconds, -40% Accuracy, 40 Second Cooldown) ************* *Singularity* ************* Singularity is basically a magnet power, where a ball of energy is formed, drawing the enemies into the ball, unable to fire on you or your team as they are being sucked by the energy into its centre. It makes it easy for your Assault Rifle and Shotgun to make mince meat out of them. --==Unlocked Skill==-- SINGULARITY - Draws the enemy into a ball of energy where they are unable to attack. Base Skill For: No One Unlocked For : Adept (Level 07 with Warp) Asari Scientist (Level 07 with Warp) --==Stats==-- Level 01 = SINGULARITY (4 Meter Radius, Lasts 4 Seconds, -80% Accuracy, 60 Second Cooldown) Level 02 = 4.25 Meter Radius Level 03 = 4.50 Meter Radius Level 04 = 4.75 Meter Radius Level 05 = 5.00 Meter Radius Level 06 = 5.25 Meter Radius Level 07 = ADVANCED SINGULARITY (6.25 Meter Radius, Lasts 6 Seconds, -80% Accuracy, 50 Second Cooldown) Level 08 = 6.50 Meter Radius Level 09 = 6.75 Meter Radius Level 10 = 7.00 Meter Radius Level 11 = 7.25 Meter Radius Level 12 = MASTER SINGULARITY (8.50 Meter Radius, Lasts 8 Seconds, -80% Accuracy, 40 Secpmd Cooldown) ********* *Barrier* ********* Barrier is basically forming a barrier around you. This so done by increasing the shields that are around you for a short period of time, making it hard for the enemy to come along and kill you. With extra shields, it makes life much easier by simply charging into enemy territory and firing like crazy, hoping your shields don't deplete. --==Unlocked Skill==-- BARRIER - Temporarily increases your shields to defend against enemies. Base Skill For: Adept, Sentinel, Krogan Battlemaster, Asari Scientist Unlocked For : Vanguard (Level 04 with Warp) --==Stats==-- Level 01 = BARRIER (+400 Shields, Lasts 10 Seconds, -80% Accuracy, 60 Second Cooldown) Level 02 = +420 Shields, Lasts 10.5 Seconds Level 03 = +440 Shields, Lasts 11 Seconds Level 04 = +460 Shields, Lasts 11.5 Seconds Level 05 = +480 Shields, Lasts 12 Seconds Level 06 = +500 Shields, Lasts 12.5 Secpmds Level 07 = ADVANCED BARRIER (+700 Shields, Lasts 16.5 Seconds, -80% Accuracy, 50 Second Cooldown) Level 08 = +720 Shields, Lasts 17 Seconds Level 09 = +740 Shields, Lasts 17.5 Seconds Level 10 = +760 Shields, Lasts 18 Seconds Level 11 = +780 Shields, Lasts 18.5 Seconds Level 12 = MASTER BARRIER (+1000 Shields, Lasts 23 Seconds, -80% Accuracy, 40 Second Cooldown) ******** *Statis* ******** This is basically a bubble where the enemy is unable to attack you, and cannot move, but they are invulnerable to attack, that is, they cannot take damage that you would want to dish out of them. Useful in close quarter combat so you have enough time to pull out that shotgun, and long range combat where you need to aim your sniper rifle at that pesky sniper. --==Unlocked Skill==-- STATIS - Locks down the enemy where they cannot move or be attacked. Base Skill For: No One Unlocked For : Adept (Level 05 with Barrier) Sentinel (Level 05 with Barrier) Krogan Battlemaster (Level 06 with Barrier) Asari Scientist (Level 05 with Barrier) --==Stats==-- Level 01 = STATIS (Lasts 12.5 Seconds, -80% Accuracy, 60 Second Cooldown) Level 02 = Lasts 13 Seconds Level 03 = Lasts 13.5 Seconds Level 04 = Lasts 14 Seconds Level 05 = Lasts 14.5 Seconds Level 06 = ADVANCED STATIS (Lasts 17 Seconds, -80% Accuracy, 50 Second Cooldown) Level 07 = Lasts 17.5 Seconds Level 08 = Lasts 18 Seconds Level 09 = Lasts 18.5 Seconds Level 10 = Lasts 19 Seconds Level 11 = Lasts 19.5 Secpmds Level 12 = MASTER STATIS (Lasts 21 Seconds, -80% Accuracy, 40 Second Cooldown) ------------------------------------------------------------------------------ [3.04] Class Skills Class Skills are where you get overall benefits based on your class. The more points you spend on it, the bigger the benefit. Of course, the class skill that you can upgrade corresponds to the class that you have. ********* *Soldier* ********* Being a Soldier means more health and higher health regeneration over other classes, since you are going to be rushing into battle and they aren't. Much more useful since you aren't going to stay behind the front lines and do some supporting of your squad. You're just going to lay down cover fire. Except that this game doesn't provide a massive machine gun to fire. That would be cool. --==Stats==-- Level 01: +4% Maximum Health, +3 Health Regenerated per Second Level 02: +6% Maximum Health, +3.5 Health Regenerated per Second Level 03: +8% Maximum Health, +4 Health Regenerated per Second Level 04: +10% Maximum Health, +4.5 Health Regenerated per Second Level 05: +12% Maximum Health, +5 Health Regenerated per Second Level 06: +14% Maximum Health, +5.5 Health Regenerated per Second ********** *Engineer* ********** The Engineer, being the Tech nerd that he or she is, decreases the time that their tech skills need to recharge as well as increasing the Defence of the Tech Powers. --==Stats==-- Level 01: -4% Tech Recharge Time, +6% Tech Defence Level 02: -6% Tech Recharge Time, +9% Tech Defence Level 03: -8% Tech Recharge Time, +12% Tech Defence Level 04: -10% Tech Recharge Time, +15% Tech Defence Level 05: -12% Tech Recharge Time, +18% Tech Defence Level 06: -14% Tech Recharge Time, +21% Tech Defence ******* *Adept* ******* Similar to the Engineer, this will decrease the recharge time on Biotics and increase the defence of the Biotics. Remember that the only reason the Soldier doesn't follow this suit is because that they don't have any such powers to play around with. --==Stats==-- Level 01: -4% Biotic Recharge Time, +6% Biotic Defence Level 02: -6% Biotic Recharge Time, +9% Biotic Defemce Level 03: -8% Biotic Recharge Time, +12% Biotic Defence Level 04: -10% Biotic Recharge Time, +15% Biotic Defence Level 05: -12% Biotic Recharge Time, +18% Biotic Defence Level 06: -14% Biotic Recharge Time, +21% Biotic Defence ********** *Vanguard* ********** A mixture of Biotics and Combat, it is reflected the skills of the Vanguard, increasing the defence of their Biotics as well as improve the damage of their pistols and shotguns, excellent for all round battle. --==Stats==-- Level 01: +6% Biotic Defence, +5 Pistol and Shotgun Damage Level 02: +9% Biotic Defence, +6 Pistol and Shotgun Damage Level 03: +12% Biotic Defence, +7 Pistol and Shotgun Damage Level 04: +15% Biotic Defence, +8 Pistol and Shotgun Damage Level 05: +18% Biotic Defence, +9 Pistol and Shotgun Damage Level 06: +21% Biotic Defence, +10 Pistol and Shotgun Damage ************* *Infiltrator* ************* The Infiltrator, a mixture of Tech and Combat skills, is reflected in the ability to decrease the heat generated by firing their pistols and sniper rifles as well as improves the damage dealt by their tech abilities. --==Stats==-- Level 01: -5% Heat Generated on Pistols and Sniper Rifles, +5% Tech Damage Level 02: -6% Heat Generated on Pistols and Sniper Rifles, +7% Tech Damage Level 03: -7% Heat Generated on Pistols and Sniper Rifles, +9% Tech Damage Level 04: -8% Heat Generated on Pistols and Sniper Rifles, +11% Tech Damage Level 05: -9% Heat Generated on Pistols and Sniper Rifles, +13% Tech Damage Level 06: -10% Heat Generated on Pistols and Sniper Rifles, +15% Tech Damage ********** *Sentinel* ********** The Sentinel, being a combination of Biotic and Tech, decreases the cooldown on Biotic AND Tech powers as well as improving the damage and accuracy of the Pistol, since that is their staple weapon for the time being. --==Stats==-- Level 01: -3% Recharge Time on Biotic and Tech Powers, +2% Pistol Damage, +4% Pistol Accuracy Level 02: -5% Recharge Time on Biotic and Tech Powers, +4% Pistol Damage, +7% Pistol Accuracy Level 03: -7% Recharge Time on Biotic and Tech Powers, +6% Pistol Damage, +10% Pistol Accuracy Level 04: -9% Recharge Time on Biotic and Tech Powers, +8% Pistol Damage, +13% Pistol Accuracy Level 05: -11% Recharge Time on Biotic and Tech Powers, +10% Pistol Damage, +16% Pistol Accuracy Level 06: -13% Recharge Time on Biotic and Tech Powers, +12% Pistol Damage, +19% Pistol Accuracy ************** *Turian Agent* ************** The Turian Agent is a powerful class, since he can increase the accuracy of his weapons and well as improving the damage dealt by his Assault Rifle and his Sniper Rifle. --==Stats==-- Level 01: +4% Accuracy for All Weapons, +4% Damage by Sniper and Assault Rifles Level 02: +7% Accuracy for All Weapons, +5% Damage by Sniper and Assault Rifles Level 03: +10% Accuracy for All Weapons, +6% Damage by Sniper and Assault Rifles Level 04: +13% Accuracy for All Weapons, +7% Damage by Sniper and Assault Rifles Level 05: +16% Accuracy for All Weapons, +8% Damage by Sniper and Assault Rifles Level 06: +19% Accuracy for All Weapons, +9% Damage by Sniper and Assault Rifles ******************* *Quarian Machinist* ******************* The Quarian Machinist is more of a defence type, improving the defence of the techs as well as improving the shields of the Quarian Machinist, making them a great support player. --==Stats==-- Level 01: +10% Tech Defence, +60 Maximum Shields Level 02: +15% Tech Defence, +90 Maximum Shields Level 03: +20% Tech Defence, +120 Maximum Shields Level 04: +25% Tech Defence, +150 Maximum Shields Level 05: +30% Tech Defence, +180 Maximum Shields Level 06: +35% Tech Defence, +210 Maximum Shields ***************** *Asari Scientist* ***************** As a Biotics user, the Asari Scientist features lower recharge times on Biotics as well as lower recharge time on First Aid, with more health restored by the Medi-Gel. --==Stats==-- Level 01: -4% Recharge Time for Biotics, -1% Recharge Time for First-Aid, +20 Health Restored by Medi-Gel Level 02: -6% Recharge Time for Biotics, -2% Recharge Time for First-Aid, +30 Health Restored by Medi-Gel Level 03: -8% Recharge Time for Biotics, -3% Recharge Time for First-Aid, +40 Health Restored by Medi-Gel Level 04: -10% Recharge Time for Biotics, -4% Recharge Time for First-Aid, +50 Health Restored by Medi-Gel Level 05: -12% Recharge Time for Biotics, -5% Recharge Time for First-Aid, +60 Health Restored by Medi-Gel Level 06: -14% Recharge Time for Biotics, -6% Recharge Time for First-Aid, +70 Health Restored by Medi-Gel ********************* *Krogan Battlemaster* ********************* With power, Krogan Battlemasters will the skill adds more Biotic Defence as well as Health Regeneration, with a extra boost in melee power since they are powerful. With all that power, whats the downside, they are quite slow. --==Stats==-- Level 01: +25% Biotic Defence, +50% Melee Damage, +3 Health Regenerated per Second Level 02: +30% Biotic Defence, +75% Melee Damage, +3.5 Health Regenerated per Second Level 03: +35% Biotic Defence, +100% Melee Damage, +4 Health Regenerated per Second Level 04: +40% Biotic Defence, +125% Melee Damage, +4.5 Health Regenerated per Second Level 05: +45% Biotic Defence, +150% Melee Damage, +5 Health Regenerated per Second Level 06: +50% Biotic Defence, +175% Melee Damage, +5.5 Health Regenerated per Second ------------------------------------------------------------------------------ [3.05] Unlocked Classes By completing the Rogue VI Luna Mission while you are on level 20 or above, you can unlock a new class, depending on your class, you will have 2 classes to choose from. Choose wisely. And only you can have this upgrade, your squad members don't get to use this upgrade. *************** *Shock Trooper* *************** The Shock Trooper is the upgrade is the upgrade for the Soldier or the Vanguard. It gives you extra health to play around with and improves your powers a bit. You get extra defence for the skill depending on your original class, you get a boost to Immunity or Barrier. --==Stats==-- Level 07: +18% Max Health, +6% Defence for Skill Level 08: +20% Max Health, +8% Defence for Skill Level 09: +22% Max Health, +10% Defence for Skill, Barrier/Immunity Specialisation Level 10: +24% Max Health, +12% Defence for Skill Level 11: +26% Max Health, +14% Defence for Skill Level 12: +28% Max Health, +16% Defence for Skill, Adrenaline Burst Specialisation Immunity Specialisation : Decreases recharge time for Immunity by 25% Barrier Specialisation : Increases Strength and Duration of Barrier by 25%, Regenerates Shields at 40 per sec. Adrenaline Burst Specialisation : Decreases recharge time by 25%. ********** *Commando* ********** The upgrade of the Soldier or the Infiltrator, this basically increases the damage dealt by your class and gives a boost to Immunity and Assassination skills. --==Stats==-- Level 07: +6% Weapons Damage Level 08: +9% Weapons Damage Level 09: +12% Weapons Damage, Immunity Specialisation Level 10: +15% Weapons Damage Level 11: +18% Weapons Damage Level 12: +21% Weapons Damage, Assassin Specialisation Immunity Specialisation : Decreases recharge time by 25% Assassin Specialisation : Decreases recharge time by 25% on Marksman and Assassination *********** *Operative* *********** The upgrade to the Engineer and the Infiltrator, this gives a boost on your Sabotage and Overload as well as reducing the cooldowns. --==Stats==-- Level 07: -4% Recharge on Sabotage, Overload and Damping Level 08: -6% Recharge on Sabotage, Overload and Damping Level 09: -8% Recharge on Sabotage, Overload and Damping, Overload Specialisation Level 10: -10% Recharge on Sabotage, Overload and Damping Level 11: -12% Recharge on Sabotage, Overload and Damping Level 12: -14% Recharge on Sabotage, Overload and Damping, Sabotage Specialisation Overload Specialisation : +2 Meter Radius, +50 Damage, +200 Shield Damage, -5% Enemy Defence Sabotage Specialisation : +2 Meter Radius, +50 Damage, +1 Damage/Second, Lasts an Extra 5 Seconds ******* *Medic* ******* The upgrade to the Engineer or the Sentinel. This improves their first aid and medicine skills, as you would assume from the name, Medic. --==Stats==-- Level 07: -15% First Aid and Neural Shock Cooldown Level 08: -18% First Aid and Neural Shock Cooldown Level 09: -21% First Aid and Neural Shock Cooldown, Neural Shock Specialisation Level 10: -24% First Aid and Neural Shock Cooldown Level 11: -27% First Aid and Neural Shock Cooldown Level 12: -30% First Aid and Neural Shock Cooldown, First Aid Specialisation Neural Shock Specialisation : Lasts 25% Longer, +40 Damage First Aid Specialisation : +80 Health restored by Medi-Gel, Negates toxic damage, revives your fallen allies. ********* *Bastion* ********* The Bastion it the upgrade to the Adept or the Sentinel. This improves their defensive biotics powers and reduces their cooldown times that those skills have. --==Stats==-- Level 07: -18% Biotic Cooldown Level 08: -20% Biotic Cooldown Level 09: -22% Biotic Cooldown, Barrier Specialisation Level 10: -24% Biotic Cooldown Level 11: -26% Biotic Cooldown Level 12: -28% Biotic Cooldown, Statis Specialisation Barrier Specialisation : Lasts 25% Longer, +40 Shields per Second Statis Specialisation : Enemies under Statis can be damaged with this ********* *Nemesis* ********* The final upgrade, and the boost to the Adept and the Vanguard. This improves the power of the biotics and makes them last longer. --==Stats==-- Level 07: +4% Throw Damage, Biotics Last 4% Longer Level 08: +6% Throw Damage, Biotics Last 6% Longer Level 09: +8% Throw Damage, Biotics Last 8% Longer, Warp Specialisation Level 10: +10% Throw Damage, Biotics Last 10% Longer Level 11: +12% Throw Damage, Biotics Last 12% Longer Level 12: +14% Throw Damage, Biotics Last 14% Longer, Lift Specialisation Warp Specialisation : +25 Damage, +2 Meter Radius Lift Specialisation : +4 Meter Radius ------------------------------------------------------------------------------ [3.06] Shepard Skills There are several things that only Shepard can possess that everyone else cannot. Such things are Paragon and Renegade Meters, Charm, Intimidate and Spectre Training. --==Paragon==-- Paragon is basically the good side of the game. In the game, you need to make choices, and there are two ways of doing something, the good way and the evil way. The good way will net you paragon points, such as resolving a situation without conflict. The path of the Paragon means that you co-operate with other people as well as be selfless, that is, not selfish. --==Renegede==-- The second option is the Renegade. This is where you show your appreciation for the quicker solution, being impatient and being selfish. Your solutions here normally involve killing or discriminating against someone. This is the path of the Renegade, the more evil path. ******* *Charm* ******* Charm is basically the skill of the Paragon Meter. The higher the Paragon Meter, the higher your Charm will be allowed to use. Although Charm doesn't actually do much in battle, it does do a lot. In conversations, certain conversations require a certain level of Charm to activate the Paragon path. Also, Charm will give you discounts at stores. Quite useful if you are going to buy some high end stuff. --==Stats==-- Level 04: Store Discount, -2% off Store Items Level 08: Store Discount, -5% off Store Items Level 12: Store Discount, -8% off Store Items ************ *Intimidate* ************ Intimidate is the skill of the Renegade Meter. The more Renegade points you have, the more Initmidate points you will use. Remember that these skills are like normal skills, you need to invest talent points in them. Anyway, more intimidate points means that you can use the Renegade option in your conversations. Also, like the Charm levels, higher levels of Intimidate may work to your advantage. --==Stats==-- Level 04: Motivated Buyer, +2% selling price on items to stores Level 08: Motivated Buyer, +5% selling price on items to stores Level 12: Motivated Buyer, +8% selling price on items to stores ****************** *Spectre Training* ****************** This is one of the best skills there are in the game. Spectre Training is available only to Shepard, since he is the Spectre in the game. This will boost health, all your powers, your accuracy and it has one of the better skills in the game, Unity. --==Skill==-- UNITY - Revives your fallen suqad members with health and shields at the cost of lower accuracy. --==Stats==-- Level 01: +2 Accuracy, +0.4 Accuracy Regeneration, +5% Maximum Health, +1% Damage of all Powers, +1% Duration of all Powers Level 02: +3 Accurary, +0.6 Accuracy Regeneration, +5.5% Maximum Health, +1.5% Damage of all Powers, +1.5% Duration of all Powers Level 03: +4 Accuracy, +0.8 Accuracy Regeneration, +6% Maximum Health, +2% Damage of all Powers, +2% Duration of all Powers Level 04: UNITY (Revives Fallen Squad Members with 15% Max Health and 40% Max Shields, -45% Accuracy, 150 Second Cooldown) Level 05: +5 Accuracy, +1.0 Accuracy Regeneration, +6.5% Maximum Health, +2.5% Damage of all Powers, +2.5% Duration of all Powers Level 06: +6 Accuracy, +1.2 Accuracy Regeneration, +7% Maximum Health, +3% Damage of all Powers, +3% Duration of all Powers Level 07: +7 Accuracy, +1.4 Accuracy Regeneration, +7.5% Maximum Health, +3.5% Damage of all Powers, +3.5% Duration of all Powers Level 08: ADVANCED UNITY (Revives Fallen Squad Members with 20% Max Health and 60% Max Shields, -35% Accuracy, 120 Second Cooldown) Level 09: +8 Accuracy, +1.6 Accuracy Regeneration, +8% Maximum Health, +4% Damage of all Powers, +4% Duration of all Powers Level 10: +9 Accuracy, +1.8 Accuracy Regeneration, +8.5% Maximum Health, +4.5% Damage of all Powers, +4.5% Duration of all Powers Level 11: +10 Accuracy, +2.0% Accuracy Regeneration, +9% Maximum Health, +5% Damage of all Powers, +5% Duration of all Powers Level 12: MASTER UNITY (Revives Fallen Squad Members with 30% Max Health and FULL Shields, -30% Accuracy, 90 Second Cooldown) ------------------------------------------------------------------------------ [4.01] Eden Prime --==On the Normandy==-- Well, you start this game on board the Normandy, and you're name, regardless what you have chosen, will always be Commander Shepard. You are here after a jump on the mass relay and you will be watched carefully by Nihlus, a Spectre. As he leaves, Joker and Alenko will express their distrust of the Spectres, and you get a choice. +2 Paragon Points for agreeing with Joker's mistrust of Spectres +2 Renegade Points for dismissing your crew Anyway, you need to head to the briefing room, Captain Anderson is waiting for you in there. On your way, talk to Navigator Pressly, which is talking with Chief Engioneer Adams. Pressly isn't very happy with fact that there is a Spectre on a routine mission. You can investigate further and this will allow you to get some more information. Throughout the game, you can investigate further with the people you encounter, and viewing eithers that lie around, because these will add to your Galactic Codex, which also happens to give you EXP for it as well. After talking to Pressly, you can talk to Corporal Jenkins and Doctor Chakwas who are talking there. You can talk to both of them, in particular, Jenkins, who is going to be in your team for the mission on Eden Prime. Grill Chakwas for more information for your Codex. +2 Paragon Points for Supporting Corporal Jenkins +2 Renegade Points for chiding Jenkins that its about the Mission first Head to the briefing room and talk to the Turian Spectre Nihlus, who will talk very briefly with you about the mission on Eden Prime before Captain Anderson walks in and briefs you completely about the mission, and what you are going to be doing on Eden Prime, you need to recover a Prothean Beacon. The Protheans have been wiped out about 50,000 years ago, and they helped humanity to propell into the position it is in right now. The whole point of this mission is to recover it and send it back to the Citadel for analysis by the scientists to uncover more about the Protheans, and as a side note, you are being watched by the Council for possible admission to the Spectres. Soon, you get a transmission from the colony about an attack on Eden Prime, this mission just got a lot harder. Talk as much as you can with Anderson, grill as much info out of him, and lets get ready to head to Eden Prime. --==On Eden Prime==-- Once you get on Eden Prime, the whole place is on fire. You are teamed with Lieutenant Kaiden Alenko and Corporal Richard Jenkins and all of you have the most basic equipment, the default guns and weaponry. Ahead of you, you should turn left, but head right into an outlet for a nice upgrade vault, and loot that. Then, lead west. You will see little brain/gas/air bags, but they don't do much, so practice your guns on them. A few practices and you get the hang of combat, for now anyway. Head West and you will reach a cutscene, where you send your team forward, and Jenkin gets killed by some ambushing Geth Drones. Draw your weapon of choice, most likely the pistol or assault rifle, and take down the three drones that are there. Once the drones are down, you can talk to Kaiden about Jenkins. +2 Paragon Points for allowing Jenkins to have a proper burial +2 Renegade Points for dismissing the importance of Jenkin's Death To your left, there are some upgrades there, as well as some Medi-gel, which acts like the healing substance in this game. There are another set of three recon drones, so there is some more target practice here. Move forwards to where the Geth are and you get another cutscene of a soldier being pinned down by the Geth. Looks like you need to help. There are some Recon Drones and some Geth troopers that are here that you need to take out, weapon of choice them to death and talk to Gunnery Chief Ashley Williams, the person who is going to fill out the rest of your team. There is another crate here, be sure to look for it. +4 Paragon Points for welcoming Ashley to your team +4 Renegade Points for resisting Ashley to your team At the dig site, there are many more Geth here. You need to learn, by now, if the game hasn't taught you already, that you can take cover. Draw your weapon and walk against an object, such as a crate or tree trunk in this case, and you will automatically take cover. This allows you to see what is going on, fire when you aren't under fire, and protection from enemy fire. Quickly take out the Geth Troopers. They are pretty weak, all you need to do is to shoot their shields down, and they are easy prey to most weapons. Or you could just place two sniper shots to send them packing. The beacon isn't here at the dig site, so you need to head to the Camp Site for further information. The Camp Site is up the hill, so head up. --==Camp Site==-- Ahead are some spikes, with some impaled Alliance soldiers up there. Poor guys but once you get close, those spikes will fall down, and those Soldiers are going to be attacking you. These are called Husks, they are basically shock troops that lack any weapon, but they will run up, explode, killing your shields and damaging you. You want to keep a fair distance from them, but here, you might want to use the shotgun. They can take a fair amount of melee damage, do Biotic powers are quite useful here. Make sure they can't move and take them out from a distance. This isn't the last we've seen of these Shock Troops. Make sure to raid the upgrade kit here as well, some nice loot there. There are two buildings here, and now it is a good time as any to teach you how to unlock and override electronics in this game. This is an extremely useful ability for you to know how to do because a lot of good items and game functions are behind this simple minigame. --==Electronics==-- A lot of items are either secured, or broken, and through a high electronics and decryption skill, you can unlock or repair these items. There are three grades of decryption, easy, average and hard. The harder it is, the harder the mini-game is. Also, you need a set amount of points for each level, to play with Easy, you need 1 point, Average = 5 and Hard requires 9. Of course, if you have enough skill, you can omni-gel the machine, but that requires a fair amount of Omni-Gel, on average, 15 to 25. There are two minigames, each depending on the platform you are playing. Xbox requires you to match symbols, which is relatively easy, but they get harder as they go along. PC is completely different. There are four circles, and your goal here is to send your little pick through all 4 circles, without being hit by the red blocks and hit the centre. Red blocks will send you back to the start while orange blocks are stationary obstacles. The harder the level, the more red and orange blocks there are. You only have 15 seconds, and failure means you need to Omni-Gel the machine to death. --==Camp Site Continued==-- Anyway, in one of the buildings there are two survivors, it looks like two scientists, given their lack of weapons. There is a Dr. Warren and a Dr. Manuel here. Warren will tell you that the Beacon that you are after has been relocated to the spaceport, which means that you have a lot more work to do. They will also talk to you about the attack, which was a disaster for the Alliance, through Manuel's unwanted talking. You can shut him up or let him keep talking, you get points out of this. +2 Paragon Points for treating the survivors well +2 Renegade Points for shutting Manuel up via force --==Spaceport==-- After a complete looting of the campsite, you can follow the path and this will take you to the space port. You might want to hang back a little bit and you can use your sniper rifle to kill most of the Geth from a fair distance. That would help a little. Otherwise, you want to bring in some heavy firepower and start to take out all the Geth and the Husks that are here. There are little canisters here that make your job a lot easier. When the enemy decides to go near one, shoot the canister to make it explode, taking the trooper down with it. When you have taken down all the Geth, don't need to the market just yet, there are some nice goodies lying around. First, there is a little inlet to your north with a broken object that will net you some grenaders, and more importantly, omni-gel. Now, there is a farmhouse directly south of the port. Unlock the door and three farmers will burst out. They're in on a smuggling ring, and since they can't be stuffed to find the smuggler, they will hand over a nice pistol for you, and the Stinger II is a decent weapon for starting, since you are using a I weapon instead. You can also Charm or Intimidate the farmers to give the identity of the smuggler as well as for an extra upgrade. +4 Paragon Points for using Charm twice +4 Renegade Points for using Intimidate twice +2 Paragon Points for using Intimidate then Charm +2 Renegade Points for using Charm then Intimidate Before you leave, don't forget about the locker in the farmhouse for some more bonuses. Head to the platform and you will see what happened to Nihlus, and as you can guess from the cutscene before, you can guess what his "friend" Saren did to him. We'll he ain't moving, but someone else is, someone behind the crate. Powell. The smuggler from what the farmers told you. If he will tell you what you can already guess, Nihlus was killed, end of story. If you talk to him about his smuggling operation, he will give you the extra grenades that he was withholding from the Alliance military, which could have been handy then. Charm or Intimidate him for an extra upgrade for you. Before you leave this area, check it out for a medicial kit and there is another upgrade kit in this area. +2 Paragon Points not trying to kill Powell +2 Renegade Points for effectively calling Powell a coward --==Finding the Beacon==-- Continue along the path and you will need to take out three geth troopers. I suggest a Shotgun here, you are going to be in close quarters combat, and the Shotgun is the best for that. Before you head down the stairs, I suggest that you go and take down the Geth Destroyer there. That thing needs you to have Kaiden throw things at it to make it go kaboom. When you head down, there is a train, swarming with Geth. Kill all those that decide to run close to you, that would make them not run, but there are still a lot left. Use the Sniper Rifle to take them out at range while taking cover, which makes it a lot easier on you, and your health bar. Take out all the Geth, collecting the med kit along the way and activate the train to head to the next area. Now, you get a cutscene where Saren decides that it would be a good idea to remove all evidence that he was here, so he orders the Geth to set up some bombs to take out the area. There are three bombs in the area, and all you need to do is to activate the bombs to take them out, press E (A for Xbox) and volia, done. Before you take down the first bomb, you should head up the ramp, take cover and use the Sniper Rifle to take down as many enemies that you can see. There are some Geth Shock Troopers here, they are the powerful brothers of the normal Geth Trooper, with more health and a bigger shield. The Sniper Rifle is important of you want these suckers down fast. Head up the ramp and across the bridge to take out the first bomb. Take out the remaining Geth, using as much cover as you can, and then move up. You can easily find the remaining bombs with your minimap. Also, there is a counter to show the amount of time you have left. Watch it and defuse all the bombs. Make sure you clear the area for crates and the like, there is at least one here. Finally, you need to head west through the opening there and that is where the beacon is. There are a few troopers and a few husks there as well, which you might want to take out. Then, clean out all the crates and kits in this area, there are a fair few here. Then, touch the beacon. Well, either Ashley or Kaiden will touch it and Shepard will intervene, wiring a vision to you and then, EXPLODES! YEE HAW! Sorry, couldn't resist. --==Aftermath==-- You are back on the Normandy, Dr. Chakwas and Captain Anderson are there to talk to you. After all the talk there, it is best that you talk to the crew as well. You can explore the ship. You are on the middle floor of the Normandy, where you can find Ashley outside the med room. The Captain's room is also here. At the back, you can find stairs to the top level or an elevator to the engine room. Down there is your requisition officer, who you can sell and buy upgrades and weapons from, as well as the Mako, storage lockers. Down here, you can also access the engine itself. On the top floor, you can find the command deck. Here is the galaxy map, which is important later. While you are here, explore a bit. Anyway, you want to talk to Ashley and Kaiden after the events. When you are done, go talk to Joker to bring in the Normandy to the Citadel and finish this section once and for all. ------------------------------------------------------------------------------ [4.02] The Citadel --==The Citadel==-- Welcome to the Citadel where you will now talk to Captain Anderson and the Ambassador to the Council, Ambassador Udina. the Ambassador is here to try to convince the Council to kick Saren off the Spectre Team and you are crucial evidence for him, so you need to head to the Citadel Tower to plead your case before the council. Looks like you need to get moving. And somehow, you get to keep your guns, but your shots won't kill anyone, they won't even care that you fired your assault rifle so many times, they don't care at all. Anyway, you are going to be new to the Citadel. This is one of the palces that you are going to need to get to know a lot better. Right now, you are starting at the Embassies. There is another embassy next door, and when you head left down the stairs, you get to head to the Presidium. Here, you can see the Receptionist and there is an Avina VI terminal, as well as Rapid Transit. Up the stairs, there is a bar, C-SEC head security office as well as a Diplomat research section. There are several VI terminals here, you should grill them all for information. Anyway, across the water are the Consort Offices, the Bazaar and the Bank. Thats pretty much it for the Presidium locations, except that there is an elevator to the top. There are many things that you can do right now, there is a Hanar and a C-Sec officer trying to annoy each other, you can hack computers in Ambassador Udina's office as well as Executor Pallin's computer, who is the head of C-Sec. You will come across the request for the release of a body, but they are all side quests that are all covered in its own section. Anyway, all that aside, you need to use the Rapid Transit system to head to the Presidium area of the Citadel Tower. You will then witness a fight between a C-Sec officer called Garrus Vakarian and the head of C-Sec, Executor Pallin. It looks like Pallin doesn't want Vakarian on the case of Saren since there is no luck, but after talking to Garrus, he says that he will keep up the fight against Saren and keep digging for info. More on him later. But now, head up the stairs and talk to Capt Anderson, and head into the hearing on Saren. --==The Hearing Onwards==-- Well, it isn't any shock that Saren himself appears via visual link and refutes the claims, and since they aren't going to believe you, they toss out the claim due to lack of evidence. Well, there are going to be three sources of the information or the evidence that you need to refute the claims that Saren was a good Spectre. Your choices are Garrus Valakian, the C-Sec officer who was launching an investigation into Saren. Or you can follow the Ambassador, who will suggest that you look for a retired C-Sec officer, a human one, by the name of Harkin. If you ask Capt. Anderson, he will suggest that you go and look for Barla Von, the contact who has links with the Shadow Broker. It is best that you go and do all three for a much better picture. --==Barla Von==-- Barla Von is in the financial distict of the Presidium area, he is pretty much next to the market, which is next to the consort's office. He will talk to you about his services and about Saren. Saren has, apparently, displeased his boss, the Shadow Broker, who is more than happy to help you in your quest to take down Saren. For that, Barla Von will point you in the directions of the Wards, the C-Sec academy, and find a Krogan called Wrex. If you aren't familar with the Wards, the Wards are an underground nightlife area. The Ward contains the Medical Clinic, the Chora's Den "Gentleman" Club, the Flux Nightclub and the Markets. At the Medical Clinic, you will be able to purchase medi-gel as well as med upgrades. Chora's Den is a hanging out place, Flux has gambling and the markets is a place to buy and sell stuff. C-Sec Academt is here as well, which provides access to your spacecraft. More on Wrex later, because there is a plot conflict here. --==Harkin and Garrus==-- Well, if you follow the lead from Ambassador Udina, you will need to talk to the retired C-Sec officer Harkin, who is currently in Chora's Den. Head there via the mass transit, and as you enter the walkway into Chora's Den, you will be ambushed by two assassins. Luckily you have your weapons, and there are only two of then, so you can easily take them out. Take cover behind the walkway and snipe them. Or run up and shotgun those suckers. Anyway, head into Chora's Den and you will bump into Wrex. Off he goes, and you need to talk to Harkin. He will essentially tell you that Garrus is in the Med Clinic and you can find him there, as well as some interesting facts that Captain Anderson was considered to be the first human Spectre. Whoops, guess someone didn't tell us that. Head into the Med Clinic and you will see that your friend Garrus is being targeted by several thugs, who obviously need to understand that you don't shoot in a hospital. Garrus manages to target and remove the thug holding the doctor hostage, and you need to mop up the rest. Since you are in exceptionally close quarters here, take cover behind the divider and shotgun all the thugs in sight, the run up and shotgun the rest of the thugs. Talk to Garrus and he offers to join your Squad. Now that you have several members to choose from, you are able to pick and choose a squad. You are only allowed two members, so pick the two members that you want to be teaming up with you and use them, accept and move on. Anyway, Dr. Michels tells you that a Quarian that has information about Saren's motives went off to talk to Fist, the owner of Chora's Den and an employee of the Shadow Broker, the person who purchases all the information on everyone. But, as a nice plot twist, Fist has decided to work for Saren and has taken the Quarian as a nice hostage. Looks like we need to clear him up, but this is a good time to find Wrex. --==Wrex==-- You don't need Wrex if you decide to get Garrus, because Garrus will lead to all the information about Fist and the Quarian, and Wrex, if you choose to follow the Barla Von path, will tell you exactly the same information, but it is best if you decide to get both of them, because you can then make both of them join you. Anyway, Wrex is at the C-Sec academy, and they aren't obviously having a friendly conversation, so talk to Wrex and he will offer to join you, but he wants to make sure that Fist is dead, after all, it was in his contract to make sure that Fist dies, and he will get what he wants. Now that you have the information that you need to get the Fist, you need to head to Chora's Den for a nice shootout. --==Chora's Den Shootout==-- Head to Chora's Den and the club itself is a massive shootout. You might want to play with the Sniper Rile here, it is best of you can take cover and pick off all the enemy units one by one. There is a bartender and several thugs to take down, as well as a Krogan. These guys will have a large amount of health and will regenerate their health over time, so you want to take them out pretty quick. These thugs are relatively easy to take out, a single sniper bullet is enough to take them out. You need to enter the door, and there are some dock workers there, taking up their guns and pointing them at you. Normally, you will need to kill them, but if you have enough charm or intimidate points, you can convince them to drop their arms and get lost. +2 Paragon Points for convincing the workers to surrender via Charm +2 Renegade Points for convincing the workers to surrender via Intimidate Now you need to deal with Fist himself. Enter the room and you will see Fist as well as the two turrets. You really want those turrets down first, and to do that, you might as well use a pistol and concentrate all your fire on the turrets. Get your teammates to do the same, and Tech powers are good at disabling them for a good period of time. Once the turrets are down, he will surrender and if Wrex is on your squad at that certain point in time, to furfil his contact, he will kill the Fist. Or you can kill him yourself if you want. Before you can kill him, he will tell you where you can find the Quarian with the evidence that can take down Saren himself. She is currently in the alleyway, so head there. +2 Renegade Points for killing Wrex or agreeing with Wrex's Actions --==Rescue==-- Head out of Fist's Office, after you have looted the place for some good items and rush out of Chora's Den. You will have to deal with more thugs here, so take some cover and shoot them all down. Rush into the alleyway where the Quarian is going to be ambushed, follow your map if you really need to so you don't get lost. You will see the Quarian get ambushed by some Turians and Salarians, and you need to protect her. Out comes the guns and you need to shoot them all. The salarians are rather easy to kill, but their tech powers can make it a pain to play with your weapons. When it is all over, off to the Ambassador we go. The Quarian, Tali, presents the evidence to the Ambassador which is a nice recording of Saren talking to someone else about the attack on Eden Prime, and that implicates himself as well as someone else. This time, you bring the evidence to the Council for real evidence. --==The Second Hearing==-- Back at the Tower and this time, you have proof to bring down Saren along with his Spectre status. The Asari Councillor is able to identify that the unknown voice is Matriarch Benezia who is helping Saren and the Geth. That brings in another person we need to take care of, unfortunately. The Council, mindful of that fact that the races in the Terminus systems would unite if they send a fleet there, they will have a better plan, make you a Spectre and you go take down Saren. +2 Paragon Points for being Polite to the Council +2 Renegade Points for having a very big hubris to the Council --==Spectre Aftermath==-- Now that you're a Spectre, you need to clean up whatever you want to do on the Citadel and then head to the docking bay via the C-Sec Academy. Here, you will talk to Captain Anderson, who is effectively handing over the SSV Normandy to you. They also provide you with three solid leads, one about the Geth who have recently attacked Feros. There also seems to be Geth interest on the planet of Noveria. And there is a lead about the dig site of Benezia's daughter who is somewhere in the Artemis Tau Cluster. You get to choose where you want to go. +2 Paragon Points for being respectual of Captain Anderson +2 Renegade Points for being reckless When you enter the Normandy, you get the ability to make an address to the crew of the ship and you get points for it as well. You inform the crew of their mission as well as your policy about the people that are on board. +4 Paragon Points for suggesting cooperation with all races +4 Renegade Points for suggesting that humanity can solve all problems --==Should you Revisit==-- If you revisit the Citadel when you are in command of the Normandy, Rear Admiral Mikhailovich, obviously a Russian, and commander of the 63rd Scout Flotilla, will ask if he can inspect your vessel. You can accept or deny his request, since you are above him, but you get the EXP and some rewards off him if you do. +2 Paragon Points for denying inspection using Charm +2 Renegade Points for denying inspection using Intimidate +2 Renegade Points for refusing an inspection outright ------------------------------------------------------------------------------ [4.03] Noveria --==A Bad Start==-- Well, if this is your first plot planet, this is going to get off on the wrong foot. As soon as you dock, you are already being questioned by the local forces, and I don't like the tone that they were taking. Land at Port Hanshan and before you can even head into the building itself, you will be confronted by the local security forces, led by Captain Matsuo, who is in the employ of Elanus Risk Control Services. She also happens to be head of security and they ask to take control of your weapons. Whatever happens, the intercom will cut them off and tell them that you are indeed a Spectre. They will tell the forces to hold their fire and let you keep your weapons. +2 Paragon Points for allowing them to confiscate your weapons +2 Renegade Points for not letting them touch your weapons Anyway, head through the building and sooner or later, you will reach the mini bar area, where the weapons will set off an alarm. Gianna Parasani, the assistant to the administrator to the Port, will allow you to pass. She has some interesting news for you, Matriarch Benezia and several Asari Commandos have passed through several days ago and headed to Peak 15. You need a garage pass to head outside, and you need to see the Administrator for that. At this point, if you have Liara on your team, she will ask if you want to reconsider if you want her on the team, after all, she is going to be facing her mother. Or, if you have her and she isn't on your team, one member will ask for you to reconsider deploying her instead. Also, at this point, you can head back to the docking bay and talk to Captain Matsuo and talk over what happened back then. Sergeant Stirling won't be too pleased, but we'll deal with her later, but Matsuo will be pleased somewhat. +2 Paragon Points for accepting the apology +2 Renegade Points for refusing the apology --==Corruption, of the Grand Scale==-- Well, you need to find the Administrator, Anoleis, who is at the southeast corner of the first floor, you need to use the lift first. Talk to Parasani who will let you in, and you see, of all people, a Salarian. He will not give you a pass, since you are chasing Saren, and that Saren is a major investor and that makes Benezia very important. The only way that you will get the pass off him is from the Smuggling mission and giving the goods or dishing out the dirt, but that really is a crappy prize. Anyway, head outside and talk to Parasani again, who will lead you to a Lorik Qui'in who is in the hotel, which requires another lift ride. He is at the hotel lobby and sitting at a table. Talk to him and he says that he isn't happy because Anoleis denied entry to his Synthetic Insights office because Qui'in has some nice evidence that Anoleis, unsurprisingly, corrupt on a grand scale. Just at that point in time, there is a nice deal for you. Qui'in knows that some off duty Elanus Risk Control Services guards are currently under the employ of Anoleis and that are in the Synthetic Insights office currently in the office looking for the evidence that Qui'in is holding. The deal is, get rid of the guards, recover the evidence for him, and he will get you the garage pass that you want. However, don't leave the hotel for the evidence just yet. There is an office here that you can access, and you get a mission from it, as well as the security system for the Synthetic Insights office. You want to disable it for a much easier time. Head into the offices, which is on the floor that Anoleis is on, near the garage, and you will find the Elanus guards there, ransacking the place as Qui'in said. Guess he was telling the truth. You will encounter some guards straight away, but with some charm, you can get them to leave without firing a shot. Or guess scare them off. +8 Paragon Points for convincing the guards to leave using Charm +9 Renegade Points for convincing the guards to leave using Intimidate You still need to fight your way through the rest of the guards to access the upstairs office there, but there is a lot of cover to take behind the walls so pistols here are a good idea, its a tight, but large area, so shotguns are not as effective, and pistols are accurate. Head into the office, loot the place and grab the evidence. But then, you have the evidence, then what? --==Evidence, Then What?==-- You should leave the office, but you can see someone in the distance. It is Sergeant Stirling, who isn't all that happy, or pleased to see you here, after you have killed so many of the Elanus Guards. Well, they were doing something illegal, and you are a Spectre, and above the law, but still, they aren't going to be happy. You can talk about it all you want, it still won't help you, you need to fight. +2 Paragon Points for saying that you acted in self-defence +2 Renegade Points for not even trying to defend your actions Stirling is a biotic, and your best bet is that you run back to the office and take cover there. Her biotic powers are quite powerful, but she will stay at a range. Whip up the sniper rifle and snipe her at a range, but her powers can be quite annoying, so take some cover, and shoot. After she is down, you still have a fair amount of guards, but compared to Stirling, it is quite easy to take them down. Head out of the office, and when you exit the elevator, you will meet Gianna Parasani, but don't worry, you don't need to quickly pull out your gun and kill her. She asks you to meet her in the lobby with Qui'in, so do so. She then introduces herself as an undercover agent, the horror! She has been there to investigate Anoleis, of his corruption, which you seem to have done but on a grander scale. The Noveria Board seems to think along the same lines and they have been trying to get evidence. Wait, Shepard can get evidence within half an hour of arrival, and the Board can't even get a shred of evidence for several months. The power of the Spectre. Anyway, she wants you to convince Qui'in to testify against the Lord of Corruption and that should be enough to take him down. And now she promises you to bring in a nice garage pass. Everyone who is against Anoleis seems to offer Garage Passes at will. She will also give you some information about Peak 15 as well. --==Wrapping Up Port Hanshan==-- You now should try to convince Qui'in to testify against Anoleis while you are in the lobby. If you have enough Charm or Intimidate points, you can easily make him go and testify against Anoleis, and you get a MASSIVE amount of paragon or renegade points for it. However, failure will send some credits your way, more if you use Charm or Intimidate on him as well. If you can't convince him to testify and give the evidence, you get the garage pass. +24 Paragon Points for convincing Qui'in to testify via Charm +25 Renegade Points for convincing Qui'in to testidy via Intimidate +500 Credits for returning the evidence to Qui'in +750 Credits for returning the evidence to Qui'in using Charm or Intimidate If you managed to make him testify, head down the Anoleis' office and talk to Parasani. Now you have the evidence and Qui'in is going to testify, you are going to need to take him down. Now, you have an interesting choice on what you can do, you can help Parasani in her investigation, or double-cross her, to betray them both. You can do the right thing, and help Parasani convict the corrupt administrator and send in to prison. Or you can sell the evidence to the administrator and you get the pass. Nope, crap prize. Finally, you can refuse the hand over the evidence, and Parasani and Anoleis fight, and both die. Your choice. But at the end, you still get the pass, so lets head to the garage and finish with this port. If you choose the last option, you can get the pass of Anoleis, his body, and sell the evidence back to Qui'in. Win, win. +8 Paragon Points for getting Anoleis arrested for corruption +2 Renegade Points for selling the evidence to Anoleis +24 Renegade Points for double-crossing both of them, getting both killed Head to the garage, and finally, some action. However, there are some geth here, and they consist of the weak Stalkers and the firepower of the Geth Destroyers. What can you do to end this quick? Run quickly, sprint all the way to the Mako, access and unlock it, head inside and use the cannon to make mince meat of the destroyers. If you are on foot, the destroyers are more or less going to kill you, so you want to use the Mako for defence. Cannon the stalkers as well, the minigun isn't very effective for making a quick meal out of them. After the firefight, Captain Matsuo arrives exactly after the battle. What great timing, arriving in time not to become reinforcements. They say that Benezia must have brought the Geth in the crates, the thousands that she took with her, so you are going to have a bit of a problem here. And there are a lot of Geth to contend with. --==The Path to Peak 15==-- There is a cold hazard of Level 1 outside, so if you wonder too long to trigger the hazard, you will take damage, so don't wonder for too long or walk too far from your vehicle or you will take some damage. Which isn't very nice. Stay on the road, and keep scanning the minimap to show you the enemy Geth from a distance. You might need to move a bit closer to engage them with your minigun and your cannon, but that isn't that bad. Jump to avoid the rockets. There are geth Rocket Troopers and Armatures all over the road which makes it very hard to travel effectively. The road is armed with upgrade kits by the abandoned vehicles as well as on the road, which makes it worth your while to keep your eye on the road as well as on the side for some nice upgrades. Turrets are also all over the map, so you might want to squint a little in the distance, if it isn't white on a white background, hash it with your cannon. Clear and move quickly, especially through the tunnels where rocket troops seem to continue till no end, and head to the end of the road, which is the Peak 15 Lab building. This is just the beginning of a long fight. --==Trying to Make Contact==-- Enter the building and head into the large garage room. There are a lot of enemy forces here to fight. Take cover where you can and try to single out geth units so you can take them out. There is a Juggernaut here as well, and that is the biggest threat that you can see. You really want that one down, so try biotic or tech powers to make it stop, and you keep taking shots at it. Eliminate the Krogan as well, they can dish out a lot and receive a lot of damage. Then, the single geth troopers, who are weak and easy to take out with single shots. At the end of the room are more Krogan, so whip out a Sniper Rifle to take them out from a range. In fact, this room is big enough to use a Sniper Rifle effectively, with cover. Loot the room, then continue to the admin level by using the elevator. If you hate insects and spiders, like I seem to do, you might want to finish the rest of the level rather quickly. After you leave the elevator, you are going to need to take out the geth in front of you, but there is a single problem. A new type of monster called the Rachni. They are an insect type monster, that were meant to be extinct, but I guess someone changed that. There are two type of Rachni, there is the worker, who is rather small and easy to kill, but they are pretty damn fast in terms of movement. The Soldier is damn stronger, have a ranged attack that will poison you. That can take a beating, so be careful. These guys make you reassess how you are going to play the level. They will spring out of the vent shafts, so you are going to be in some really close combat situations, I suggest carrying a Shotgun or Assault Rifle at close range to let loose a massive barrage to get rid of them should they pop up. When you are done here, you can head into the core of the lab, and there the problem gets even worse. ------------------------------------------------------------------------------ [5.01] The Citadel ------------------------------------------------------------------------------ [5.02] Feros ------------------------------------------------------------------------------ [5.03] Noveria ------------------------------------------------------------------------------ [5.04] Virmire ------------------------------------------------------------------------------ [5.05] UNC ------------------------------------------------------------------------------ [5.06] Bring Down the Sky Bring Down the Sky is the downloadable content that is available for download for free over the internet for PC users, and Microsoft Live for a certain fee for the XBox users. Bring Down the Sky adds extra content that is started on the X57 Asteroid that is located in the Asgard System. This will, require you to be a Spectre as well as control of the Normandy, but after you have that, you can start this straight away. I best recommend some target practice, this is quite hard at times. --==~~X57 - Bring Down the Sky~~==-- Quest Given By - Landing on the X57 Asteroid in the Asgard System Your Location - Asteroid X57, Asgard System, Exodus Cluster Require - Spectre Status, Downloaded "Bring Down the Sky" DLC Head to the X57 Asteroid and you will be able to land there. You will also see that the X57 Asteroid is actually propelled towards a planet, Terra Nova via its fusion drive system. And guess what, well, it isn't all that hard, it is very predictable, you need to stop the Asteroid from collision. --==X57 Radio Transmission==-- When you land on the planet, you will be able to activate a little listening music. There is a transmission station that you can activate to give a little listening music for the asteroid, since you really can't talk to anyone else here. There isn't much here, except for some logs and a first aid station, but there is some first aid at least. Medi-Gel will be important here. --==First Fusion Torch==-- At the first fusion torch, there will be some turrets here. You need to do some drive bys in your Mako with your Cannon and spray a little with a lot of ammo to get rid of them. They are stationary, so make sure you clear all of the out first before you enter the building. Enter the building, and prepare for a nice battle. You will see a body right at the entrance, and when you open the second door, you see why there was a body there, Batarians. They are, if you haven't read the codex, another galactic race, defeated in space by Humanity after they tried to enslave some humans. Not smart. Anyway, you really need to hide behind the door, back in the room because the Batarians send in their Varren War Beasts after you. These are basically attack dogs that require a little more than a few pistol shots to take them out. They're organics, so remember that. There will be, in total, 2 sets of war beasts that you need to take out, then you can worry about the Batarians. There are about half a dozen Batarians in the room. They all will be able to take cover, and they are a good distance away, so you should use a Sniper Rifle if you can, that is going to be the best method. You can take two shots to take them out totally. Careful, they are quite powerful and will snipe you back, so an alternate, but less damaging method is to creep up to them and either pistol or assault rifle them to death. After you have taken all of them out, you can head into the back room on the ground floor for some grenades (you'll need it later) and some loot in the storage lockers. Upstairs, there are no enemies, but there are the controls for the torch. Disable them, take the loot, and you will hear Kate over the radio talking to you. Kate is a research team member and they were meant to take the asteroid X57 to Terra Nova to make it a satellite. However, the Batarians came, took over and you need to take down all the torches before the Asteroid hits Terra Nova, killing millions. --==Simon==-- Head outside, or try to, head to the entrance of the first torch but you will be stopped by Simon, the head Engineer here. He warns you about the blasting caps, well, they are proximity mines, around the second Fusion Torch, which is a mission in itself, as well as his mission for you to find his missing engineers. You can finish those missions if you like, but that is completely up to you, but you do get some nice stuff though. --==Second Fusion Torch==-- Around the Second Fusion Torch are the blasting caps, so see the relevant mission about that. Park the Mako outside the range of the caps and creep through the caps. Watch the proximity meter, that will tell you how close you are before the cap explodes, and you don't want that. Kate will contact you, but nothing useful comes out of it. Outside, you want to be careful, Batarian Rocket Troops are outside. Watch your minimap and hide around the corner, either with a Shotgun or some other weapon in hand, and get ready to kill them as they jump the corner. Enter the building, and it is even worse. You have to deal with more Troopers as wel as Drones. These Drones are quite annoying, and powerful, and they will fire rockets at you. The problem with Rockets is that taking direct cover behind a crate, when the rocket hits the crate, you will die. That is no joke. Seriously, just take cover behind a crate, but a bit behind the crate. Don't hug the crate, the shockwave will kill you. There are several drones in this area. There is a drone that patrols on the second level, and since you aren't going to be able to take them down effectively with guns, it is best to toss grenades here. Time them, when the drone is about to pass your grenade, explode it. Your other choice is to run up and blast it, but that is a bit harder. As for the second drone, there is a Cyro tank there, blow it up when the drone comes to shoot, that will blow it up, bypassing shields. Kill all the troopers, and raid the room on the ground floor for a crate and storage locker. The top floor room has the controls for the torch as well as some locked containers, unlock them for some nice loot. Meanwhile, when the second torch is down, you will have a cutscene with Kate and the Batarian leader, Balak. He kills her brother, and sends his man Charn after you. Looks like you have a bit more company. --==Final Fusion Torch==-- The asteroid is slowing down, and nearly under control, one more torch left to take down. This facility is guarded by moving turrets. Some of the turrets are still stationary, but are protected by a blast shield which prevents you launching attacks until you are closer, and others are moving, they are on a set rail, which will move when you get close. Wait till they stop, cannon, let them move, stop, cannon, done. Enter the torch facility and there is some help for this mission, there are more explosive parts, cyro and fusion containment canisters that will go kablamo when shot. Wait for the unsuspecting enemy and blast them. Those things aren't very fun when they explode on you. Move along, there aren't as many drones, but they still are a threat. Those War Beasts are back, quite annoying as well as the Engineers and most dangerously, the Shock Troopers, the strongest enemy that you are going to fight around here. Clear out the ground floor, raid the room on the floor for some goodies and raid the top room for the torch controls. Disable them and head out. Except you are stopped by Charn. He wants to talk, he doesn't want to fight. If you want to fight, don't let him see you and shoot at him first, get the first shot and take him out, as well as the two bodyguards and wait for the War Beasts to come out and try to attack you. If you do try this route, more and more Batarians come along for the fight, Shock Troopers and Engineers for the firepower, Troopers and War Beasts to wound it up. When they are all taken care of, you can search Charn for his little key card, and he doesn't seem to put up a fight, when he is dead. OR you can just charm him or intimidate him into giving the Key Card. He doesn't seem to want to go through with the mission anyway, so this is the nice and easy route. +8 Paragon Points for making Charn hand over the key card --==Main Facility==-- More turrets here, you might want to wait a bit so that your Mako can recharge its shields before you take on the turrets again. I hate the damn sensitivity on the Mako, too damn sensitive. Take down the turrets and head inside the building straight away. There is some Medi-Gel here as well as some Grenades, that you surely need by now. And enter. Head up the stairs, and it seriously does look like the Podium section on the Citadel. Well, don't admire the view for too long, pull out your weapon of choice and start to defend yourself. Your Sniper Rifle is very important because there are a lot of enemies spread out over this large area, drones, Shock Troopers, Engineers and normal grunt Troopers. Take them all out, and then you meet the person who is in charge of this mess. Balak isn't a very nice person, he is flocked by bodyguards and those War Beasts. And he effectively, gives you a choice to make. It isn't a pleasant choice either. He knows that he is losing, and he decides to do the cheap thing. There are bombs where the remaining prisoners are, and if you try to follow or fight him, he will go and kill them all with the bomb. If you let him go, them he won't kill any of the prisoners, but you let the person who captured and killed so many humans go off, scot free. This is your choice. If you want the fighting option, you need to take him out as well as his bodyguards. Take some cover nearby and pistol shoot him to death, the pistol is best for short ranged and close quarters combat. This guy will try to sniper rifle you, so you might as well as to rush up and blast him or snipe him back in kind. There are drones as well, but all you need to do is to kill his support, and then you can decide what to do with him. You can kill him, which is a good option, interrogate him, make him die slowly, or send him to the Alliance and let them take over it. Your Alternative is to let him go and save the hostages. However, that lets him go. You need to disfuse three bombs, it isn't all that hard at all. However, you only have three minutes to take them all out, and watch out for the defence drones. +24 Paragon Points for Saving the Hostages +25 Renegade Points for Killing the Hostages +2 For Suggesting that Balak should suffer for his crimes --==Aftermath==-- At the end of all this, you will get Simon to pop up and he gives you are reward for saving the X57 Asteroid and Terra Nova. You get to choose what you want from his selection. If you have decent Charm or Intimate skills, you can get his Omni-Tool, which for me was a Savant VI. You can also tell him if you "rescued" his engineers. If you rescued the hostages, you get to talk them right about now and they will be grateful. Now, after all that, you can backtrack off the planet and back to the Normandy. When you next visit, you can see the update on the asteroid, and its situation. --==~~X57 - Avoid The Blasting Caps~~==-- Quest Given By - Simon Attwell on X57 Your Location - Asteroid X57, Asgard System, Exodus Cluster Require - Spectre Status, Downloaded "Bring Down the Sky" DLc When you head out of the first torch facility, you will be warned by Simon about the Blasting Caps, which are proximity mines. These will be quite dangerous if you get too close, and you aren't going to be approaching with the Mako since the Blasting Caps are also anti-vehicles mines. You need to sneak up on the blasting cap control, you need to pass the caps first. Use the proximity meter to see how close you are, and back off when you are too close. Move forwards, taking out the rocket troops that are surrounding the area and then, disable the blasting caps from the control panel that is outside the building and no more blasing caps. --==~~X57 - One Missing Engineer~~==-- Quest Given By - Simon Attwell on X57 Your Location - Asteroid X57, Asgard System, Exodus Cluster Require - Spectre Status, Downloaded "Bring Down the Sky" DLc This is a semi hard mission, if you like exploring that is. You need to find the three missing engineers for Simon, but the good thing is, they aren't going to be moving. --==Fast Route==-- Head to the Transmission Tower that is on your map, and repair the transmitter itself. There is a reason for this, once it is repaired, it will reveal the location of the survey stations where all the engineers were posted. That makes it a lot easier for you since you only need to find the three stations on the map. --==First Station==-- In the southeast area of the map is the first station. There are some crates there that are ripe for looting, aid station inside, as well as the body of one C. Hymes, who died in an explosion. --==Second Station==-- In the northern area of the map is the second station, which has a crate as well as an aid station. No batarians in sight. You need to, however, follow the footprints, because the logs show that the engineer would rather fight and investigate than be cooped inside. Accessing the log will also activate some defence drones. If you don't want to duck and hide, use the Mako and cannon the little drones to death. Head east and you will find the body of R. Montoya. Follow the footprints. This guy was unfortunate, killed by a sniper, and luckily for you, he still has some items on his body, it will either be an omni-tool upgrade or a bioamp upgrade. --==Final Station==-- The final station is in the southeast area, near where the Mako was dropped by the Normandy. G. Mendel is there, and he is also dead, unfortunately. There is an aid station and a technician's kit there as well, which is rather useful for looting. Thats all the stations, no fighting there. --==Breaking the News==-- When you have cleared the main facility, you can talk to Simon about his engineers and you have to break the bad news. You get the EXP for the mission though, which is always good, even if the result wasn't as good. The loss of three humans will not be in vain, kill the Batarians I say. Kill them all. ------------------------------------------------------------------------------ [5.07] Tali ------------------------------------------------------------------------------ [5.08] Wrex ------------------------------------------------------------------------------ [6.01] Pistol The pistol is the weakest weapon that you have access to in the game, hands down, they are the weakest. But, as you do with pistols, they are decent because they have an excellent accuracy rate and they can be used quite a fair bit before the gun overheats. Pistols are probably going to be the weapon of choice for most classes, since they are a skill set for nearly all skill sets. They are easily to run with and they provide a not a lot of recoil. Their accuracy makes them a really good weapon to use when running because they can easily shoot down enemy units that you obviously didn't expect to run into. Removal of the shocks give you more than enough time to use a Shotgun if you are in close quarters combat or an Assault Rifle for some more heavy duty firepower. It is also useful to use your Pistol when you don't have much in the way of cover and can't defend yourself with cover. The reason is, your Assault Rifle and Shotgun have a really bad heat mechanism, and as such, they will overheat quickly, and having a weapon that isn't operating in the heat of battle isn't anything that you really need. Overall, a decent weapon, accurate and dependable in the heat of battle, but don't expect it to knock down the strongest foes, because this does not do a lot of damage. ------------------------------------------------------------------------------ [6.02] Assault Rifle This is the game's all purpose weapon. It is a mixture of several weapons that you might be familiar with. When you shoot, they are relatively accurate and they deal a fair amount of damage, but once you keep holding down that little trigger, it really turns out to be a machine gun, a spray and pray, and soon, it will overheat. The assault rifle is also useful in all ranges. Short ranges, spray and pray isn't a bad tactic, and in short three round or single shot bursts, they are quite accurate over medium and long ranges. Remember, holding down the trigger will only increase the recoil, and not accuracy. Given that is isn't very accurate if you use it too often, shot trigger bursts is quite useful. If you've played any First Person Shooters, my favourite is still Battlefield 2, you have an assault rifle. What you need to do is to take aim at your target, tap the mouse, and keep "tapping" the mouse, that will give short bursts, and that means some accuracy. Never use this gun unless you have some cover to protect you, this is because in the heat of battle, where you are concentrating on the enemies on the screen, you won't be paying attention to the most important thing, the heat of the weapon. This little baby can easily overheat. This is why the pistol is the best weapon without cover. ------------------------------------------------------------------------------ [6.03] Shotgun The Shotgun is one of the most powerful weapons in the game, strong to the point where they have a few setbacks that doesn't make them the BFG-9000 of Mass Effect. As you would think of in most shooters, the Shotgun is only for close ranged combat and that alone. Why? Because your shotgun is going to be using Buckshot style bullets, that is, it will spray your enemies with several pieces of shrapnel. Think of it this way. In Mass Effect, the guns are all little grains of metal projected at high speeds. All guns fire a single grain at the enemy to attack them, your Shotgun fires several at the same time. This is why it is so deadly at close range, your enemies are going to get several, high velocity bullets firing at them at the same time, and why it is weak over the long run, they will lose speed for a start, and due to environmental factors, they will spread out and deal less damage. The closer you are to the target, the more damage and the higher chance it has to hit the enemy. After all, it CAN kill in the long range section, but very unlikely, and CAN kill at medium range, but it will be harder to kill with it. One of the problems that I haven't mentioned with the shotgun is the fact that it does have a pretty bad heat problem so you might want to wait a bit before you rush into the heat of battle and decide to kill people. And to those who think this is a First Person Shooter, you can't run around, jump, and shotgun the enemy to death, this isn't how Mass Effect works. They still haven't made a decent First Person Shooter RPG yet. So you can't jump around, shoot, pull out a pistol, shoot, then KNIFE! ------------------------------------------------------------------------------ [6.04] Sniper Rifle The most powerful weapon in the game, this is only useful however, at a long range map, because it is useless in short range. It is powerful, but only if you know how to use it. Once you decide to use it and aim, you see that there a distance as well, what a nice perk. But you aren't a military marksman and you don't need to know the distance the bullet will drop by due to gravity, the wind strength and all the other things that the military sharpshooters will know that we don't. Note that these guys have physics knowledge as well. So if you want to be a sniper, study physics. Anyway, the biggest problem when you decide to use this is the problem of stability. Just like in real life, when you stand and shoot with a sniper rifle, your hands will shake and they will make the gun less stable, and as a result, less accurate to play with. To stabilise, you need to do what you do in FPS, you need to either prone, or in this game, crouch. This will stabilise your movements and significantly alter how accurate you can make your shots. To shoot, just fire. However, the important thing here is your accuracy. You get what they get in the business, one shot. If you stuff up your single shot, odds are, the enemy you targeted realised you are targeting them, and that goes your sniping cover. Also, if you kill the enemy, nearby allies of the fallen will come to his aid and they will target you. When you are in that situation, you have two choices. You can either retreat, to your Mako and splash them with your cannon and machine gun, or continue to take shots at those who keep coming. However, that has a problem with itself, the Sniper Rifle can only let loose a few shots, less than 5, without the gun overheating. To get the best possible shot, you want to aim at the torso. This is because the sniper rifle is powerful enough for the one shot kill, think of the AWP in Counter-Strike. The second thing is, it has the largest target of the enemy and since one shot kills apply, it means you can be a little off in terms of accuracy and still kill the enemy unit. Once you finish with the Sniper Rifle, you want to either rush forward and clean up the mess, or snipe some more. Note that this is one of the best ways to take down boss units or larged mechanised units. ------------------------------------------------------------------------------ [6.05] Light Armour Light Armour is basically light armour. It is light, and as such, allows for your units to move a lot faster for longer since their armour isn't all that heavy. However, the problem is with light armour, you lose a lot of protection, and that makes it a lot harder. The best option when fighting is taking cover and taking it a fair amount of the battle time that you have since you are going to be taking damage in combat and light armour doesn't do any favours when you are trying to avoid taking damage. ------------------------------------------------------------------------------ [6.06] Medium Armour Medium armour is stronger than light armour, and that means you can take a few more hits before you go off and die. This is relatively important because the fact that you can take more hits is that you can stand out in the open for a longer period of time but you still can die. Take cover when you think it is necessary. Medium Armour, will, reduce the distance you can run at without breaks, but still a fair amount compared to heavy armour. ------------------------------------------------------------------------------ [6.07] Heavy Armour You are literally a tank, you can take massive amounts of damage and dish out some on your own, and you don't need to take cover, just do it, Terminator style, and use the assault rifle like you really mean it. Too bad there isn't a chain gun. The problem with heavy armour is that you don't get to run around a lot, and that makes it very annoying when you need to run from point a to point b because of that. You might need to bear that in mind. Note that only the Soldiers can use this, normal people cannot. ------------------------------------------------------------------------------ [A] Contact Information Hey, what do you know, it looks just like my previous legal things, cause I'm too lazy to make another one. That block button is mighty fun to use. ****************************************************************************** Before you E-Mail me, read the guide first. If the answer is not in here, then E-Mail me. If it is, don't bother as I won't reply. ****************************************************************************** To contact me, e-mail me at hillsdragon13 [at] hotmail [dot] com Replace at with @ and dot with . Don't add me to MSN Messenger List because if I don't know you, I won't accept you, simple as that. E-Mail me (and anyone else you want to e-mail) with courtesy and respect as we are living people like you. Have a title of what you are sending so I know what is going on. If you try to send attachments, I won't open them so stick the information in the E-Mail. Please write in English or anything close to it. It can't understand foreign languages so please don't give me a page long quite in Mexican or Antarctic penguin language cause I don't understand. Don't write in sloppy English. I mean, who the hell would understand "Hwo Od Yoi Di Tjih Ni Mes Eft?" Don' be too formal, a question is not a freakin business agreement so don't say "Dear Sir, In accordance to your Walkthrough to the PC Game, Mass Effect" What am I? A walking business agreement? I will credit you if your send me information about this game that is not in the FAQ. I will also be grateful if you see this FAQ somewhere else other than Gamefaqs or a site which has my permission. If you do, tell me so I can kick their ass to Pluto and make them bounce off to the other side of the Universe. I will not respond to: * Spam * Bill Gate's Spam (He gets spam of up to 4 million per day) * Something not related with the this guide * Something already covered * Illegal stuff, like CD-Keys and Pirated Versions * Technical Problems Technical Problems will not be answer as they should be sent to EA not me. I didn't design the game so I shouldn't know what's wrong with it, its your game not MINE. ------------------------------------------------------------------------------ [B] Webmaster Information ONLY GAMEFAQS WILL HOST THIS FAQ UNTIL OTHERWISE STATED BELOW GAMESFAQ WILL ALWAYS HAVE THE LATEST VERSIONS YOU CANNOT HOST THIS DOCUMENT WITHOUT ASKING. SIMPLE AS THAT. YOU CANNOT MAKE A PROFIT FROM THIS DOCUMENT LIKE SELLING IT. ------------------------------------------------------------------------------ [C] Credits This section is where you see your name. It will be long. The names are either Board Names from the Boards or your e-mail so if your name is Bob Rob and another Bob Rob posted the message, the First Bob Rob will not be credited so in short, someone around the world who shares the same name as you will not be credited for your work. CJayC, thanks for the memories, lest we forget SBAllen, for running the site, and doing a great job You, for reading it Bioware for developing the game, EA for distribution All the Guides at GameFAQs for a good source of reference The Mass Effect Wikia for their information on the site Me for making it, yes, I'm that arrogant Hotmail for giving me the e-mail account (Why is it even here?) http://www.rootsecure.net/index.php?p=ascii_generator for the ascii art ------------------------------------------------------------------------------ [D] Sites FAQ is on Current FAQ is On www.gamefaqs.com will always have the latest versions May be outdated www.neoseeker.com www.supercheats.com ------------------------------------------------------------------------------ [E] Copyright This game is Copyright 2008 Electronic Arts, Bioware. All Rights Reserved This document is copyrighted by US and Canadian and Australian Laws. This FAQ is for personal use only. 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