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Walkthrough

by Shotgunnova

                                                             _/�������\
                                                             \         )
                F I G H T   F O R   T H E   L O S T           \/���)   /
      __ __ _____ ____ ____    ____ ____ _________ __________     /   /
     |  '  |     |  __|  __|  |  __|  __|  __   __|  ____   _|   /   /
     |     |  �  |__  |__  |  |  __|  __   __|  __| |__  | |    /   /
     |_\_/___|�|___________|  |______|  |_|  |____,____| |_|   /   /_______
                                                              /          _.'
     Spoiler-free FAQ/Walkthrough by Shotgunnova/P. Summers  /     _.-~'�
     EMAIL: shotgunnova (a+) gmail (do+) com                /_.-~'�

    I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
   II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

       Characters ....................................................... CHRC
       Para/Gade ........................................................ PRGD
       Field Objects .................................................... FLDO
       New Game Plus .................................................... NGMP
       ME1 Importing .................................................... MPRT
       Tips N' Tricks ................................................... TPST

  III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT

       01) Lazarus Research Station ..................................... WK01
       02) Freedom's Progress ........................................... WK02
       03) Omega ........................................................ WK03
       04) Omega: Recruit The Veteran ................................... WK04
       05) Omega: Recruit The Professor ................................. WK05
       06) Omega: Recruit Archangel ..................................... WK06
       07) Purgatory: Recruit The Convict ............................... WK07
       08) Korlus: Recruit the Krogan ................................... WK08
       09) Horizon ...................................................... WK09
       10) Far Rim: Recruit Tali ........................................ WK10
       11) Disabled Collector Vessel .................................... WK11
       12) Ilium ........................................................ WK12
       13) Ilium: Recruit the Justicar .................................. WK13
       14) Ilium: Recruit the Assassin .................................. WK14
       15) Derelict Reaper .............................................. WK15
       16) The Suicide Mission .......................................... WK16

   IV. LOYALTY MISSIONS . . . . . . . . . . . . . . . . . . . . . . . . . LYLT

       Garrus ........................................ Eye for an Eye ... LY01
       Grunt ........................................ Rite of Passage ... LY02
       Jack ............................................ Subject Zero ... LY03
       Jacob .................................. The Gift of Greatness ... LY04
       Kasumi ......................................... Stolen Memory ... LY05
       Legion ....................................... A House Divided ... LY06
       Miranda ......................................... The Prodigal ... LY07
       Mordin ............................................. Old Blood ... LY08
       Samara ...................................... The Ardat-Yakshi ... LY09
       Tali ................................................. Treason ... LY10
       Thane ..................................... Sins of the Father ... LY11
       Zaeed ................................... The Price of Revenge ... LY12

    V. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN

       Achievements ..................................................... ACHV
       Abilities ........................................................ ABLT
       Classes .......................................................... CLSS
       DLC (Downloadable Content) ....................................... DLCN
       Equipment ........................................................ EQPT
       Planet Guide ..................................................... PLNT
       Sidequests ....................................................... SDQS
       Shop List ........................................................ SHPL
       Upgrades ......................................................... UPGR
       Weapons .......................................................... WEPN

   VI. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
  VII. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
 VIII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __|  CONTROLS                                              [CNTR]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
                        ___                     ___
         L. Trigger -> /___\___             ___/___\ <- R. Trigger
         L. Bumper -> /\___/   \___________/   \___/\ <- R. Bumper
                     / ___          ___           _  \
                    / /,-.\    _   /_ _\   _    _(Y)_ \ <- Y-Button
      L. Analog -> / ((   ))  {_} ( _/_ ) {_)  (X)�(B) \   X-Button
                  (   \'-'/        \___/        �(A)�   )  A-Button
                  |    ���  _,-._          ___    �     |  B-Button
                  (        /_|�|_\        /,-.\         )
          D-Pad -> \      (|_   _|)      ((   ))       / <- R. Analog
                    \      \ |_|_/        \'-'/       /
                     \      �'-'_,-------._���       /
                      \    _,~'�           �'~._    /
                       '-'�                     �'-'
 L3 and R3 buttons are accessed by pressing the left and right analog sticks
 downward, respectively. Nonfunctional buttons aren't listed below. [Configs
 can be changed under the options menu.]
  ___________ _______________________________________________________________
 | BUTTON    | FUNCTION                                                      |
 |�����������|���������������������������������������������������������������|
 | D-Pad     | L/R: Direct squadmates to reticle / U/D: Ally power shortcuts |
 | Start     | Toggle main menu                                              |
 | Back      | Exit weapon stance                                            |
 | Y-Button  | Use power shortcut                                            |
 | X-Button  | (Hold) Switch to previous weapon / (Tap) Reload current weap. |
 | A-Button  | (Hold) Storm / (Tap) Take cover / (Forward+A) Vault cover     |
 | B-Button  | Melee attack                                                  |
 | R Bumper  | Use power shortcut                                            |
 | R Trigger | Fire current weapon                                           |
 | R Analog  | Controls camera POV                                           |
 | R3 Button | Toggle map display (when applicable)                          |
 | L Bumper  | Use power shortcut                                            |
 | L Trigger | Zoom-in with current weapon                                   |
 | L Analog  | Controls Shepard's movement                                   |
 | L3 Button | Toggle map display (when applicable)                          |
 |___________|_______________________________________________________________|

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __|  TH' BASICS                                            [THBS]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
CHARACTERS             [CHRC]
�����������������������������
 Here's the essentials on the recruits. Asterisks (*) denote loyalty abilities,
 which are only usable if the character is loyal. "LI" stands for love interest
 and where listed, is applicable for the protagonist's gender. [In the listing
 below, the 2nd ability is unlocked by being Lv2 in the one right above it.
 Example: Miranda's Warp unlocks when Overload's Lv2.]
  _________
 | MIRANDA | 
 |������������������������| Uses: SMGS, Pistols
 | � Overload             |
 | � Warp                 | Miranda is a top Cerberus officer and the head of
 | � Cerberus Officer     | the Lazarus Project, in which Shepard's deeply
 | � Slam*                | involved. Everyone loves her for the officer class'
 |________________________| squad buffs. [MaleShep LI]
  _______
 | JACOB |
 |������������������������| Uses: Pistols, Shotguns
 | � Pull                 |
 | � Incendiary Ammo      | When the Alliance turned out to be a bunch of
 | � Cerberus Operative   | goofballs, Jacob joined Cerberus, and his kind
 | � Barrier*             | personality wins him lots of friends! [FemShep LI]
 |________________________| 
  ________
 | MORDIN |
 |������������������������| Uses: SMGs, Pistols
 | � Incinerate           |
 | � Cryo Blast           | A brilliant scientist who just happens to have a
 | � Salarian Scientist   | shady past, this speed-talker is one of the more
 | � Neural Shock*        | lively personalities on the Normandy.
 |________________________|
  ___________
 | ARCHANGEL |
 |������������������������| Uses: Assault Rifles, Sniper Rifles
 | � Concussive Shot      |
 | � Overload             | Remember this guy from ME1? Y'soon will if not! He
 | � Turian Rebel         | brings his deadeye marksmanship to the team, and
 | � Armor-Piercing Ammo* | may even finish his vendetta if there's time...
 |________________________| [Femshep LI]
  _______
 | GRUNT |
 |������������������������| Uses: Assault Rifles, Shotguns
 | � Concussive Shot      |
 | � Incendiary Ammo      | Created to be the perfect krogan, Grunt is a force
 | � Krogan Berserker     | to be reckoned with...although he does have a few
 | � Fortification*       | personal problems to sort out.
 |________________________|
  ______
 | JACK |
 |������������������������| Uses: Pistols, Shotguns
 | � Shockwave            |
 | � Pull                 | Also known as "Subject Zero," this deadly biotic
 | � Subject Zero         | may prove useful on Shepard's squad, if she can
 | � Warp Ammo*           | get all those chips off her shoulder. [MaleShep LI]
 |________________________|
  ________
 | SAMARA |
 |������������������������| Uses: SMGs, Assault Rifles
 | � Throw                |
 | � Pull                 | Shepard has a "choice" between two asari biotic
 | � Asari Justicar       | specialists down the line, each with their own
 | � Reave*               | loyalty tech (listed respectively). They should
 |________________________| be fun...
  _________
 | MORINTH |
 |������������������������| Uses: SMGs, Assault Rifles
 | � Throw                |
 | � Pull                 | The alternative to Samara, Morinth's Ardat-Yakshi
 | � Ardat-Yakshi         | powers should prove useful in the road ahead,
 | � Dominate*            | especially the organic-controlling Dominate loyalty
 |________________________| skill. Just don't be fooled by her bedroom eyes...
  ______
 | TALI |
 |������������������������| Uses: Pistols, Shotguns
 | � Combat Drone         |
 | � AI Hacking           | Tali should be familiar to ME1 fans as the lovable,
 | � Quarian Machinist    | slightly naive quarian with the husky voice! She's
 | � Energy Drain*        | back in action for ME2 and has shotguns now! Yay!
 |________________________| [MaleShep LI]
  _______
 | THANE |
 |������������������������| Uses: SMGs, Sniper Rifles
 | � Throw                |
 | � Warp                 | A drell assassin of the highest caliber, Thane's
 | � Drell Assassin       | surprisingly well-grounded, not some thug. During
 | � Shredder Ammo*       | his travels he's had time to atone for many of his
 |________________________| shortcomings... [FemShep LI]
  ________
 | LEGION |
 |������������������������| Uses: Assault Rifles, Sniper Rifles
 | � AI Hacking           |
 | � Combat Drone         | Ever wanted a geth on your team? Now y'can. While
 | � Geth Infiltrator     | kinda weird in his own way, in many respects he's
 | � Geth Shield Boost*   | got a wisdom beyond his making.
 |________________________|
  _______
 | ZAEED |
 |������������������������| Uses: Assault Rifles, Sniper Rifles
 | � Concussive Shot      |
 | � Disruptor Ammo       | Known throughout the galaxy as a feared bounty
 | � Mercenary Veteran    | hunter, Zaeed ends up allying with Shepard -- the
 | � Inferno Grenade*     | money's great! Just don't get on his bad side or
 |________________________| things could get ugly...
  ________
 | KASUMI |
 |������������������������| Uses: Pistols, SMGs
 | � Shadow Strike        |
 | � Overload             | Her exploits are many, her fame is few -- she's
 | � Master Thief         | such a great thief that no one knows much about
 | � Flashbang Grenade*   | her. Her Shadow Strike and Flashbang Grenade techs
 |________________________| let her pull off some amazing maneuvers...

PARA/GADE              [PRGD]
�����������������������������
 Paragon & Renegade choices (or para/gade for short) is a conversation system
 setup, letting the player choose how to play Commander Shepard. This impacts
 many things.

 Selfless, altruistic, and understanding choices typically garner paragon
 points, which (1) help heal Shepard's scarring (2) can reclaim loyalty on
 allies who've lost it (3) unlock paragon-specific options, allowing one to
 get more paragon points faster. Ruthless, hateful, dismissive, and selfish
 options give renegade points, which (1) make Shepard's scarring more prominent
 (2) may affect certain situations with love interests (3) unlock renegade-
 -specific options, which give more renegade points if chosen.

 The "answer wheel" appears during dialogue and features all the current
 choices the player can pick. The NW and NE options are "paragon" by nature,
 while the SW and SE options are "renegade" by nature. The left/rightmost
 options show ambivalence and are considered "neutral," giving no points to
 either gauge. The leftmost neutral slot is also used for investigation
 purposes, which can lead to more para/gade options or codex entries. [NOTE:
 Certain choices give the points; there isn't a for-sure way to get them
 without foreknowledge. Also, sometimes the conversation is geared toward one
 outcome and, say, the "neutral" slot choice may give P/R points.] Here's
 an fake example of an answer wheel:

      |������������������������������������������������������������|
      | Please have some pie! -.  _________  ,- Want some pie?     |
      |                         \//�������\\/                      |
      |          Investigate. --((         ))-- I'm eating pie.    |
      |                         /\\_______//\                      |
      | Touch my pie and die. -'  ���������  '- My pie! MINE!      |
      |____________________________________________________________|

 The NW/NE options are typically "paragon" by nature, while the SW/SE are the
 "renegade" choices. The leftmost is for investigatory purposes, while the
 rightmost is mostly ambivalent (neutral) by default. However, because there's
 no way to tell which options give para/gade without foreknowledge, a player'll
 often have to retry to get the desired outcome. [Some answer wheels don't
 give six options like above, so, say, the rightmost option could give paragon
 points, etc.]

FIELD OBJECTS          [FLDO]
�����������������������������
 When exploring vast new worlds, there's plenty of things, environmental or
 not, to watch out for.

 � Enemies -- duh, right? From measly organics to big bad Geth Colossi, there
   are tons of enemies to sift through, and their arsenals all differ.

 � Ammo Clips -- ME1 may have had unlimited ammo, but that's all gone for this
   game. Defeated enemies may drop ammo clips -- shimmering cylinder-like
   objects -- that partially replenish all normal weapons carried on Shepard's
   person (AI-controlled allies don't take clips). Heavy weapons ammo is not
   replenished in this way, however; the player has to find crates labelled as
   "power cells" to get more. While heavy weapons have some of the worst ammo
   capacities in the game, don't despair! There are ways to upgrade those
   crappy carrying limits until y'won't even remember they existed.

 � Explosive Canisters -- hitting one of these a few times blows up, dealing
   area damage to any friend or foe in the area. It's always best to take 'em
   out beforehand or detonate 'em tactically. [Containment cells, explosive
   crates, and such variants follow the same rules.]

 � Raw Elements -- sometimes there are cases of mined ore that can be robbed,
   adding 'x' amount (usually 150-1000ish) of the 4 main elements to the ship
   supply. There's no downside to taking these and they never require hacking,
   so help yerself.

 � Weapons Lockers -- inspecting one of these refills all current ammo, as
   well as letting one change weapons at leisure. Repeatedly switching one's
   heavy weapons is a good way to get the "Master at Arms" achievement, by
   the way.

NEW GAME PLUS          [NGMP]
�����������������������������
 After beating ME2 once, a player can unlock this mode, which allows them to
 replay the game with some of their former file's things. To access the mode,
 choose to start a new game, then "import ME2 character" and use Y-button to
 switch careers. NGPs carry over the following things, with bonuses pointed
 out as such.

 � Character's level
 � All armor and weapons (including heavy weapons)
 � Assigned skillpoints (can be redistributed)
 � All EXP gains x1.25 [BONUS]
 � 50,000 of each element [BONUS]
 � 200,000 credits [BONUS]
 � Choose a skill during character creation [BONUS]

 NOTE: NGP characters cannot change their class, although those imported ME1
       still can.

IMPORTING          [MPRT]
�������������������������
 If a gamer has completed Mass Effect (1) and has a cleared save available,
 they can import that character into the 2nd game, rather than creating a new
 Shepard. Here's a list of things of ME1 bonuses.

 � [If import Shep was under Lv50] 1000 Experience + 2500 Elements each, 20000c
 � [If import Shep was Level 50+ ] 2000 Experience + 5000 Elements each, 30000c
 � [If import Shep was Level 60  ] 5000 Experience + 10K Elements each, 50000c
 � Bonus starting para/gade points depending on ME1 Shepard's nature (190 max)
 � 100,000 credits (if ME1 character obtained Rich achievement)

 These bonuses do stack with NG+ bonuses, too. Other ME1-specific events that
 bring gravity to ME2 are as follows -- SPOILERS FOLLOW:

 � Helping Gianna Parasini on Noveria
   - Opens the "Gianna Parasini" sidequest on Ilium
 � Saving the majority of people in Zhu's Hope
   - Opens the "Medical Scans" sidequest on Ilium
 � Killing Wrex on Virmire
   - Saving him has Wrex as chieftain on Tuchanka
 � Killing Rana Thanoptis on Virmire
   - Saving her gives her a cameo during "Recruit the Krogan"
 � Kaidan Alenko or Ashley Williams dying on Virmire
   - One meeting on Horizon and a few lines elsewhere about the past
 � Whether or not Shepard saved the Council at end of ME1
   - Changes whether or not the council is human-dominated
 � Whoever was picked to be humanity's ambassador in the Council (at ME1 end)
   - Changes a few lines here and there.

 These events affect ME2, either with a sidequest about them or just a few
 lines from random NPCs (like in the case of the rachni queen on Noveria). Some
 ME1 events, like saving minor NPCs, may earn thank-you emails later on.

TIPS N' TRICKS         [TPST]
�����������������������������
  SAVING. A fundament of any game, saving is very important, and this applies
   even if auto-saves are turned on. As you'll soon find, auto-saving takes
   place only when going back to the Normandy, to a planet/location, or after
   certain storyline-based events. That leaves a whole lotta space in-between,
   and if the player isn't diligent about saving, it can get pretty annoying
   if things go south. The game keeps track of the # of saves, but it affects
   nothing so don't feel intimidated. ME2 gives the option to restart missions
   entirely if something goes awry, but it's still good to have an alternative
   save to fall back on.

 � COVER YOURSELF. The enemy has no problem ganging up Commander Shepard, and
   unlike allies, if s/he dies, it's automatic game over. Sidling up to a flat
   (vertical) surface lets the commander back up to it, which not only provides
   cover and quick-fire opportunities around corners, but gives a safe vantage
   point to see enemies around without being pumped full of plasma. Just make
   sure your back/flank is cleared first or someone can just walk up to the
   team and play firing squad. [Shepard automatically takes cover when s/he
   encounters an applicable object while sprinting.]

 � BOTTLENECKING. No, not slide guitar! Some enemies will swamp the party on
   many sides, which is an obvious disadvantage. So what to do? Find a bottle-
   -neck, such as the access corridor the squad went in. By forcing the enemy
   into the tight space ("bottleneck"), it gives perfect firing opportunities
   by all allies and robs the enemy of any cover. This is not only a good all-
   -around tactic but can be used as leverage if the allies aren't equipped
   that well (which usually comes with being low-leveled). Note that not all
   enemies are going to bumrush a corridor, so sometimes Shepard will have to
   command allies to stay put and act as bait to draw enemies closer. Since
   many uncharted planets' bases are exactly the same structure-wise, this
   tactic will save a lot of grief.

 � TEAMMATE SKILLS. Since Shepard's cohorts have fixed jobs, this means that
   certain combinations may be good or bad (although all can work technically).
   Some people -- like Wrex and Garrus -- are good at both weapons and biotics,
   and this balance reflects in their skills and armor. Others, like Kaidan &
   Liara, are best as support and aren't that useful in a straight-out fight.
   Since the player can pick which job Shepard is, it's wise to surround one-
   -self with allies who best compliment that setup. Either way, having
   someone around with First Aid, Decryption, and Electronics skills will be a
   good idea, so don't count those support units out yet.

 � CHOICES MATTER. Shepard can be played as an altruistic saint, a neutral
   fence-sitter, or a heartless bastard -- middle ground, however, gives noo
   benefits. Doing good deeds and showing self-sacrifice will give points to
   the Paragon gauge, while treating fellow races like crap, showing disdain
   for others' plights, and acting like a loose cannon will give "Renegade"
   points. There is no wrong way to play the commander, but be warned: some
   situations can go awry unless Shepard's able to talk his/her way out of it!
   [In the early going, investing points in the class-based para/gade booster
   skill is a good idea.]

 � JOURNAL IT: The journal keeps record of all missions and sidequests, even
   which step they're currently on. Check it frequently for a refresher.

 � MISSABLE UPGRADES: Many, many, many places are one-time-only romps, and
   automatic scenes can ruin some exploration. Basically, don't put off
   searching until the end! And think about saving before opening certain
   doors, approaching large wide-open spaces where bosses may lurk, and so
   forth.
                                                    _________________________
 __ __ ____ ____ __________________________________/ III. WALKTHROUGH [WLKT] |_
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 01) Lazarus Research Station                           [WK01]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
         --- This walkthrough is written for Normal Difficulty! ---
         [Paragon/Renegade points shown are at their default value]
  _
 |5|_____________             After completing the revivification project, the
 |  _�  _____�  _END          real game starts, and Shepard can run around.
 |_|   |  ___| |              Miranda will be talking to our hero(ine) over
   |_  |_|  ___|              the intercom, so use her directives to get yer
   |_____ �|   |              bearings. First stop: the heavy pistol in the
      ___|  ___|              nearby weapons locker. In the future, the lockers
    _|  ___|___               will be spots to change Shepard's current arsenal
   |_4    �|   |  _ ___       and replenish all normal guns' ammo. Take cover
     |_|___  __|_| |   |      at the chosen spot to avoid the door's blast, and
           |  ___  | |�|___   pick up a thermal clip from the corpse outside.
           | |   |___|___  |
           |_____|     |� x|  In the next room, keep an eye out for shimmering
                    ___|_  |  cylinders on the floor -- they're ammo pickups.
                   |   3 | |  Vault over the barricade and take out the mech,
                   |_   _| |  aiming for the head, of course. Repeat this in
                   |___   _|  the adjacent room's squad as well, perhaps using
                   |_   ___|  Disruptor Ammo (synthetic damage+) if learnt.
                  _|�  |_
                 |_____  |                |���|������������������������|
                 |_ 2 ___|_ _ _____       | � | Battlesite             |
                   | | 1   | |     |      | x | Jacob's Location       |
                   | |START        |      | 1 | M-3 Predator [Pistol]  |
                   | |_____|_|  �  |      | 2 | M-100 Grenade Launcher |
                   | |       |_| | |      | 3 | Wallsafe (975c)        |
                   |_    �    ___|_|      | 4 | Datapad (900c)         |
                     |  _____|            | 5 | Datapad (975c)         |
                     |_|                  |___|________________________|

 Down the hall, Miranda informs Shepard that some mechs are bustin' in, so
 take the M-100 Grenade Launcher (huzzah!) and blow up the fools when they
 crash through the lower bulkhead. Note that heavy weapons ammo is NOT
 replenished by weapons lockers or ammo pickups, rather by specific crates
 called "power cells"...and even then, only a handful of shells are obtained.
 The ammo can be used with any heavy weapon and has an "exchange rate" with
 other types -- three grenade launcher shells can mean 'x' amount of fire w/
 the flamethrower obtained later on, to just name one instance.

 Down the elevator, sprint through the flaming geyser and unlock a few doors.
 A nearby office has a few datalogs to listen to, plus a wall safe to hack.
 ME1 had a simple Simon-like minigame for all its hacking, but ME2 switches it
 up a bit: here, to fix the circuit, Shepard must match the 6-8 nodes...a
 memory game, basically. [Save beforehand until y'get the hang of it; reload
 if it fails.]

 Using the nearby stairway, continue until a Cerberus employee (Jacob) is
 found fending off a mech attack all by his lonesome. This is one of the first
 times where dialogue choices can influence Shepard's Paragon/Renegade points.

 [+2R] I need answers!
 [+2P] Just a few questions...
 [+2R] I'm tired of taking orders!

 The fight can be finished off by ordering Jacob to use his Pull biotic power.
 After, Jacob becomes a "subordinate" which basically means Shepard can give
 him orders and start screwing around with his skillpoints. Through the next
 doors, there'll be light resistance as Wilson radios in his position. Down the
 twisting hall, eventually they'll find the good doctor in Server Room B.

 [+2P] Let's get you out of here.

 Shepard will have to heal the injured comrade before moving on. Take some
 medigel from the first aid station, then use & select Unity from the power
 wheel to heal him. 

 NOTE: There's a glitch here where Shepard takes the medigel before the task
       updates, so it points to the wall station but Unity is still locked.
       This is easily rectified, however; it's just worth mentioning if you're
       too hasty.

 Following, hacked mechs storm the room and Wilson's only ability (Overload)
 is necessary to clear the explosive canisters blocking the way.

 [+2P] That sounds familiar...
 [+2R] You lied to me.
 [+2P, +2R] I'll never work for Cerberus!
 [+2R] Fine. Let's go.
 [+4R] What are you after?

 Through the next door, another datapad can be hacked for credits. This one
 features the game's other minigame, similar to the memory-oriented one except
 with segments of code. Many snippits of code appear and Shepard has to pick
 the right one three times in a row to hack -- picking the wrong one is a
 step backward, while hitting the red "X"-ed out portions screw the whole
 thing up. If the time limit ends, the amount of credits able to be obtained
 starts decreasing. There's really no trick to this besides (1) practicing
 making this much easier (2) the codes are colorized and have idiosyncracies
 in their shape, so try focusing on that.

 Down the hall, the shuttle bay is reached. There are two specific mech squads
 to fight here: one near the entrance and one near the upper walkway, a group
 of 4-5. There's a datapad to hack here as well, if y'want. Opposite there,
 approach the door to have Miranda show up and dispose of the traitor.

 [+2R] I knew he was lying.

 Then it's time to blow this joint.

SHUTTLE RIDE
������������
 After escaping the base, Miranda and Jacob ask a few questions to make sure
 Shepard's noggin is in tiptop shape. The questions differ depending on the
 protagonist's background, as well as events from ME1 if the player's using an
 imported profile.

 [+2P] [Each top-right choice]
 [+2R] [Each bottom-right choice]

DOCKING STATION
���������������
 After escaping, everyone ends up at some unnamed place, although it's listed
 as the research station (same as before) in the savefile. Either way, the
 task is to talk to the Illusive Man downstairs. If the player's obtained DLC
 armor by now, use the armor wardrobe on the wall to get the "Fashionista"
 achievement early.

 Downstairs, it's conversation time with Shepard's new employer. As y'can see,
 making nice and agreeing with Cerberus, Shepard's old nemesis, gives renegade
 points, while remaining skeptical of IM's motives give paragon points. This
 is how it'll be for a long time.

 [+2P] You don't know me.
 [+2R] I need some answers.
 [+2P] You're not my friend.
 [+2R] Skip the pleasantries.
 [+2R] Not bad.
 [+2P] I'll need a lot of convincing.
 [+2P] Maybe I believe you.
 [+2R] Where do we start?
 [+2P] Do I have a choice?
 [+2R] I'll find the evidence.

 Afterwards (optionally), Shepard can talk with Miranda...

 [+2P] Thanks for resurrecting me.
 [+2P] I'll do my best.
 [+2R] You sound jealous.
 [+2P] We don't have to be enemies.
 [+2R] Is there a problem here?
 [+2R] What's your problem?

 ...and Jacob.

 [+2P] Those colonists need my help.
 [+2P] I didn't join Cerberus.
 [+2R] I'll reserve judgement.
 [+2P] Yes.
 [+2R] I'm not sure.
 [+2R] No.
 
 Taking the door near where Shepard started finishes this mission, and for
 those who imported ME1 saves, it's a good overview for all the bonuses
 obtained. [Mission reward: 3750c, 1000 EXP]

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 02) Freedom's Progress                                 [WK02]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Veetor-|���|        En route via shuttle...
     ___|_  |���|
    | 78 ___|   |    [+2P] Someone could still be alive.
 _|�           �|_   [+2R] Do whatever it takes.
|6  |  BOSS   | x |
|_ *|         |  _|  The first thing a player notices when arriving is that
  |_   �����   _|    the team has been outfitted with more weapons, although
    |_       _|      which ones are applicable to Shepard depends on his/her
      |�   �|        class. For instance, a jack-of-all-trades Soldier'd have:
      |x��  | 
      | | |_|_       � M-3 Predator [Heavy Pistol]
      |5|___  |      � M-100 [Grenade Launcher]
       �|  ___|      � M-23 Katana [Shotgun]
        |_  |        � M-8 Avenger [Assault Rifle]
        |_  |_       � M-93 Mantis [Sniper Rifle]
       _|  _ _|
 _____|� _    |      Not too shabby, huh?
|4 � ___| | x |
 �|_  |___ ���                         |���|�����������������������������|
    |_    |-Tali                       | * | Power Cells                 |
     _|_  |_                           | � | Battlesite                  |
    |3|� _| |                          | x | Medkit Location             |
    |_   ___|____        ___           | 1 | Spare Parts (1000c)         |
    |2x   _   _  |__ ___|  _|_____     | 2 | Wall Safe (2000c)           |
    |____| |_    |  )  _| |  _   _|    | 3 | Spare Parts (1000c)         |
             |_  | (          |  _|    | 4 | Wall Safe (2000c)           |
             |�         |     |_  |    | 5 | Spare Parts (1000c)         |
             |___|1(         __/  |    | 6 | Wall Safe (3000c)           |
                  � )___|___|  _  |    | 7 | 2000 Iridium                |
                            | |_| |    | 8 | Heavy Weapon Ammo [Upgrade] |
                            |START|    |___|_____________________________|
                             �����
 Don't forget to start tweaking Miranda and Jacob's skillpoints, if y'haven't
 already. This place is mostly deserted, with only two areas having programmed
 mechs to fight (use Disruptor Ammo and Miranda's Overload for easier wins).
 There's a few junkpiles with salvagable credit caches, though, so feel free
 to plunder this ghost town. Eventually, the Cerberus squad will stumble upon
 a quarian investigation team spearheaded by an old comrade...

 [+2R] Don't point those guns at me.
 [+2P] I didn't have a choice.
 [+2R] I did it to help humanity!
 [+2R] You think he's alive?
 [+2P] We need to team up.
 [+2R] We'll handle it from here.
 [+2P] Sounds like a plan.
 [+2R] Forget it.

 Once the teams part ways, downstairs there's a hackable wall safe and a lone
 mech guarding it. Outside, recon annoying mech drones will be flying around.
 Don't bother wasting tons of ammo on these morons -- use Jacob and Miranda's
 biotic powers (and Shepard's techs) to avoid careless shots. Overload, like
 usual, is especially good against these suckers. This battle repeats down the
 next house's stairway. There's a medkit here, although if Shepard's already
 at full capacity, a minute amount of credits is received instead (in case
 y'think the legend for the map above is wrong). To breach the loading docks,
 direct the subordinates to either side of the door by pressing left/right on
 d-pad at the designated spots.

 Immediately following, the Cerberus squad must fight off a giant YMIR mech,
 armed with rockets and heavy machine guns. It's also protectedy by shields
 and armor, so biotics like Pull won't work. Take cover behind a white crate
 stack (don't make the mistake of hoping a "fragile crate" will stop bullets!)
 and turn on Distruptor Ammo if known. Miranda's Overload is a good skill and
 she'll spam it constantly if the "Squad Power Usage" option is set to "yes."
 Whatever y'do, don't leave cover to fight it mano e mano -- it'll chew fleshy
 organics up pretty easily. It only has a barrier and armor, no 3rd health
 bar. 

 Afterwards, search the two side houses for goodies and inspect the YMIR's
 ruins for a Heavy Weapon Upgrade, the first of five obtainable. Upgrades are
 not usable until a head scientist is recruited, which will be one of the next
 tasks coming up. This is a ONE-TIME-ONLY visit, so scour before continuing!
 In the final bay, Veetor is holed up like some loony, but none of the answers
 given matter paragon/renegade-wise. Might as well give Veetor back to Tali,
 eh?

ILLUSIVE MAN COMMUNICATION
��������������������������
 Time for debriefing once the boss comes a-knockin'. The choices differ
 slightly depending on whether Veetor was taken or released into Tali's
 custody, but none affect paragon/renegade points.

 Mission ends once our fave pilot rejoins Shepard. [Reward: 10000c, 1000 EXP]

NORMANDY SR-2
�������������
 [+2P] Joker won't like this.
 [+2R] AIs are dangerous.
 [+2R] Glad to hear it.

 The Normandy SR-2 is Shepard's new "gift" from Cerberus, and s/he'll be able
 to take it around the galaxy just like the previous game. Shepard's private
 cabin is on the top floor; the 2nd floor has the galaxy map and armory; the
 third floor has crew quarters and Chakwas; the lowest floor only has a few
 engineers right now. If a player's wondering why certain parts of the ship're
 inaccessible, don't worry -- each invited character settles into a different
 part of the ship, and those places are where they can be talked to.

 Mass Effect 2 culminates in a "suicide mission," which goes well depending on
 how many people are recruited (and subsequent loyalty gained), and badly if
 Shepard's preparations are done in a slipshod manner -- ignoring invites,
 lost loyalty, ship upgrades not done, etc. Basically, the majority of the
 game is preparation to this one big event. There's plenty to do before then
 though, with the main objectives right now being...

 � The Veteran [Zaeed] -- Omega (requires Zaeed's DLC)
 � The Professor [Mordin] -- Omega
 � Archangel -- Omega
 � The Warlord [Dr. Okeer] -- Korlus 
 � The Convict -- Prison Ship Purgatory
 � The Master Thief -- Citadel (requires Kasumi's DLC -- see section LY05)

 Omega's the next stop since there's three people to recruit there (or just
 two, if Zaeed's DLC isn't obtained yet). RECRUITMENT CAN BE DONE IN ANY ORDER
 so don't feel pressured to follow the walkthrough's order (although some of
 the post-crew dialogue may change if y'don't).

 A little paragon/renegadeness before leaving...
 
 -------------------------------------+--------------------------------------
  PTS  DIALOGUE OPTION                | PERSON
 -------------------------------------+--------------------------------------
 [+2R] Bringing you wasn't my choice. | Jacob
 [+2P] Glad to have you aboard.       | "
 [+2P] I appreciate your honesty.     | "
 [+2R] Do your job. Nothing more.     | "
 [+2P] Why are you here?              | Dr. Chakwas
 [+2P] Hello.                         | Engineer Donnelly/Engineer Daniels

 Asking the mess sergeant, Dr. Chakwas, and lowest-floor engineers what they
 need gives the "Special Ingredients," "Find Brandy," and "Find F&A Couplings"
 side missions. There are various points of interest to see as well, and they
 often add codex entries (which go towards the Scholar achievement). After the
 ship's acquainted with, check Shepard's private terminal -- either in the
 cabin or by the galaxy map -- to see what's what. The Anderson one arrives
 after a bit; any others are typically DLC-related.

SAHRABARIK CLUSTER
������������������
 Access the galaxy map and this is the default area, where Omega is located.
 For intercluster movement (the green ring at the periphery of the map), the
 Normandy needs to buy fuel. This can only be bought at Fuel Depots, and one
 nearby fits the bill...although there's no need to leave this system quite
 yet. Omega is the next stop, although feel free to scan/probe the unexplored
 planets nearby.

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 03) Omega                                              [WK03]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
           |����������|        [Yes, map is simplified a little for ease.]
           | |������| |             
         |�   �|  |�   �|           |����|�������������������������������|
         |  5  |  |  6  |           | 01 | Normandy Docking Bay          |
         |_   _|  |_   _|           | 02 | Zaeed                         |
           | |      | |_   _        | 03 | Transport (Archangel Mission) |
           | |    __|   | |7|       | 04 | Afterlife Entrance            |
           | |   |  __|_|_| |_      | 05 | Upper Afterlife (Aria T'Loak) |
           | |   |__   _      |     | 06 | Lower Afterlife               |
       ____|4|______|8|9|     |     | 07 | Afterlife VIP Lounge          |
      |3      ________|_      |     | 08 | Ken's Salvage (Shop)          |
      |____   __________   _10|     | 09 | Omega Market (Shop)           |
           | |____      | |___|     | 10 | Harrot's Emporium (Shop)      |
           |2    1|     | |         | 11 | Quarantine Sector Entrance    |
            ������      |_|-11      |____|_______________________________|

 Omega is a giant asteroid city, and since it plays host to three of the
 recruitable characters, there's a crapload of things to do here. Clicking
 left analog can bring up the place's map, although one's been provided here
 as well. [NOTE: Only certain places have maps to show in this manner; if the
 map can't be accessed from the main menu, the area doesn't have one.]
 Here's a list of sidequests available at the station:

 � Talking with Kenn of Kenn's Salvage starts the "Struggling Quarian" quest
 � Later, Ish can be found near the loading dock ("Packages for Ish" quest)
 � Aria gives "The Patriarch" quest after Archangel or Mordin's recruited
 � Talk with a barkeep in Lower Afterlife to start the "Batarian Bartender"
 � "Datapad Recovered" is started during Archangel's recruitment

 __ __ ____ ____ ___________________________________________
|  '  |  __|__  |�������������������������������������������|
|     |  __|  __| 04) Omega: Recruit The Veteran     [WK04] |
|_|_|_|____|____|___________________________________________|
                 �������������������������������������������
 After the Batarian "welcome wagon" is done, Zaeed can be found right down the
 corridor, manhandling a prisoner.

 [+2P] Welcome aboard.
 [+2R] Report to the Normandy.
 [+2P] No. He didn't.
 [+2R] There's always a catch.
 [+2P] We can do that.
 [+2R] If there's time.

 Zaeed goes to get settled in on the Normandy, although if y'want him ASAP,
 simply go to the ship's docking door and "request" his presence. Yes, he's
 really that easy to get! Additionally, the mission he mentioned earlier is
 actually his loyalty one, and can be done right now if y'wish. [Finishing it
 unlocks his Inferno Grenade ability...pretty awesome.]

 NOTE: Being a DLC character, Zaeed does not have interactive conversations
       like the rest of the team, and instead just rambles on about past
       missions for fun. Basically, there's no paragon/renegade chances when
       seeing him on the Normandy.

 __ __ ____ ____ _____________________________________________________________
|  '  |  __|__  |�������������������������������������������������������������|
|     |  __|  __| 05) Omega: Recruit The Professor                     [WK05] |
|_|_|_|____|____|_____________________________________________________________|
               _ �������������������������������������������������������������
     _________|2|  The professor's presence is needed to open the ship's tech
    |    _   _ �|  lab (and get upgrades), so he's a key character to recruit
    |     | |_| |  -- the earlier the better. The mission starts when Shepard
    | � | |  3  |  visits the turian guard blocking the quarantine sector's
    |���  |���| |  entrance, #11 on the Omega map. He'll let everyone in w/o
    |  _|_|4    |  much of a fuss, but unless the paragon/renegade decisions
 _ _| |_   �|�| |  are made, the guards inside will be hostile.
|1|     |    � _|
|  START|   | 5x|   __   NOTE: Once inside, leaving is impossible until all
|������� � _____|__|  |        events are finished!
| x  |��|_  |_| 8   __|
 ����     |7  |_   |                   |����|��������������������������������|
           �| |_   |_   Clinic         |  $ | Mordin's Location              |
          |�      �  |  __/__          |  * | Power Cells                    |
          | |_|  __  |_|10 11|         |  � | Battlesite                     |
          |_____|->| | |9x  _|  Daniel |  x | Medkit                         |
                | �  |  �  |_     _\_  | 01 | 250 Element Zero               |
                 ��|_| |�12  |   |x �| | 02 | Terminal (5000c)               |
             |����� x  |13 $ |___|  _| | 03 | Datapad (2000c)                |
           |� _� (�����|x* 14|  __  _| | 04 | Wall Safe (4000c)              |
           | |  � \_ 15 �����  16|_  | | 05 | Salvaged Parts (1000c)         |
           |_  ___  ___|��|������   �| | 06 | Wall Safe (4000c)              |
             |    x|      |�   ��|___| | 07 | Assault Rifle Damage [Upgrade] |
              �����_______| |_   |     | 08 | 250 Element Zero               |
                  |  _______|  _ |     | 09 | 2000 Palladium                 |
                  | _ _ _ �_  __ |     | 10 | Medigel Capacity [Upgrade]     |
                  |____   _______|     | 11 | 2000 Platinum                  |
                      _| |             | 12 | 500 Element Zero               |
                     |17x|_            | 13 | 2000 Iridium                   |
                     |_|�  |           | 14 | M-6 Carnifex [Heavy Pistol]    |
                       |� _|           | 15 | Gambling Terminal (3000c)      |
                    ___| |___          | 16 | Bank Terminal (5000c)          |
                   |  _   _  |         | 17 | Spare Parts (1000c)            |
                   |� _ � _ �|         |____|________________________________|
                   | | |_| | |
                   |x| END |x|                    Part 1: Reaching the Clinic
                    �       �                     ���������������������������
 The trek to Mordin's hospital starts at the quarantine sector's entrance,
 so loot the nearby element zero box and move past the turian barricade. One
 guard warns of vorcha and Blue Suns troopers beyond, so expect a fight! [Use
 Incendiary Ammo if available.] After dispatching a dumb duo, Shepard can talk
 with a nearby Batarian victim.

 [+2R] Leave him.
 [+5P] [Heal Batarian when prompted.]
 [+2P] I'm here to help.
 [+2R] I need information.

 Saving him earns some paragon points, while leaving him to rot has no real
 value (unless you want to steal his measly 2000c that badly). If saved, he
 eventually sends a thank-you email...big whoop, right? There's a hackable
 door nearby that lead to a slum corpse's wall safe, and further down the
 hall, a battle with some Blue Suns hiding behind a barricade. They can be
 taken out pretty easily from afar with the sniper rifle, although it's wise
 to use the 2F mezzanine nearby for better line of sight. When there dead, a
 residence nearby can be entered (hacked) and looted a bit. Talk to the
 refugees if y'like.

 [+5P] I'll help you get there.
 [+5R] Hiding here won't save you.

 Past the Blue Suns' barricade, snag the assault rifle damage upgrade and
 continue down the corridor to the next battlesite. Like before, the option
 of high ground is given for sniping, but the lower fountain area has plenty
 of cover, too. Watch out for one of the flamethrower-carrying vorcha -- he's
 quite lethal up-close! Afterwards, search the anterooms branching off this
 area to find some scummy looters in an apartment. Shepard can ignore them
 or play "catch the bullet" with their faces.
 
 [+2P] I don't like looters.
 [+5P] No...but someone will.
 [+2R] Yes.
 [+5R] If I have to.

 Back at the last battlesite, the opposite side leads towards the downstairs
 clinic. Loot the place, especially the medigel upgrade in a terminal, and
 find Mordin in one of the rooms.

 [+5R] [Interrupt and yell at Mordin]
 [+5P] [Calm Mordin down with smooth talk]
 [+2P] I'll take care of it.
 [+2R] Why can't anything be simple?

 Talking with Mordin earns the Carnifex Hand Cannon pistol, upgrading the
 normal one. The Carnifex has fewer ammo but packs a wilder punch; just be
 sure to aim well! [If y'don't want it, use the clinic's weapons locker to
 change back.] The optional task of finding Mordin's apprentice Daniel is also
 received 'round this time. Exit the clinic from the previously locked door
 in the reception area.

PART 2: Save the Environment......al Plant
������������������������������������������
 Down the hall, a wild firefight begins in the Blue Suns' purlieu, a large
 interior plaza sectioned off by debris, with a few waves of reinforcements
 coming after most die. The structure allows plenty of flanking opportunities,
 so don't get pinned down in the center or anything. Upstairs, the nearest
 door leads to where Daniel's been captured.

 [+5P] Nobody needs to die.
 [+5R] Kill him, and you're next.
 [+2P] Everyone stay calm.
 [+5R] [Signal henchmen.]

 Paragon/Renegade options can defuse the situation, although the other options
 typically get Daniel killed. [Zaeed makes a funny comment if y'examine his
 corpse, though, so maybe it's worth it?] The room opposite this one is the
 next place to visit, leading past a small vorcha squad near a stairway. This
 leads to a large walkway area with vorcha on far-off (inaccessible) balconies,
 trying to "snipe" with rocket launchers. Take shelter on 2F and snipe those
 suckers quickly to avoid needless damage and/or casualties. A couple more
 waves appear at ground level near ventilation control's entrance, so they're
 easier to take out from there.

 Past a small skirmish, everyone reaches the final destination: the ventilation
 fan room. An annoying vorcha initiates conversation when entered.

 [+2P] Why are you doing this?
 [+2R] You're dead.

 This chamber's fights basically go like this: defeat a vorcha wave, approach
 a local destination, fight a wave on the way back. After the 1st pack is
 dead, turn on the fans on the center corridor -- this leaves two more machines
 to start up, on either side of this area, before the mission is finally
 complete and the cure's distributed. The remaining two fans can be done in
 any order, but Blood Pack members are both below and on the upper inaccessible
 balconies with their heavy-weapons rockets, so neutralizing them is similar
 to the previous large area's strategy. When both are turned on, everyone's
 automatically brought back to Mordin's lab.

 [+2P] I'm sorry. He's dead.      -.- Daniel perished
 [+2R] He got himself killed.     -'
 [+2P] I saved your life!         -.- Daniel saved/Batarians killed
 [+2R] You ungrateful little ass! -'
 [+2P] Will you join me?
 [+2R] Don't forget our deal.
 [+5P, +5R] [Successfully recruit Mordin?]

 Mission reward: 25000c, 1000 EXP.

NORMANDY SR-2
�������������
 [+2P] Cerberus hasn't changed.
 [+2R] Cerberus does good work.
 [+2R] You think this is fascinating?
 [+2P] Yes.
 [+2R] Stay focused, Professor.

 After that, the doc settles in. Shepard can start purchasing upgrades once
 an upgrade is found (during gameplay) and by having appropriate amounts of
 elements, found by mining unexplored planets and occasionally in field boxes.
 "Investigating" new party members can lead them to suggest new upgrades; in
 this case, Mordin suggests an omnitool (for him) to boost tech damage +20%.

 There's also some new para/gade options to do with crewmembers, although the
 horribly small, white font obscures what some of 'em say [any reader who has
 eagle eyes should send me an email about what's written]. 

 -------------------------------------+--------------------------------------
  PTS  DIALOGUE OPTION                | PERSON
 -------------------------------------+--------------------------------------
 [+2P] Don't be so formal, Jacob      | Jacob
 [+2R] I need a reason?               | "
 [+2P] We're all in top shape.        | " (female-only) -.- May be same answer;
 [+2P] You're still in top shape.     | " (male-only)   -'  I translated it
 [+2P] None needed.                   | "                   wrong due to small
 [+2R] Something you'd like to see?   | " (female-only)     font...perhaps?
 [+2P] I like that you took a stand.  | "
 [+2R] They lost a good man.          | "
 [+2P] Thanks for thinking of me.     | " (female-only)
 [+2R] You think I'm perfect?         | " (female-only)
 [+2P] I make you nervous?            | " (female-only)
 [+2R] For now (?)                    | " (female-only)
 [+2P] We don't need them.            | " (male-only)
 [+2R] Can't tell people everything.  | " (male-only)
 [+2P] I'm not Cerberus               | Miranda
 [+2R] This is my operation.          | "

 __ __ ____ ____ _____________________________________________________________
|  '  |  __|__  |�������������������������������������������������������������|
|     |  __|  __| 06) Omega: Recruit Archangel                         [WK06] |
|_|_|_|____|____|_____________________________________________________________|
                 �������������������������������������������������������������
 Archangel is known to be hiding out somewhere in Omega, but his exact area is
 not known to the general public. To unearth his location, it's time to visit
 the woman who rules Omega, Aria T'Loak, who stays in the Afterlife bar's
 upper area. Approach her to start a few scenes:

 [+2R] Like hell.
 [+2P] Simple enough.
 [+2R] I have similar rules.

 Interrogate her about Archangel to learn the station's gangs are teaming up
 to kill him, and the local merc recruiter nearby (like, literally down the
 stairs) can sign Shepard up for the task.

 [+5R] [Brandish gun (FemShep-only)]

 As Shepard's leaving, some greenhorn packing a pistol walks in to the spot.

 [+2P] How old are you?
 [+2R] Yes.
 [+5P] [Fix greenhorn's gun]

 Helping the wannabe merc doesn't matter really -- forcing him to think twice
 about his decision saves his life, and later he sends a thank-you email...not
 that great. There's a space taxi near Omega's entrance (#3 on map) where one
 can start the mission to find Archangel. Like usual, once started, there's no
 going back until it's over.

                   |�|    _   _____
                   |�|   |�| | _ _ |
                   |  ���   �  _�_ | |����|����������������������������������|
                    ���|x    |   x | |  * | Power Cells                      |
                _______|_| |_|�����  |  � | Battlesite                       |
               | 6 x  9    x |       |  x | Medkit                           |
               |      x|�����        | 01 | 500 Element Zero                 |
               |  87x  |             | 02 | Datapad (4000c)                  |
       _     _  ��| |��              | 03 | Account (6000c)                  |
      |2|  _| |   | |                | 04 | Submachine Gun Damage [Upgrade]  |
|�����|1|_| | |_  | |                | 05 | Account (5000c)                  |
| |�|        _| |_| |                | 06 | Tech Damage [Upgrade]            |
|_  |���|�  |_   _| |                | 07 | M-15a Vindicator [Assault Rifle] |
 _| |_   �|3     ___|                | 08 | Footlocker (2000c)               |
|     |    �|�  |                    | 09 | Wall Safe (4000c)                |
| | | |     |*45|                    |____|__________________________________|
|START|      ���
|_|_|_|            After the taxi ride, Shepard ends up in the gang's staging
                   area -- although since s/he's hired, they don't attack on
 sight or anything. A ways down the hall, a lounge with a few Eclipse members
 can be found. They're not important, though -- it's a message on the table
 that is. [Reading it opens the tiny "Omega: Archangel: Datapad Recovered" 
 sidequest.]

 In the next hall, a side door leads to a disabled YMIR mech, which is to be
 used in the assault against Archangel. Shepard has the option of hacking it
 to attack the gangs when they restore function -- this saves a lot of wasted
 time and ammo later. Without doing it, it's just another mech to scrap...do
 the right thing an' sabotage that thing. The Blood Pack's lounge is down the
 hall but there's not much to get there, 'sides a codex entry on the crew.

 In the adjacent area, besides a hackable datapad, a bypassable door leads to
 the Blood Pack weapon cache. There's a submachine gun damage upgrade, as well
 as a few power cells and another datapad. Next stop: talking to Cathka's
 nearby, who's trying to repair the gunship for the upcoming strike.

 [+5R] [Stab Cathka in the back]

 Killing Cathka seems to make the gunship easier to destroy later on, so it's
 always wise to put a halt on his repairs. The storming sequence automatically
 starts afterwards, with the mercs advancing across the bridge while avoiding
 Archangel's deadeye sniping. There's a gauge tracking his vitals, and it'll
 deplete as the mercs start picking away -- thus, the mission is to assassinate
 the rest of the hired help and join up with our sniper. This is quite easy
 for the most part as they're completely blindsided by the "betrayal." Take
 the tech damage upgrade on the lower floors before going up.

 As it turns out, Archangel is our old friend Garrus from Mass Effect 1 (I
 only "spoil" this now since he'll be referred to as such for the walkthrough's
 duration). 

 [+2P] It's good to see you.
 [+2R] Is that you, Garrus?
 [+2P] They won't get through.
 [+2R] Let's kick ass.
 [+5R] [Snipe a scout when looking through Garrus' rifle]

 Garrus' vantage point is the perfect sniping spot, and that's where he'll
 stay (AI-controlled), although Shepard can stay there with him and help pop
 a few mech scout heads. Alternatively, the downstairs floors are a wealth of
 cover and ammo pickups, and the balcony overlooking the 2F stairway has good
 position, so those are other spots to think about using. It's advised to take
 the Vindicator battle rifle on Garrus' couch since it's the best one in the
 game -- it shoots in 5-round bursts so it's ridiculously accurate, but it
 eats through ammo quickly so aim well. [Taking it now supersedes the current
 assault rifle.] Anyway, overview of the situation:

 WAVE 1: Footsoldiers approaching from the bridge, mixed mech/merc variety.
 Most use assault rifles but a few shoot rockets.

 WAVE 2: Jaroth's YMIR merc is brought out onto the bridge, and has a couple
 mech/merch cohorts accompanying its approach. If Shepard hacked the mech
 before, it'll go haywire and start shooting the cohorts nearby. It still has
 to be destroyed but this way's much easier. [Use Overload and Disruptor Ammo
 if needed. This one has 3 healthbars instead of two, since Jaroth is piloting
 it directly.] Regroup with Archangel afterwards, perhaps saving beforehand.

  [+5P] I'm not leaving you alone.
  [+5R] You need help.

 Shepard has the option of leaving an ally behind to help protect Garrus,
 which drastically increases his survivability. On the flipside, it leaves
 only two people to go take care of the remaining waves downstairs, and that
 can pump up the hurt a bit (especially on higher difficulties). Obviously
 Archangel ain't recruited if he bites the big one, and his healthbar doesn't
 replenish in the downtime, so make a calculated decision here. [If you're
 just interested in the paragon/renegade points, choose the option and then
 renege.]

 WAVE 3: To reach the downstairs portion, find the door underneath the ground-
 -floor stairway and take that route. There's a weapons locker and medical
 station here, so feel free to backtrack to it in case ammo gets low. There
 are three shutters to close here -- the first is easily accessible, and will
 stop any foes from flooding in that direction. The remaining two, on either
 side of that door, are past enemy-infested routes. Most foes are light-armored
 vorcha so headshots work well, 'specially with the new Vindicator. Just
 remember the waves are infinite, so work quickly, efficiently, and use plenty
 of cover. [NOTE: The enemy will disengage the shutter lock if they get a
 chance, so y'gotta keep fighting to the bitter end!]

 WAVE 4: Shepard automatically returns to Archangel's base after closing all
 shutters. Garm and his Blood Pack vorcha will have cut through a door to
 infiltrate the place, and are hellbent on killing Garrus on the upstairs
 balcony. Take care of the cohorts ASAP and get upstairs to help the sniper,
 since he won't be able to take much of Garm's relentless Krogan assault.
 [Biotics like Pull are great for making him an easy target.] Heal up, save,
 and talk with Garrus afterwards to start the final wave.

 WAVE 5: This is less a wave than it is a full-out assault! Tarak will have
 seized control of the gunship and deposits a few foot soldiers in the 2F
 balcony region, so protect Garrus (if he's hurting) and quickly take out
 everyone, especially the leader Jertha (or something, the font's too small
 to read!) who has a triple-layer healthbar. Next, some normal troops are let
 into the downstairs part via the window, so use the stairway bottleneck as
 the focus point.

 WAVE 6: The final section is defeating the gunship that got Garrus, who won't
 be participating in this fight (on the flipside, there's no healthbar to pay
 attention to). If Shepard killed Cathka during the preamble part of this
 mission, then the gunship should start at low health, perhaps not even a full
 bar. It's main methods of attack are (1) depositing troopers at window access
 points (2) using its mean machine-gun attacks (3) firing streams of incendiary
 rockets. It's able to flank one so switch cover when appropriate, and use
 synthetic-related skills (Overload, Disruptor/Warp Ammo) to neutralize it
 quicker.

 Mission reward: 20000c, 1000 EXP

NORMANDY SR-2
�������������
 [+2P] No worse than usual, buddy.
 [+2P] You've got my back.
 [+2R] Cerberus is right this time.

 Garrus will have situated himself on the crew floor, in the defenses section
 past the mess sergeant's place. When pressed for upgrade suggestions, he'll
 unlock the Thanix Cannon armament for the Normandy, which can help its
 survival later on (get it eventually, yeah?). Inspecting the icon near him
 also adds codex entries for Disruptor Torpedoes & the Javelin.

 -------------------------------------+--------------------------------------
  PTS  DIALOGUE OPTION                | PERSON
 -------------------------------------+--------------------------------------
 [+2P] What did you do?               | Mordin
 [+2R] I suspected as much.           | "
 [+2P] This is good news.             | "
 [+2R] This is a major threat.        | "
 [+2P] What you did was wrong.        | "
 [+2P] Thank you for telling me.      | "
 [+2R] You did the right thing.       | "
 [+2P] We're not with them.           | Garrus
 [+2R] Glad you're happy here.        | "

 [AUTHOR'S NOTE TO SELF: Miranda has no new dialogue (doesn't want to talk);
 FemShep trying to flirt with Jacob leads to no new para/gade options; Kelly
 has a fruitless p/r dialogue about cuddling Garrus]

 The remaining two recruits (Warlord, The Convict) are located in different
 star systems, so using the cluster's mass relay is necessary to visit them.
 So far the team doesn't have a stellar biotic character, so getting our
 imprisoned friend is a good idea.

 __ __ ____ ____ _____________________________________________________________
|  '  |  __|__  |�������������������������������������������������������������|
|     |  __|  __| 07) Purgatory: Recruit the Convict                   [WK07] |
|_|_|_|____|____|_____________________________________________________________|
                 �������������������������������������������������������������
 The Prison Ship Purgatory is the next stop, and located by a simple cluster
 jump. As usual, this is a one-time-only dungeon so come prepared.

   |����|�����������������������������| |����|�����������������������������|
   |  * | Power Cells                 | | 04 | Shotgun Damage [Upgrade]    |
   |  � | Battlesite                  | | 05 | Corpse (4500c)              |
   |  x | Medkit                      | | 06 | Corpse (4500c)              |
   | 01 | 500 Element Zero            | | 07 | Corpse (1500c)              |
   | 02 | Damage Protection [Upgrade] | | 08 | Wall Safe (3000c)           |
   | 03 | Corpse (1500c)              | |____|_____________________________|
   |____|_____________________________|          ___________ ___
                                              _,'         � |   |
            ____________     _____ _____    ,' _|�����| |___| |  �|
           |      _ _   |_ _|     |   | |__/ _|   5�4 |�     x| 2 |
           |   �| _ _�    |   �7     �  <-( |-6*|___  |�����|1|  _|
           |_|  |__   __|8 *|___  |_____|�| |���    |  ������� 3|
             |_______|   ���|___________| | |        �����������
                                          |_|-START

 Down the docking corridor, a guard has an annoying gimme-yer-weapons request.

 [+2R] Go to hell.
 [+2R] It's not going to happen.

 From that point on, Shepard can walk around the vessel at leisure, with the
 destination being outprocessing. Down the way, a prison guard is overwatching
 a beating of some ruffian. Shepard can use some wiles to stop the relentless
 kicking, or tip his hat. [Para/gade choices required in part here.]

 [+2P] Is this necessary?
 [+2R] That's justice.
 [+5P] This is beneath you.
 [+5R] I told you to stop.
 [+2R] You're doing the right thing.

 The other prisoners ain't important. Outprocessing is straight on through
 the next door, but of course, nothing goes as planned -- the warden withdraws
 his hospitality and wants Shepard for his little collection. 

 [+2P] Let's negotiate.
 [+2R] Hell, no.
 [+2R] What about serving the galaxy?

 Time to bust out of this refrigerator! A few local troops storm the room in
 an attempt to subdue Shepard's squad, but the numerous desk arrays make it
 quite good in a standoff, cover-wise. And, of course, the Blue Suns enemies
 are organic in nature, meaning techs like Incendiary Ammo will murder in this
 dungeon. Play janitor with the next corridor's gangbangers and kill a techie
 controlling the cryogenic freezer; screwing with that will unlock Jack from
 stasis. Try to help her (!) fight the YMIR mechs and find she's already
 clobbered them single-handedly...g'dang. Check one of the junkers to get a
 Damage Protection upgrade, then hit the road.

 The next hallway has a blown-up door, leading into a large isolation chamber
 that's...uh, caught fire. A lot. Part of the walkway is trashed, and there's
 a lot of detritus around as well -- use it all as cover when fighting off
 a few escapees and the YMIR mech down the way (Overload, Disruptor Ammo,
 etc). May not even have to waste any heavy weapons ammo. Loot the room for
 upgrades and credits, then do the same for the next corridor. It's mostly
 the same deal, just with more mercs and the YMIR has three health bars. [Use
 cover under the walkways to fight the mech.]

 Through the next hallway, the party arrives at the final cellblock, where
 the evil warden has activated a barrier and is poised to let his flunkies
 put new holes in Shepard's hide. The barrier's strength is marked with a
 gauge, and decreases when its generators -- the devices the blue, wavy beams
 stem from -- are deactivated (being shot, obviously). When all three are
 destroyed, it's time to put the warden on ice, too. He's got three health
 bars but that shouldn't be too important. [Cohorts still enter the room via
 an inaccessible doorway, for reference, so ammo doesn't run out.] Warden's
 got a mean assault rifle, and not a burstfire type, so at long ranges it's
 less accurate...sniping him's a good idea.

 Once Kuril's cooked, it's time to meet Jack, although her "coercion" dialogue
 doesn't affect anything. Even if Shepard bluffs about letting her see the
 files, they'll still be anyway.

 MISSION REWARD: 15000c, 1000 EXP

NORMANDY SR-2
�������������
 [+2P] Give her the files now.
 [+2R] You can wait for your files.

 Jack settles into the bottom of the ship, underneath the engineers' area, and
 when asked, can contributed a "Subject Zero Biotic Boost" implant that raises
 her biotic damage 20%.
 
 -------------------------------------+--------------------------------------
  PTS  DIALOGUE OPTION                | PERSON
 -------------------------------------+--------------------------------------
 [+2P] Glad they're helping.          | Jack
 [+2P] I can't let you do that.       | "
 [+2P] Do you want better quarters?   | "
 [+2P] My mission is too important.   | "
 [+2R] How would you help?            | "

 [Garrus, Miranda, Mordin, and Jacob should have no new dialogue currently.]

 With a biotic user in tow, that only leaves the Krogan warload to recruit.
 Mass-relaying to the Eagle Nebula is necessary to find this battle titan...
 __ __ ____ ____ _____________________________________________________________
|  '  |  __|__  |�������������������������������������������������������������|
|     |  __|  __| 08) Korlus: Recruit the Krogan                       [WK08] |
|_|_|_|____|____|_____________________________________________________________|
                 �������������������������������������������������������������
 This mission takes place in the Eagle Nebula's Imir system, planet Korlus.
                                      _____
                                     |   x |    ___ ___
                                     | | ����| |7  |   |
                                     | |___|5|_|�   _| |
                                     |_ � 4|___��  |  _|
                    _______            | |�    |6 *|   |
         |���|  ___|  _    |___        | ��|_   �|�  � |
         ( |�|_|  _ �| | �  1 �|___ ___|___  |   |  _| |
         | | |x  | | | |�����| |   |   |   |�|   |  ___|    Okeer
         ) |_ �| | |_| | � x   | |___|_ 3x* _|   |� _  |  _ __/__ ___
        (__| |___|     |  ����� 2|     |___|     |  _ �|_|x|   9 |   |
       START            ���������                | |�   _ 8       _| |
                                                 |_____| |_|_____|  _|
                                                           |         |
                                            Jedore (BOSS) -|  |   |  |
                                                           |_________|

 |����|�������������������������������| |����|�������������������������������|
 |  * | Power Cells                   | | 04 | Datapad (4000c)               |
 |  � | Battlesite                    | | 05 | Corpse (2000c)                |
 |  x | Medkit                        | | 06 | Wall Safe (4000c)             |
 | 01 | Corpse (2000c)                | | 07 | Datapad (4000c)               |
 | 02 | 2000 Platinum                 | | 08 | Console (4000c)               |
 | 03 | Sniper Rifle Damage [Upgrade] | | 09 | Krogan Vitality [Upgrade]     |
 |____|_______________________________| |____|_______________________________|

 After landing in the ruins, trek down the debris path until a lookout post's
 reached. Past the goons, there's a wounded merc whining on the ground.

 [+2P] Medigel change your mind?
 [+2R] Where's the warlord?
 [+5P] Get rid of them. [or] The radio. Get rid of them.
 [+5R] Reply with bad directions.
 [+5R] [Shoot merc when he defies directive]
 [+5P] [Merc isn't killed during conversation]

 If the team doesn't help the merc, he tries to radio his superiors about the
 offworld presence at the facility. Not killing him during the transmission
 finalizes that radio contact, and the people ahead will know it's invaders,
 not krogan, who are attacking. [This may increase resistance later on.] The
 para/gade options aren't necessary here -- shooting the guy is always an
 option.

 Blue Suns troopers constitute a few skirmishes down the path, often mounting
 their attacks from upper (inaccessible) walkways, so don't get blindsided.
 The 2nd fight has a few rocket-firing heavies, so take cover immediately.
 After the 3rd fight, Shepard can talk with a "friendly" tank-grown Krogan
 to open the way forward, but no para/gade options to speak of here. This
 dirty route leads to an open area of criss-crossing walkways, where quite a
 few Krogan "rejects" put up a fight. Berserkers carry rockets and fire 'em on
 a dime, so find cover and don't leave unless they flank. After, don't forget
 to search the area for ammo! Hack the stairway door to complete this lower
 section.

 The middle section of the area is inhabited by the same mix of mercs, and is
 not that different from the first. Be sure to snag the sniper rifle damage
 upgrade (start), one of the few available on this level. The rest of the
 hackable objects just give credits. Upon completing the middle portion, which
 leads into a small medical bay. A normal playthrough has nothing extra here,
 but if one's playing an ME1 import, Rana Thanoptis (the girl from Virmire in
 first game) will be here.

 [+2P] Why are you here?
 [+2R] Everyone there should be dead.
 [+2P] Try harder to avoid trouble.
 [+2R] Stay out of my way.

 Through the next door, the party finds Warlord Okeer hard at work. There's a
 Krogan Vitality upgrade from a hackable terminal, and unlike others, only two
 can be found, so missing one would suck pretty badly. Don't leave without it!

 [+2P] Okeer, I presume?
 [+2R] Names first.
 [+2R] Change your tone.
 [+2P] A tough decision.
 [+2R] I did what I had to do.
 [+2P] Will you join us?
 [+2R] Is your soldier ready?
 [+2R] I'm handing you to Cerberus.
 [+2P] Why so concerned?
 [+2R] Looks like I hold power now.

 Okeer stays behind while he tasks everyone with killing Jedore, the lab's
 local Blue Suns representative. She's located at the landing below Okeer's
 overwatch position, accessible by a side stair. The final battle of this
 dungeon involves fighting "crazy" Krogan rejects released from their tubes;
 a YMIR mech that activates when shot or after a bit; and Jedore, who has 3
 healthbars and fires rockets throughout the battle. Incendiary Ammo is good
 for the organic targets, while Overload/Disruptor Ammo/Warp are good for the
 synthetics. The best place to fight everything off is the row of tubes near
 the entrance, which puts good distance between Jedore and the YMIR, while
 giving decent firing opportunities. [Flanking the boss can work too.] Note
 that on higher difficulties, it may be best to headshot Jedore from afar with
 the sniper rifle, since her demise means no more krogans are released.

 Afterwards, return to find Okeer gone and his "pure warrior" in its test tube.
 No matter the team's hesistancy, the Krogan package is taken onboard the
 Normandy. [No para/gade options.]

 Mission Reward: 20000c, 1000 EXP

NORMANDY SR-2
�������������
 [+2P] Relax, it's sealed.
 [+2R] Keep it to yourselves.
 [+2P] So we'll be careful.
 [+2R] He gets out, we vent the hold.

 Shepard now has the ability to let the Krogan (named "Grunt") out of its
 tube, despite the crew's fears. Taking a self-defensive/understanding stance
 typically gives paragon points here; exerting control by force gives renegade.

 [+2P] He's too valuable to leave.
 [+2R] Do as I say, EDI

 [+2P] You'll get more than that.
 [+5P] Join my crew. We'll find it.
 [+5R] My command is your reason.
 [+2P] Stand down or else.
 [+5R] [Shoot Grunt when prompted.]
 [+2P] You leave me no choice.
 [+2R] I was being generous.

 When asked about upgrades, the Claymore Heavy Shotgun (Grunt-only) becomes
 available. This sucker is a great close-range weapon, although if a player's
 already downloaded the Eviscerator (DLC), it's not likely to replace it.

 -------------------------------------+--------------------------------------
  PTS  DIALOGUE OPTION                | PERSON
 -------------------------------------+--------------------------------------
 [+2R] I wouldn't joke about that.    | Jack
 [+2P] You don't trust anyone?        | "
 [+2R] You're bitter as hell.         | "
 [+2P] You regret none of it?         | "

 [AUTHOR'S NOTE TO SELF: Grunt, Garrus, Miranda, Jacob, and Mordin are all too
 busy to talk, if their previous (where applicable) conversations were viewed.]

 If a reader's following this walkthrough, all recruitment dossiers should've
 been completed. Visit the galaxy map control deck and Kelly mentions Illusive
 Man wishes to speak with Shepard in the briefing room (between armory and
 tech lab, to wit). VISITING ILLUSIVE MAN STARTS NEXT MISSION AUTOMATICALLY,
 so if y'have other affairs to take care of, like Zaeed's loyalty mission,
 they can be done first.

 __ __ ____ ____ _____________________________________________________________
|  '  |  __|__  |�������������������������������������������������������������|
|     |  __|  __| 09) Horizon                                          [WK09] |
|_|_|_|____|____|_____________________________________________________________|
                 �������������������������������������������������������������
                 _________
               _|         |_   __ ____
              |   [] � []   | |  | 4  |____
              |x|  �[ ]�  | | |  ______    |_
              |_  [] � []  _| |_     _ � | | \_______
               _|_ _   _ _|_  |�  |_|   _|___3    _  |
              |   | | | |   | | | | |  |   |     |2  |
              |  ___   _____| | |_| |x |   |  _� |  _|
              | |_____    9 | |_    |__|   |   | |_  |
              |     10|  ���|_|        |    �|       |
              |�����|���|�  |6  | 5 |  |     |  �|���
              |*|�  |  �   _|���|   |  |      �) )
              |_|_  | ��| | |7 _|   | _|      (1 |
                  |_   ___|_____       |       )  �����|
                  |_____ x|       �  ��|       |  �* | |
                        |   |  |  | [] |       |_   _| (
                        |8|___   _   __|       |        \
                         �    |  _  _ *|        ������'. \
                              |____|___|               _) )
                                                 START|__/

   |����|����������������������������| |����|����������������������������|
   |  * | Power Cells                | | 05 | Collector Particle Beam    |
   |  � | Battlesite                 | | 06 | Computer (3000c)           |
   |  x | Medkit                     | | 07 | Computer (3000c)           |
   | 01 | Datapad (5000c)            | | 08 | 2000 Palladium             |
   | 02 | Datapad (4200c)            | | 09 | Biotic Damage [Upgrade]    |
   | 03 | Heavy Skin Weave [Upgrade] | | 10 | Computer (3000c)           |
   | 04 | Safe (4800c)               | |____|____________________________|
   |____|____________________________|

 Once the crew disembarks, the first battle takes place at an outdoor loading
 area. The Collectors are armed a little better than typical gangbangers, and
 a few may even have particle beams (heavy weapons classification), so take
 cover and prioritize those types first. These baddies are organic -- stuff
 'em full of Incendiary Ammo (etc.) and they'll fold like origami swans.

 After reaching the settlement proper, some collectors fly (!) in and bring
 one of ME1's mainstay enemies: husks! These humans have been modified by
 geth/reaper technology and have become synthetics, able to release a biotic
 blast (stemming from self) at close ranges. They're not that hard to kill but
 often appear in groups, mere cannon fodder for the more equipped foes. Loot
 the area, especially the heavy skin weave upgrade, and observe a dead husk
 down the road.

 [+2P] Let's go save the colonists.
 [+2R] We're wasting time here.

 The previous area is now blocked off, and the only way forward is through
 what used to be the colony's main residential area. The houses have large
 porches and walk-ups, making good cover from the collectors scouring the
 place. This neighborhood doesn't have much of interest, but the next one
 has plenty to loot, including a Particle Beam heavy weapon laying against a
 coffin-like object. [One of the multistory houses has some hackable credits,
 too.] This 2nd neighborhood's battle is where Harbinger, the Collectors'
 general, is introduced. He will "hack" normal collectors and "assume direct
 control," being able to fight on the battlefield through them. He's tougher
 than normal grunts, but one can cut down on how many times he appears by
 killing the cohorts first. Lesson: Harbinger can't reappear if his squad's
 toast. A garage nearby has to be hacked to continue; a mechanic's met there.

 [+2R] Calm down!
 [+2P] Who are you?
 [+2P] Wait here.
 [+2R] You're a coward!

 The mechanic mentions defense towers situated at the spaceport, so there's
 the next destination -- loot the garage before going, of course, 'cause the
 team won't be able to come back in. [NOTE: Don't be so hasty in switching out
 the collector particle beam; it's great against the scions coming up.]

 In the next plaza, more collectors! As said, the particle beam is particularly
 good against the husk scions, giant organic beings with a lot more armoring
 than usual. Incinerate and Incendiary Ammo can all help, just as sniper
 rifles can. Either way, take cover when they're around because they like to
 use Shockwave. [One tactic is to move in close range to lure them into using
 shockwave, rather than their gun-like move, then moving out of range to avoid
 the shot. By continuously baiting them like this, they may be more managable.]
 Either way, when everyone's roasted, search the surrounding residences for
 goodies, including a collector corpse carrying a biotic upgrade, and bypass
 the far door's security to reach the spaceport.

 This is the final area of this map, filled with boxes and other collector-
 -brought junk. To kickstart the events, dual scions with accompanying husks!
 Take out the minions first, since they tend to swamp Shepard when s/he's
 focusing on the stronger baddies (and be prepared to use Unity, since someone
 always seems to die 'round here). The best place to fight off scions is the
 peripheral walkways, which gives good cover and plays off the foes' slowness.

 NOTE: When opening the door into the final area, it's possible to kill the
       scions (who are obscured behind the central platform) from afar without
       repercussion. Sniping is the best way to take them out, with damage-
       -boosting abilities (like Adrenaline Rush) and Incendiary Ammo turned
       on. No weakpoints are visible, but on the flipside, it's possible to
       loot the previous residential area for ammo, if needed. [Killing the
       scions before the husks are summoned means they _won't_ be summoned!]

 When able, hack the central computer to reestablish contact with the Normandy.
 This starts the remaining waves, fighting off collector drones, a few husks,
 and Harbinger until the towers are back online. [There are 3 waves of normal
 guys. Be sure to collect ammo refills in the downtime, especially if you're
 using the Vindicator; starting the next part with low ammo kinda sucks...]

 The FINAL FINAL fight on this level is against a collector Praetorian, a
 hovering scarab-looking organic that fires a particle beam as its primary
 weapon, while alternating between an area shockwave attack (when it quits
 levitating). Use all the normal organic-oriented tricks to increase damage,
 and most importantly, stay away! Keep distance at all times, use unbreakable
 cover, and probably more frequently, since it's quite good at flanking. It's
 only got two layers of health (barrier/armor) but the barrier regenerates, so
 this battle probably takes longer than 99% of the game's finest. Using the
 Particle Beam can halve the time it takes to do this, though.

 Afterwards, Shepard is reunited with Kaiden Alenko or Ashley Williams from
 the first game, depending on their gender (or import data, which overrides
 the defaults). There's no para/gade decisions to make here; or, if there are,
 they're not shown in the updates aboard the Normandy.

 Mission reward: 30000c, 1000 EXP

ILLUSIVE MAN COMMUNICATION
��������������������������
 [+2P] I didn't save everyone.
 [+2R] I enjoyed the fight.
 [+2P] No more colonies get hit.
 [+2R] Let's go on the offensive.
 [+5P] My team is strong.
 [+2R] Don't worry so much.

NORMANDY SR-2
�������������
 [+2P] We can do this.
 [+2R] Don't lose your nerve now.

 Illusive Man has given Shepard three more dossiers, so it's back to character
 recruitment! However, the crew suspects they may not make it out of the
 upcoming suicide mission, so they're trying to tie up loose ends -- Jacob and
 Miranda's loyalty sidequests should unlock when talked to.

 -------------------------------------+--------------------------------------
  PTS  DIALOGUE OPTION                | PERSON
 -------------------------------------+--------------------------------------
 [+2P] Something on your mind?        | Jacob (loyalty dialogue)
 [+2R] I decide what's personal.      | "
 [+2R] Get to the point.              | "
 [+2P] You don't want to find him?    | "
 [+2R] No.                            | Yeoman Chambers
 [+2P] Thank you.                     | "
 [+2R] No, it's easy.                 | "
 [+2P] Of course.                     | Miranda (loyalty dialogue)
 [+2P] I'm curious.                   | Jack
 [+2R] Answer my questions.           | "
 [+2P] What if I really care?         | "
 [+2R] You don't make this easy.      | " (female-only)
 [+2P] You fascinate me.              | " (female-only)
 [+2P] No, I want to get to know you. | " (male-only)
 [+2R] Sounds good to me.             | " (male-only)
 [+2P] You have no reaction?          | Grunt
 [+2P] And yet you became strong.     | "
 [+2R] Ignore it. I need a warrior.   | "

 NOTE: If MaleShep is paying particular attention to Jack, she may ask if he's
 looking for casual sex. Choosing to do the deed screws up the romance in the
 long run (she ends up hating him for using her), while courteously declining
 helps in the long run. Neither option screws up her loyalty, but if a player
 wants the Paramour achievement, put the sex off 'til later.

 With more dossiers on-hand, Shepard can put his/her nose to the grindstone
 and get back to team-building. Two characters (The Justicar, The Assassin)
 are recruited on Ilium in the Crescent Nebula, while Tali can be invited from
 her spot in the Far Rim. Let's get her's out of the way first before doing a
 big section, huh? It's also good because the Tempest SMG is obtained, an
 upgrade for those crappy machine pistols. [This mission's on Disc 2.]

 __ __ ____ ____ _____________________________________________________________
|  '  |  __|__  |�������������������������������������������������������������|
|     |  __|  __| 10) Far Rim: Recruit Tali                            [WK10] |
|_|_|_|____|____|_____________________________________________________________|
                 �������������������������������������������������������������
 NOTE: If you want the Geth Pulse Rifle -- which is found in Tali's room at
       the mission's end -- make sure the difficulty is Hardcore or better
       before leaving for the mission! When the mission's done, just change
       the difficulty back to normal and all's well.
                 ___
           Tali-|17 |         |����|��������������������������������|
             ___|  _|__       |  * | Power Cells                    |
            |* ____ *  |      |  � | Battlesite                     |
            |_   16  | |      |  x | Medkit                         |
              |13 �14|x|      |  ! | Demolition Charge Location     |
             _|__15 _| |      | 01 | Corpse (3000g)                 |
 Kal'Reegar-|x ________|      | 02 | Heavy Pistol Damage [Upgrade]  |
            |_  12 __|        | 03 | 400 Iridium                    |
              |�  _  |        | 04 | Corpse (6000g)                 |
             _|  |_| |        | 05 | Tempest SMG [Weapon]           |
            (   �__  |        | 06 | 400 Iridium                    |
    ______   \_   ___|        | 07 | 400 Iridium                    |
   |*x!   |__|___  |          | 08 | Assault Rifle Damage [Upgrade] |
   |��� 7 �  |   | |_         | 09 | Wall Safe (3000c)              |
   |___________| |  x|        | 10 | Corpse (6000c)                 |
  _|    _______ x|  �|        | 11 | Wall Safe (6000c)              |
 |x|_|_  _ ^^_ |�| 11|        | 12 | Wall Safe (6000c)              |
 |__   |   _   |,' 89|        | 13 | 200 Iridium                    |
 |x !�    �6|   _, 10|        | 14 | 200 Iridium                    |
 |_____|___    |  ���         | 15 | 200 Iridium                    |
           |_| |_             | 16 | 200 Iridium                    |
           |_   _|            | 17 | Corpse (9000c)                 |
             |_45|            |____|________________________________|
          ___| �_|
         |  _  |_     Haelstrom's atmosphere is slowly decaying, making
       __|    ___|    sunlight an environmental hazard -- touching any part of
      |       _  |    its rays degenerates a character's shielding. [Note that
      |  3�   _| |_   health itself is not affected.] Basically, the players
      |__   _|2| |<|  have to combat their foes from the shadows, literally.
         |     |  _|
       __|  _  | |_   Down the abandoned road, the guardhouse controls unlock
      | __  ___|  x|  the first expanse's gate. This may be the player's first
      | __� __ | |�   encounter with Geth, a synthetic race focusing mostly on
      |__   _____|    assault rifles, while Geth Prime/Destroyers may use
        _| |x 1|      rockets and tactical cloaking. No infiltrators in this
       |_   � �|      first part, but either way, the shielded fringe walkway
         | |���       is a lot better movement-wise than the open, sun-blasted
         | |          middle portion of the ruins' road. [Not to mention it
         ( (_         deposits the team right by a heavy pistol upgrade.]
          )  \
    Start-\__/        At the opposite side of the expanse, kill a few more geth
                      until stumbling on quarian corpses, one of which has the
 Tempest SMG and the other with a radio to answer. [Opening communications
 automatically advances to next section of area, so loot the current place
 before doing so.]

 [+2P] I'm here to help.
 [+2R] They're all dead.
 [+2P] What's your current status?

 Kal'Reegar's mission was to exfiltrate Tali from this warzone, but now it's
 looking like Shepard will have to use a magic touch. Her bunker's entrance
 was blocked by rubble (argh!) and finding the two demo charges are necessary
 to clear a path. The nearest charge is in a garage opposite Tali's bunker,
 and once a way is cleared inside, more arrive to pin the team down. This
 includes a rare sighting of a Geth Prime, a large 3-healthbar fiend more
 than twice the size of normal geth. [But, like all synthetics, they can be
 brought down quicker with Overload, Warp, Disruptor Ammo, etc.] The 2nd demo
 charge is in a 2nd ground-level garage, past the sun-burned pedestrian bridge.
 The battles are mostly the same, except the Prime is replaced with multiple
 Destroyers, who specialize in rocketry. On the way out, there'll be more too,
 of course, but they're easier to take out since radiation eats their shields.

 Got both charges? Good. Plant 'em on the slab to gain access to Tali's bunker
 (funny thing: standing at point-blank range doesn't kill Shepard). Lamely,
 she's not exactly in this bunker...but the one further down the way. Dry yer
 tears with the ancient loot, such as an assault rifle damage upgrade, before
 radioing Tali.

 [+2P] No one else is left.
 [+2P] I came to help.
 [+2R] I'm recruiting you.

 Tali opens the route to the observatory, similarly sized to previous ranges
 and filled with normal geth accompanied by attack drones (weak but annoying
 to kill) and two Geth Prime. The route forward is spangled with sunlight, so
 it's mostly leapfrogging from cover to cover, pulling back if the enemy
 encroaches too fast. There doesn't seem to be a huge abundance of ammo here,
 so for those eating through assault rifle munitions, try taking drones with
 pistols (etc.) instead. [Geth Prime won't attack if Shepard's too far away,
 setting up good snipe opportunities.] Past there, lifting the security
 lockdown tips off the geth outside Tali's observatory. The lower path leads
 to Kal'Reegar.

 [+02P] Is she safe?
 [+02P] No. Stay down.
 [+15R] Sounds like a plan.
 [+15P] [Talk Reegar down from his stubborn position.]

 Picking the paragon prompt seems to keep Kal'Reegar alive 100% of the time,
 or at least with ample time to pick off the opposition. Taking the renegade
 route can make him die, although working fast will prevent that. The main
 goal here is to take down the Geth Colossus, which has a repair protocol that
 can regenerate health. Basically, Shepard must take it down before then (when
 it compacts itself). To do this, it's suggested to avoid the middle area and
 use the fringe sniper route, which flanks the geth platoon and leads to a
 drop-down point to pick away at the ol' Colossus. [The sniper route is
 radiation-blasted, so stay back and let the geth come to you first.] When the
 shields drop, it's recommended to use a heavy weapon to take it down -- some
 power cells are nearby for this very reason. The Particle Beam works quite
 well due to its accuracy and constant rate of fire.

 NOTE: The central route can also be taken to the colossus, and it has more
       cover and shade, but the brunt of all foes. Going in Rambo style can
       work, as there's power cells on either side of the colossus, but this
       way can be less safe, still. [NOTE: Squadmembers may come this way
       if they're not directed to the sniper walkway at the beginning, so if
       y'wanna avoid sloppy execution, don't forget that.]

 Loot the battlesite for its iridium and power cells, then locate Tali in the
 observatory. [No para/gade decisions to speak of here.]

 Mission reward: 30000c, 1000 EXP

NORMANDY SR-2
�������������
 [+2P] I agree completely.
 [+2P] Feel free to study the ship.

 Tali settles onto the engineering deck, and contributes Multicore Shielding
 when asked about upgrades. Jack's loyalty mission should be unlockable around
 this time, too.

 -------------------------------------+--------------------------------------
  PTS  DIALOGUE OPTION                | PERSON
 -------------------------------------+-------------------------------------- 
 [+2P] I don't trust them.            | Tali
 [+2R] They're on our side.           | "
 [+2R] Make it quick.                 | Jack (loyalty dialogue)
 [+2P] I'll confront them.            | "
 [+2R] Cerberus is different now.     | "
 [+2P] Let's go.                      | "
 [+2R] Leave it behind you.           | "
 [+2P] Why is that funny?             | Grunt
 [+2R] This brutality has a point?    | "
 [+2P] I don't like hearing this.     | "
 [+2R] Not quite, but I'm not Krogan. | "
 [+2R] What about Garrus?             | "
 [+2R] Damn right I did.              | Mordin (loyalty dialogue)

 [AUTHOR'S NOTE TO SELF: Garrus, Jacob, Mordin, Miranda = too busy to talk,
 if loyalty missions not becoming available. Kelly's Tali dialogue has no
 para/gadeness; Grunt/Garrus' loyalty dialogue has no para/gadeness either.]

ILLUSIVE MAN COMMUNICATION
��������������������������
 The rest of the dossiers are technically optional. While doing sidequests and
 loyalty missions, eventually the Illusive Man will require a conference and
 the next mission starts automatically. [Once the message is received, Shepard
 can't go anywhere else anyway.] This typically happens after ~5 recruitment
 or loyalty missions are done.

 __ __ ____ ____ _____________________________________________________________
|  '  |  __|__  |�������������������������������������������������������������|
|     |  __|  __| 11) Disabled Collector Vessel                        [WK11] |
|_|_|_|____|____|_____________________________________________________________|
                 �������������������������������������������������������������
            |����\
            | |�) )    _________
            | |� /  __|  _____ *\
   ___    __| | (  / __  �     6x)
  |  3|__/ _ 4| | ( (  \____ (__/
  | |_____/ |_|_| | |__ ____) \__          |����|�����������������������������|
  |_____2\     |  |  � (   )  _  )         |  * | Power Cells                 |
        \ \__  |  (_   _\ (  (*) )         |  � | Battlesite                  |
       __)x !| �    \5( x) )_ � _)         |  x | Medkit                      |
      | 1____| |     \____/_   _/          |  ! | Advanced Weapons Training   |
     _| |_     '--->----' |  _|___         | 01 | Technology (7500c)          |
    |  ___|               |   78  |    /\  | 02 | 250 Element Zero            |
    |___ \__               ��/��   �| /  \ | 03 | Technology (15000c)         |
        \_  |               ( (� � _(/�/ / | 04 | Damage Protection [Upgrade] |
          | )                \ \__    / /  | 05 | Technology (7500c)          |
          ( (___              \______/ /   | 06 | 250 Element Zero            |
           \   _| <----------------|__/    | 07 | Technology (7500c)          |
            )_(                            | 08 | Tech Damage [Upgrade]       |
           START                           |____|_____________________________|

 A derelict Collector ship...spooky. There aren't any enemies to fight around
 here, so take the available path until a pile of corpses can be inspected.

 [+2P] Maybe they're better off.
 [+2R] We can't help them now.

 Past there, a mandatory stop involves looking at a Collector specimen.

 [+2P] The Collectors are Protheans!
 [+2P] That's a horrible fate.
 [+2R] They'd be better off dead.

 Afterwards, Shepard finds a pile of weapons and can get weapon training with
 one of them, no matter what class s/he is. The weapons are: Revenant Machine
 Gun (assault rifle), Claymore (heavy shotgun), and M-98 Widow (sniper rifle). 
 Which should Shepard pick? Depends on one's style of play and what weapons're
 available already. [NOTE: A class can only pick the weapons above if they're
 already capable of using that weapon type. The rewards change to generic
 weapons training if a class can't use the weapon innately. For instance, an
 Infiltrator can pick the Widow since sniper rifles are already usable, but
 has to settle for basic assault rifle/shotgun training on the others.] My
 suggestions, from a purely tactical standpoint:

 � SOLDIER: Revenant. They're the only class that can use it, and with 500ish
   ammo, it's a great alternative to assault rifles (albeit less accurate than
   the Vindicator). The reason to pick this over the awesome Widow is because
   the rapidfire Viper sniper rifle is perfectly coupled with Adrenaline Rush's
   damage-boosting ability. [Also, Grunt can get the Claymore and another ally
   yet unfound can get the Widow, so it's possible to have them all in one
   active party.]

 � VANGUARD: Assault rifle training seems best, letting one cover all distances
   rather effectively, and that counts for this class. Picking sniper or a
   shotgun can work too, depending on the user's style of play.

 � INFILTRATOR: Widow, probably. Paired with Assassin Cloak...wow. This'll
   help take down some of the more annoying enemies, like scions, faster than
   normal. Of course, this matters more on higher difficulties -- picking the
   assault rifle, for instance, can be a good substitute for those ridiculous
   SMGs/pistols.

 � SENTINEL: Claymore or Widow, generally, whichever complements Tech Armor's
   ability (for extra shields, Widow; for cherrypicking knocked-down enemies,
   Claymore). 

 � ADEPT: Revenant or Widow, depending on one's style of play and how it'll
   complement the biotics. The Claymore's not that useful in this vein.

 � ENGINEER: This class gets the Tempest SMG which is sufficient in that
   department, so the Widow may make more sense (not to mention be a godsend
   on higher difficulties, or with ammo-related bonus abilities). If one can
   get the Locust SMG from Kasumi's DLC, then the Widow is definitely the way
   to go.

 A weapons locker nearby can change out the new weapon if y'don't want it
 yet, for some reason. Follow the path past more salvagable technology, and
 a computer with a damage protection upgrade. Cresting the hill leads to the
 "outer" part of the ship, ending at a radio platform.

 [+2P] We're okay.
 [+2R] Status report -- now!

 The obvious trap is revealed! The radio platform sends the team floating into
 the air, and now they must fight off Collectors docking on similar platforms.
 Like before, these guys are organics and Harbinger -- who takes over the
 lesser grunts -- appears as well. There's also some scions to defeat, if it
 wasn't annoying enough. Since the platforms occasionally relocated, this means
 Shepard's team should do the same, putting them on the edge of where the
 foes are and preventing back/flank/pincer attacks. There's a box of power
 cells in this area, too, towards the end. Operate the console when everyone's
 done.

 [+2P] Good work.
 [+2R] About time.
 [+2P] Don't jump to conclusions.
 [+2R] He betrayed us!

 There are five remaining battles on the way out. The first two are normal
 collector fights, a mix of drones and particle beam users. The 3rd is versus
 a praetorian, one of those annoying buglike things last seen on Horizon. The
 area is quite spartan for cover, so look for the rock masses and use the
 entrance ramps when fighting it off. The 4th fight is drones, heavies, and
 a scion, plus a new addition -- abominations. These are basically exploding
 husks, so destroy 'em before they get close. Final (5th) battle is with a
 _bunch_ of husks, which are easy to defeat and good for getting the Brawler
 achievement. All of these are made easier depending on which weapon was taken
 during the start of this mission, particularly the Widow sniper rifle (which
 can absolutely murder Harbinger appearances, as well as practically two-shot
 a Scion with damage-boosted headshots).
 
 Mission reward: 37500c, 1000 EXP

ILLUSIVE MAN COMMUNICATION
��������������������������
 [+2P] I knew I couldn't trust you.
 [+2R] What the hell is going on?
 [+2P] I'd have found another way.
 [+2R] Never again, you hear me?
 [+2R] Another "derelict" ship?

NORMANDY SR-2
�������������
 [+2P] I agree.
 [+2R] I still don't like it.
 [+5R] [Finish conversation]
 [+5P] [Finish conversation]

 -------------------------------------+--------------------------------------
  PTS  DIALOGUE OPTION                | PERSON
 -------------------------------------+--------------------------------------
 [+2P] Thank the entire crew.         | Yeoman Chambers
 [+2R] I didn't need her.             | "
 [+2P] It usually is.                 | Jacob
 [+2R] I wouldn't know.               | "
 [+2P] I can lie if you want.         | "
 [+2R] Toughen up.                    | "
 [+2P] I'm interested.                | Jack
 [+2R] So what?                       | "

 If Shepard's romancing Jack, around this time she'll be candid, asking if
 he has feelings for her. Answering the affirmative or staying in the gray
 area makes Jack want to be alone for awhile.

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 12) Ilium                                              [WK12]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Planet Ilium opens up when TIM hands out the remaining dossiers, and is the
 site of two recruits (Justicar, Assassin) plus Miranda's loyalty mission. Nos
 Astra's map is as follows:
                         _______
                        |    3  | |����|���������������������������|
           _______      |_|_   _| | 01 | Normandy Dock             |
          |       |     |   | |   | 02 | Serrice Technology (Shop) |
          | |___| |_____| |___|   | 03 | Eternity Bar              |
          | |   (    2    |___    | 04 | Liara T'Soni's office     |
          |1|    \_   ____| 4 |   | 05 | Shipping Cargo            |
           �       |  __  |_  |   | 06 | Gateway P.D. (Shop)       |
                   |   -| |-> |   | 07 | Tracking Office           |
                    ��|�  |���|   | 08 | Barla Frontiers (Shop)    |
                      |  �| 5 |   | 09 | Taxi Stand                |
                      |__   __|   |____|___________________________|
                   ___|  __| 
                  |7|  __ 6|
                  |8  |  | |
                  |  9|  |_|
                   ���
 Sidequesty stuff that can be done on Ilium:

 � On an ME1 import file, Gianna's near the Serrice Technology stand and can
   start the "Gianna Parasini" sidequest.

 � Visiting the Eternity Bar on an ME1 import file has Conrad Verner starring
   as "A Troublemaker" to be dealt with.

 � 

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 13) Ilium: Recruit the Justicar                        [WK13]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Shepard has no idea where the justicar is, so it's time to hit the streets...

PART 1: Info-gathering
����������������������
 The first step in tracking down the asari justicar is locating her. As it
 would happen, ex-shipmate Liara T'Soni has an office in the area, and her
 information brokerage can help. Inquiring about Samara is the way to go --
 one learns Tracking Officer Dara has more info. Naturally, she's at the
 Tracking Office (SW part of map)!

 [+2P] I only want to talk.
 [+2R] So what if she did?

 Shepard can then hail a cab that leads to the spaceport, Samara's last known
 sighting.

PART 2: Commercial Spaceport
����������������������������
 Locate Detective Anaya in the nearby office, and talk her into letting the
 team through the cordoned-off crime scene around the corner (no para/gade
 options here). There's 3000c to find in an alleyway circuitboard, plus one
 skirmish with Eclipse mercs (biotic-user/mech mix). Samara is found through
 the next door.

 [+2P] You killed in cold blood.
 [+2P] Yes, I am.
 [+2R] Not really.
 [+2P] Maybe I can help.

 Samara agrees to join if Shepard learns the ship name of her prey, who has
 escaped from Nos Astra already. She will wait at the station (i.e. not yet
 invitable) while the commander gets to the bottom of things. Pitne For, the
 volus merchant in the spaceport, supposedly knows something about this end
 and must be questioned!

 [+5R] [Draw a gun on the merchant]

 Pitne hands over a pass card for the Eclipse base's elevator, which is right
 alongside the police station (how serendipitous).

  _|��������������������������|  PART 3: Assault on Merc Base
 |_| M-27b Scimitar [Shotgun] |  ����������������������������
 |_| Biotic Damage [Upgrade]  |
 |_| Terminal (3000c)         |
 |_| Terminal (6000c)         |
 |_| 2000 Platinum            |
 |_| Shipping Manifest        |
 |_| Terminal (6000c)         |
 |_| Terminal (3000c)         |
   |__________________________|

 The final step of this mission requires ascending the Eclipse base to find
 our smuggler. It'd be standard fare if there weren't so many asari biotics
 (vanguards) running around, and they can make things a little more annoying
 than usual. The other new surprise are "toxic containers," explosive boxes
 that leave corrosive poison clouds around for awhile -- they're good for
 inflicting additional hurt on the foes, but don't get caught in 'em either.

 Past the first set of fights, pick up the Scimitar shotgun (switch it out if
 y'have the DLC-only Eviscerator) and check the anteroom nearby to find a
 cowardly merc.

 [+5P] [Shoot Elnora]
 [+5P] Go.

 Upstairs, fight through a few more merc battles until arriving at a large
 gunship hangar. The titular vehicle flees when attacked, so get it out of
 the way before cleansing the chamber of biotic threats. The adjacent room
 has more power cells and a confession from Elnora saying she killed Pitne
 For's business partner -- this can help exonerate him. The corridor nearby
 leads to a large open space which, naturally, means a large battle...this time
 with the returning gunship. The cover in this area mostly consists of crates,
 so use the higher ledges near the vehicle to attack (that's what all the
 power cells're for!). Being mechanical, attacks like Overload and Disruptor
 Ammo work well, although combos (like Adrenaline Rush + sniper rifle shots)
 easily deep-six it, too.

 Next-door, another hackable terminal and the sidequest-related Shipping
 Manifest, which can pin down Pitne For's smuggling operation. It's really so
 careless to leave those lying around, huh? Speaking of Volus, there's one
 around the corner as high as a space-kite! (He also gets some of the game's
 best lines).

 [+2P] Calm down.
 [+2R] You're high.
 [+5R] We're right behind you.
 [+5P] [Tip Niftu Cal over]

 Putting Niftu Cal to sleep saves his life, and later he'll send a thank-you
 email; sending the "biotic god" to his drug-addled doom is for meanies only!
 Check the medical/weapon station down the hall before entering Wasea's room,
 where the final firefight foments fatalities! Wasea can Throw toxic canisters
 so it pays to detonate them as a preempt. Besides that, pretty much business
 as usual! Just watch out for flankers. [If you're wondering about that area
 behind her desk that starts closed off, Wasea only goes there when the battle
 is prolonged. Destroying the toxic canisters usually starts the crate-moving
 event, but there's nothing back there, so...]

 When everyone's a perforated, rotting corpse (^___^) check Wasea's desk for a
 datapad detailing the sought-after ship name. A teammate suggests going back
 to the spaceport immediately, although looking around is possible, too. [If
 that's the case, the chamber's entrance is the auto-exit.]

PART 4: Spaceport [II]
����������������������
 Samara is still waiting at the detective's place.

 [+2P] I am honored.
 [+2P] Welcome to the team.
 [+2R] You'll do anything I say?
 [+5R] [Samara is recruited] 
 [+5P] [Samara is recruited]

 Shepard can turn in Elnora's evidence (if obtained) to clear Pitne For of all
 murder charges, although s/he can turn around and give Anyala the shipping
 manifest to have him arrested -- the reward's +5P & 4200c. On the flipside,
 giving Pitne the manifest so he can avoid going to the clink earns +5R and
 9000c. Both Anyala and Samara have speech options for returning to the ship,
 so that's the quick way out.

 Mission summary: 1000 EXP, 30000c

PART 5: Normandy SR-2
���������������������
 [+2R] We need her.

 Samara uses the ship's observation deck as a meditation spot, located on the
 3rd-lowest deck (the crew one). Talking to her down there gives no para/gade
 options (note to self: this is the convo where she won't talk about the perp
 she was chasing, when asked).

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 14) Ilium: Recruit the Assassin                        [WK14]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Like in the justicar's mission, talking to Liara T'Soni about Thane tips the
 team off to his Seryna, someone who may know his whereabouts. She's located
 in the shipping cargo area (#5 on map above).

 [+2R] Show some respect.
 [+2P] Where is he?
 [+2R] Then talk fast.

 Thane's location is revealed to be Dantius Towers, and Seryna can get everyone
 in (like usual, going there means no leaving until event's over). The locale
 is made up of two towers, one completed and another still in construction --
 that's the in.

DANTIUS TOWERS (TOWER 1)
������������������������
 Since the floors are roughly the same, I'll just divide 'em up.

 1F: A few mechs start the show off, but they're nothing new. The med station
 nearby has a hackable terminal [4800c] but the other direction's the real
 path. There's a salarian worker there.

  [+2P] I'm sorry.
  [+2R] You're lucky.
  [+5P] [Heal worker before he dies]
  [+5P] Hang on.
  [+2R] We're done here.

 The rest of the floor is under renovation, so there's odd stacks, fragile
 crates, and the like lying around. The opposition is still a mech/dog mix,
 although towards the end, some humans (vanguards) enter the scene. Then, the
 door leads up to...

 2F: This area's prefaced by some mercs talking about infiltration -- oh, how
 wrong they are! The dogs have been ditched for a merc/mech mix, and the floor
 has plenty of side corridors for flanking purposes. At the curved part of the
 walkway, where a giant pit's in the middle, follow the bend to a side room
 (bypassable) with a few salarian workers inside.

  [+2P] Yes.
  [+2R] No.

 Also, at the dead end around there, the 5-97b Viper [sniper rifle] can be
 found. This is a rapid-fire weapon and has more capacity than a normal one,
 but does less damage per hit and may be inaccurate if fired consecutively. In
 short, it may be better to switch to the Mantis again when the chance is
 given. However, the Viper does go very well with soldiers' damage-boosting
 Adrenaline Rush ability. [Power cells, 4200c terminal nearby, too]

 Trying to access the elevator summons three enemies, a krogan bounty hunter
 and two biotic engineers, so take cover (as advised). Upstairs...

 3F: [I'm calling this 3F because I dunno which one it is.] The floor starts
 with a talkative merc (memorably) getting blindsided by Shepard's gang. 

  [+2R] I need answers.
  [+2P] I've got an offer.
  [+2R] Listen carefully.
  [+5R] [Push merc out of window!]
  [+5P] Don't be stupid.
  [+5R] I hope you can fly.

 After the "flying lesson," pick up the datapad to start the "Salarian Family
 Data" sidequest, which is a simple info delivery for later. Either way, the
 ensuing chamber has the merc leader's team, and they fight no matter the
 outcome. [Power cells in area.] There's a bypassable door that leads to a 2nd
 locked-in salarian, and a PDA with 6000c in it.

  [+5R] [Punch salarian.]
  [+5P] Let me help you.
  [+5R] Put down the gun.
  [+2P] I don't think so.
  [+2R] Not that one.

 4F: Up the ramp, Nassana's sent out some of her biotic vanguards. This area's
 noticably more spartan than the lower ones, so take care when moving from
 cover to cover. [500 Element Zero, med kit, weapons locker in area]. Around
 the corner, another skirmish! This time an asari commando joins the fray, and
 has 3 healthbars to deplete. She also has pink blood...eww.

 Near the bridge drop-down point, pick up the med kit and submachine gun damage
 upgrade from the corpse. [Body also has 12000c PDA...miser!] Make sure to get
 everything here because lowering into the trench prevents backtacking!

DANTIUS TOWERS (TOWER 2)
������������������������
 The bridge to the 2nd tower is the first step to conquer, and is mostly
 populated by those assault rifle mechs -- cook up some disruptor ammo to take
 'em down quickly. Once on the windswept part, another fight starts, same as
 before. From here, two rocket drones are setup and start sniping as Shepard's
 crew advances; either snipe 'em or get in closer for other weapon options.
 The Viper actually sucks on this end, no matter what the description says, so
 if y'have to use it, Adrenaline Rush first (if applicable). In fact, since
 the enemies have high cover towards the end, Adrenaline Rush + Viper sniping
 is a good idea all-around. Save before going in past the commando's door.

 [Convos have no para/gadeness.]

 Mission reward: 30000c, 1000 EXP

NORMANDY SR-2
�������������
 [+2P] What's the problem, Jacob?
 [+2R] Watch yourself, Thane.
 [+2R] Keep an eye on him.

 Thane settles into the life support (*giggle*) chamber, and can be talked to
 there if need be. [If asked, he contributes the Modular Probe Bay upgrade for
 the Normandy.]

 [+2P] Can we help?

 Elsewhere...

 -------------------------------------+--------------------------------------
  PTS  DIALOGUE OPTION                | PERSON
 -------------------------------------+--------------------------------------
 [+2R] Sounds like you.               | Samara (loyalty mission dialogue)
 [+2P] I can see why she's dangerous. | "
 [+2P] Let's go get her.              | "
 [+2R] I'll think about it.           | "
 [+2P] Samara, I am so sorry.         | "
 [+2R] You should have told me.       | "
 [+2P] Tell me more.                  | "
 [+2P] You have survivor's guilt?     | Jack (romance dialogue)
 [+2R] I assume you took revenge.     | "
 [+2P] We're all nuts.                | "
 [+2R] Your trauma is unimpressive.   | "

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 15) Derelict Reaper                                    [WK15]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 The IFF can be collected from a Reaper ship in Hawking Eta's Thorne system
 (by way of Chandrasekhar system).

 NOTE: This marks a turning point in the storyline, so to increase everyone's
 survivability for the final stretch, recruit all allies and do their loyalty
 missions, plus any sidequests (etc.) that should be gotten out of the way.
 The reason for doing this? After acquiring the IFF, there's precious little
 time to do extra things -- that is, without incurring severe loss Normandy-
 -wise. [This'll be expounded on at end of this section.]
                                                      _______
                                                     |10     |
                           _                         |  |�|  |
                          |x|                        |__   __|
                          |4|                          _|9|
                          ) (__                       |x  |\
                         ( _�  |    ________       ___| | | Reaper IFF
              ___________|  _| |  _|x5  6�_ |_____|   |_  |
             |_     ��     *3| |_|  �| |  __|     � |    �|
               | |�����������|  � _ �| |  _ | |8|�|___|���
               | |_______     ���|   � |x|7* �|�
               |x   1   _|        ����� � ����
                ���|2| |
                    �|_|-Start

 |����|�������������������������������| |����|�������������������������������|
 |  * | Power Cells                   | | 05 | Terminal (3000c)              |
 |  � | Battlesite                    | | 06 | Terminal (3500c)              |
 |  x | Medkit                        | | 07 | Shotgun Damage [Upgrade]      |
 | 01 | Wallsafe (2000c)              | | 08 | Terminal (3500c)              |
 | 02 | Terminal (2000c)              | | 09 | Wallsafe (2500c)              |
 | 03 | Sniper Rifle Damage [Upgrade] | | 10 | Laptop (1000c)                |
 | 04 | Heavy Skin Weave [Upgrade]    | |____|_______________________________| 
 |____|_______________________________| 

 There's some safes and worklogs to browse, but the real fun starts when the
 far pressurized door is opened: kinetic barriers trap everyone inside, and
 the mission changes to deactivating the core causing said nuisance. After the
 convo with Joker, the ensuing walkway will have explosive crates and husks
 (plus a few Abominations), so have Incinerate or (Squad) Incendiary Ammo up
 and at 'em -- Inferno Grenade works well, too. Since they climb up from
 opposite sides of the walkway, it's best to pull back a bit to keep them all
 in focus.

 Past the spot the where sniper rifle damage upgrade is, husks appear with
 their daddy (a.k.a. scion) in two separate battles, so do the previous strat
 to avoid being flanked. The waves are thicker as well, so this is one instance
 where exploding the environmental crates can help more than usual. Don't try
 to open the exit corridor in-between the two fights, unless you like husks
 flaying you alive with their karate chops...

 In the next area, after the geth sniper disappears, the exercise in husk
 extermination appears again (2 battles). This time, the height differential
 can be problematic as the swarms appear in close quarters, so use bottlenecks
 (ramps, stairs) to slay 'em easier -- Inferno Grenade just mops 'em up here!
 Only one scion, luckily, but its Shockwave attack may get better range if it
 shoots from higher up, so take cover! This same situation repeats roughly
 six more times, with the final scrapes having two scions to eliminate! The
 "retreat and burn" strategy never quits applying, however. If this gives a
 player trouble, particularly on higher difficulties where enemies have more
 armor, remember to save in-between skirmishes! [Incendiary Ammo + Adrenaline
 Rush + Viper sniper rifle = hilarious win also]

 When the main fighting's over, a bypassable door leads to the reaper IFF and
 a wall safe. Past there, the geth sniper seen previously is doing computer
 work while husk types stream into the core's room. This sets the stage for
 the final events: destroying the core amidst a sea of husks. The core has an
 outer plating that prevents any damage, and only opens after approximately
 0:30 has elapsed (in other words, worst operating system ever!). Incendiary
 effects work best, like usual, but the melee-n'-shotgun tactic pays off well,
 too. KEEP MOVING AND SHOOTING -- standing still lets the husks gang up on
 Shepard, continuously knocking him/her off-balance to maximize chances of
 melee killing!

 Mission reward: 25000c, 1000 EXP

NORMANDY SR-2
�������������
 Back onboard, the two Cerberus employees are split on how best to deal with
 the captured geth.

 [+20P, +5R] I want to talk to it first.
 [+20R, +5P] Cerberus gets the geth.
      [+02P] Just be careful.

 The final (non-DLC) teammate to obtain is that geth sniper, locked up in the
 med bay's AI core. Like Grunt, activating him is totally optional.

 [+2R] Why not?
 [+2R] All geth are the same.
 [+2P] You want to work with me?
 [+2R] I don't "cooperate." I lead.
 [+2P] That works.
 [+2R] Quiet, EDI.

 -------------------------------------+--------------------------------------
  PTS  DIALOGUE OPTION                | PERSON
 -------------------------------------+--------------------------------------
 [+2P] Can they be saved?             | Mordin
 [+2P] I trust you, too.              | Tali (romance dialogue/either gender)
 [+2R] You're embarrassed?            | "
 [+2P] You even trying to get better? | Grunt
 [+2R] Save some for our enemies.     | "
 [+2P] This isn't going well.         | "
 [+2R] That's what we need.           | "
 [+2P] Cerberus is wrong.             | Miranda
 [+2R] So do I.                       | "
 [+2P] And you.                       | "
 [+2R] You sound unhappy.             | "
 [+2P] You always bring that up.      | "
 [+2R] This again?                    | "
 [+2P] That's not true.               | "
 [+2R] I'm sorry you feel that way.   | "

 [AUTHOR'S NOTE TO SELF: Legion's loyalty dialogue has no para/gadeness]

 When trying to land on any station/planet/etc. after finishing this mission,
 EDI notifies the team that the IFF is ready but needs to be tested.

 [+2P] You thought of everything.
 [+2R] Let's move!

 Shepard's crew will then leave the Normandy on a shuttle...which happens to
 be the worst imaginable time -- Collectors board the ship while they're away.
 This starts a mini-event where Joker is the controlled character. EDI's lit
 up the floor, pointing Joker toward the research lab, the med bay AI core on
 the crewman deck, then the engine room. [Move fast to avoid being killed by
 Collectors.] Non-essential crewmembers end up kidnapped though, making this
 personal! When Shep returns...

 [+2P] Are you okay, Joker?
 [+2P] Is the virus contained?
 [+2R] I'm not interested in excuses.
 [+2P] I trust it.
 [+2P] So the ship is ready to go?
 [+2R] You're equipment, not crew.

 -------------------------------------+--------------------------------------
  PTS  DIALOGUE OPTION                | PERSON
 -------------------------------------+--------------------------------------
 [+2P] I care about [ally name].      | Mordin (romancing teammate convo)
 [+2R] What? I'm not doing that!      | "
 [+2P] You're not a typical assassin. | Thane
 [+2R] You don't seem confident.      | "

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 16) The Suicide Mission                                [WK16]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 The next step is going through the Omega-4 Relay to visit the Collectors'
 homeworld. To avoid any more casualties, make sure all important ship upgrades
 -- like weapon upgrades, shielding types, etc. -- are purchased. Stuff like
 a Modular Probe Bay (etc.) aren't crucial. When ready, head to the relay in
 the Omega Nebula...

 -- INSERT DISC 1 --

 If Shepard's been cultivating a romance with an applicable teammate, and they
 considered consummating it, then that love scene plays out after the disc
 switch. [No para/gade seemingly.]

ILLUSIVE MAN COMMUNICATION
��������������������������
 [+2P] The team is strong.
 [+2R] I don't need to know.

GOING THROUGH THE OMEGA-4 RELAY (TARTARUS DEBRIS FIELD)
�������������������������������������������������������
 Remember how it was said to get the important ship upgrades, like the Thanix
 cannon, armor plating and extra shielding (Garrus, Jacob, and Tali's upgrades
 respectfully)? Well, for each that ISN'T installed, a teammate will die just
 en route to the Collector Base!

 Either way, the Normandy will be attacked by an "Oculus," a flying eyeball-
 -like robot Shepard and two teammates have to fight off (in a real fight).
 The battle takes place on the engineering deck and loyalty has nothing to do
 with things, so take your faves! The boss is fought twice: the 1st time it
 flees after incurring 'x' amount of damage, the 2nd time it's for real. Its
 only attack is a red laserbeam from its eye, so any combination of synthetic-
 -killing attacks works well. [The Viper sniper rifle + Adrenaline Rush +
 Disruptor Ammo strategy is fine.]

COLLECTOR BASE, PART I
����������������������
 Before setting out, there are two matters to discuss.

 � PICKING A TECH EXPERT: This person will go through the ventilation shafts to
   unlock the far door, letting both fire teams escape safely. There are only
   three good choices here (Tali, Legion, Kasumi). Pick whoever's loyal for the
   task. Choosing anyone else, or a tech expert who's disloyal, will end up
   getting themselves killed.

 � PICKING A FIRETEAM LEADER: This person will lead the 2nd diversion team
   (i.e. whoever's not on Shepard's squad) during the infiltration expedition.
   There are three good choices here -- Miranda, Jacob, and Garrus -- so pick
   whoever's loyal to do the job. Choosing a poor leader makes the selected
   tech expert die at the end of this portion!

 Shepard's team will encounter ~7 battles with collectors, which also serve
 as appearances for Harbinger. Remember the strategy? Kill off weaker enemies
 to prevent them from being hijacked by Harb. All the while, Shepard's team'll
 have to be on the lookout heat exchanger valves. Activating these takes the
 pressure off the vents' tech expert -- LETTING IT GET TOO HOT KILLS THAT ALLY
 so there's not a lot of time to sit behind cover. Gotta go on the offensive
 for all this, so use (Squad) Incendiary Ammo! There are 8 valves to trigger.

 The segment ends when all teams regroup at the far door, hopefully escaping
 with all lives intact.

COLLECTOR BASE, PART II
�����������������������
 [+02P] I'd never abandon my crew.
 [+02R] I didn't come for you.
 [+02P] I wish I could have.
 [+02R] That wasn't an option.
 [+15P] I'll have someone escort you.
 [+15R] The mission comes first.

 When the captured crewmembers are located, the way forward is complicated.
 There are now three jobs for the next segment.

 � PICKING A BIOTIC SPECIALIST: Despite what Miranda says, there are only two
   choices who can get through the field of bugs without faltering: Samara (or
   Morinth) and Jack. Choosing any neophyte biotic to do the job results in a
   teammate getting swarm'd! [Whoever's chosen won't participate in the fight
   this segment has, though; they only do the barrier.]

 � PICKING A FIRETEAM LEADER: The same ones as before -- Garrus, Miranda, and
   Jacob -- are still applicable. Whoever's loyal should be selected for this
   job. Miranda seems to be the best choice since she's scripted to survive
   regardless of loyalty.

 � PICKING AN ESCORT: This person will escort the remaining crewmembers back
   to the Normandy, although s/he won't be selectable for the rest of the
   segments (i.e. can't fight final boss). However, whoever is put in this
   position automatically survives the ordeal, so the best choice is Mordin --
   his scrawny butt can screw up other positions if he's delegated 'em, and
   he can be a liability in the next section. [Any loyal crewman can do this
   position, but the others are more helpful here. Picking no one ensures the
   Normandy crew's turned into mincemeat!]

 The biotic specialist protects Shepard's squad from the Collector swarms, but
 that doesn't mean there's no fighting -- the team will still have to rebuff
 teams of drones that appear, and all from within the confines of the barrier.
 Difficult? Not technically. Relying on biotics and techs here is a great idea,
 since one has to scavenge for the occasional ammo drop. There are three (3)
 main fights in all, with the final one having a scion & abominations to kill.
 A few isolated teams of husks/abominations will appear, too, but are much
 easier to eliminate -- remember that Throw instantly kills both types.

COLLECTOR BASE, PT. III FINAL
�����������������������������
 For the final boss, Shepard's team will advance forward while the others'll
 "hold the line," to borrow an ME1 phrase.

 � PICKING FINAL TEAM: Since enemies ahead will be both organic and synthetic,
   it's wise to choose a loyal, well-rounded, offense-oriented team to assist.
   If a disloyal person is taken along, they die after the next boss without
   exception.

 � PICKING DEFENSIVE TEAM: The remaining allies will stave off the foes while
   Shepard turns this station on its head. Certain allies -- Garrus, Zaeed,
   and Grunt -- are great for defensive purposes, and leaving them behind'll
   improve everyone's chances of surviving. Leaving behind loyal members also
   gives a bonus, too.

 [+2P] The galaxy is depending on us.
 [+2R] Feel sorry for the Collectors.

 Prefacing the final boss fight, Shepard's team must deal with Collectors on
 moving platforms, a near replica of the scenario on the Derelict Reaper. Take
 cover according to current enemy placement and scour the area for ammo when
 a little downtime's given. Whatever ammo amount the team ends this segment
 with is what's brought to the final boss, so being biotic/tech-reliant ain't
 such a bad idea. The enemy mix here is drones/guardians/assassins/Harbinger;
 the 5th has two scions.

 [+2P] We can't let it survive.
 [+2R] Let's take it down.

 FINAL BOSS: Human Reaper
 ������������������������
 EDI says the way to defeat this sucker: shoot its "feeding tubes," which'll
 destabilize it and make it fall into the abyss. The first half of this fight
 is simply shooting those tubes (you'll know to fire when the syringe shutters
 fall back to show the orangey liquid). The reaper just sits there during this
 segment, letting Harbinger and his assassin/drone cronies do the legwork. As
 there's precious little ammo to pickup here, try to defeat these wastes of
 time with techs; or, at very least, use Incendiary Ammo to conserve a few
 for later. ALSO, it helps to direct allies to cover or y'may be turning to
 Unity a lot.

 When all supports are through, Illusive Man time.

 [+02P] I didn't do it alone.
 [+02R] I'm just getting started.
 [+02P] This place is an abomination.
 [+02R] You think it can help?
 [+02P] This doesn't feel right.
 [+02R] Are you sure?
 [+15P] No. We don't need it.
 [+15R] OK, let's take it and use it.

  But it ain't over yet! As the timebomb or EMP pulse is readied (10:00 time
  limit), the human-reaper larva crawls out of the abyss for round two! Killing
  this enemy is as simple as shooting it in its eyes/chest hole when it charges
  its beam attack. It changes positioning every so often, so be prepared to
  switch cover accordingly. Running low on ammo here means each bullet weighs
  a ton and none should be wasted -- use careful sniping and the slow-mo effect
  of Adrenaline Rush to get this fight over with. [Some collector drones who
  enter battle may drop ammo, the one saving grace on this end.] Direct allies
  to cover, lest they don't do it themselves and get ganked by concentrated
  fire from Harbinger, the boss, etc.

 When the fight's over, Shepard's team makes a mad dash (cutscene) back to the
 Normandy. Joker, despite having "broken all his ribs" even gives suppressing
 fire!

NORMANDY SR-2
�������������
 Back onboard, the Illusive Man will talk about the choices Shepard made, in
 destroying the base or salvaging it. [No para/gadeness, seemingly.] If the
 "No One Left Behind" achievement prereqs were fulfilled, that's gotten after
 the convo ends.
          _________          _______    _______  _        ______   _
          \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
             ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
             | |   | (___) || (__      | (__    |   \ | || |   ) || |
             | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
             | |   | (   ) || (        | (      | | \   || |   ) |(_)
             | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _ 
             )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)

 Post-game allows for Shepard to do remaining loyalty missions, mining for
 resources, and assorted sidequests. However, teammates who died in the suicide
 mission remain dead, closing off applicable missions they were the focus of.
 
 -------------------------------------+--------------------------------------
  PTS  DIALOGUE OPTION                | PERSON
 -------------------------------------+--------------------------------------
 [+2P] Are you okay?                  | Yeoman Chambers
 [+2P] I care about Garrus.           | Mordin (romancing Garrus convo)
 [+2R] What? I'm not doing that!      | "
 [+2P] You're not a typical assassin. | Thane
 [+2R] You don't seem confident.      | "
                                                _____________________________
 __ __ ____ ____ ______________________________/ IV. LOYALTY MISSIONS [LYTM] |_
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 01) Garrus                          [Eye for an Eye]   [LY01]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Garrus' mission takes him to a familiar setting, the Citadel -- this is open
 from the game's beginning, remember. The layout has changed since ME1's days,
 and is a lot simpler to explore (click L-analog to see map). Assuming the
 player hasn't been to Citadel yet, go through C-Sec's scanners and meet with
 Captain Bailey on the other side, clearing up the "death" issue. At this
 point, the preamble ends and Shepard can snoop around for Garrus' contact, 
 Fade. [No para/gade options for any of these convos.]

 Bailey sets the team on Fade's trail by saying some of his contacts work out
 of a warehouse, located on the west/left side of the map (downstairs from
 C-Sec's position). Upon entering...

 [+5R] [Shoot the Krogan bodyguards]
 [+2R] Shut up.
 [+2R] I can't wait.

 The identity of Fade's prefab foundary in the factory district's revealed,
 so visit the nearest transit station and arrive there. [Garrus' mandatory
 presence begins now.]       _______
                            |  END  | |����|�������������������������������|
                            |   � 11| |  * | Power Cells                   |
                            |_____  | |  � | Battlesite                    |
                            |98  _10| |  x | Medkit                        |
          ___   ___ ______|�|�|  7|�  | 01 | Wall Safe (1500c)             |
         |56*|_|   |  �  _   � x|�    | 02 | Circuitboard (900c)           |
        _| x___        ,' |_|�|_|     | 03 | Circuitboard (900c)           |
       |_ � 4| |_|___,'               | 04 | Circuitboard (900c)           |
        _|  3|                        | 05 | 2000 Iridium                  |
       |_ � �|_                       | 06 | Laptop (4500c)                |
       |_   �  |                      | 07 | Circuitboard (1200c)          |
    _  | |� _|_|                      | 08 | Forged IDs [sidequest item]   |
  _|2|_|  _|                          | 09 | Wall Safe (2100c)             |
 |_ x ___|                            | 10 | Sniper Rifle Damage [Upgrade] |
 __| (                                | 11 | Datapad (1200c)               |
|1_  /\                               |____|_______________________________|
|__  _/\
| �____/  This place sucks surprise-wise but those craving almost nonstop
|_ __  |  fighting will like the warehouse, which mostly consists of navigating
|�| �__|  ground-level crates while fighting mercs and organic Blue Suns mercs
|____ x|  (most of which are just footsoldier types). A YMIR mech is fought 
     |�|  after the bridge lowers, and at reasonably close quarters to boot, so
START|_|  reteat a bit before setting aim. At the nearby observation booth,
          rob the place of its forged IDs (sidequest item) and sniper rifle
 damage upgrade. The window here shows a glimpse of what the next room holds...

 The final warehouse chamber has alternating stacks of crates, and the team
 must climb each landing to get further in. The mech/merc mix continues, but
 "Fade" has sent some heavy rocket-firing troops in as well. Although it's
 not important, shooting the overhead crates causes them to fall and fragment,
 damaging anyone who may be underneath. The final surprise is two YMIR mechs,
 Fade's last vanguards, who must be neutralized before continuing. The way
 backwards is blocked off at this time, so jump down to floor level and use
 those obstacles as cover -- the higher ones seem to be less effective.

 Following that, eliminate the rest of the Blue Suns on the white crate stack
 and get ready to deliver Fade's beating! [No para/gade options.] After, a
 scene where Sidonis gets ready to meet with Shepard occurs, as Garrus finds a
 sniper nest to pick the traitor off from. Our sniper can be talked down from
 his stance by continuously blocking his shots and talking with Sidonis, then
 using a paragon-exclusive "Don't do it, Garrus." option. [No para/gade points
 are received via notification during these final dialogues, however.]

 Mission reward: 15000c, 750 EXP

NORMANDY SR-2
�������������
 Back onboard, Garrus has a conversation depending on how his vendetta went.
 If the player's a female Shepard, she can suggest some "sparring" in his
 "quarters"... [This is done by prying about how Turian ships prepare; doing
 this gives no paragon/renegade options.]

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 02) Grunt                          [Rite of Passage]   [LY02]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Grunt's loyalty dialogue suggests visiting the krogan homeworld of Tuchanka,
 in the Krogan DMZ's (demilitarized zone) Aralakh system.

 After arriving, a lackey tells Shepard that the clan leader wishes to speak.
 In the main hall of the camp, look for a group of Krogan on a large pile of
 rubble in the well-lit part of the room. The leader is Wreav or Wrex -- the
 former is the default leader since Wrex dies by default in a non-ME1 import
 save; an import where Wrex specifically lives makes him the leader.

 [No para/gadeness for Wrex/Wreav dialogue.]

 Either way, Shepard has to ask about Grunt's problem to continue his loyalty
 quest. It's learned that 

 [+2R] Does it change anything?
 [+2P] His call.

 Next step is speaking with the Shaman, straight across from the chief's dais,
 up the stairway. 

 [+2P] We have permission.
 [+2R] He dares stand in Grunt's way?
 [+2R] I want this crap over with.
 [+2P] He is part of my crew.
 [+2R] We will kill for Grunt.
 [+5R] [Headbutt Uvenk]
 [+2P] You defy a shaman?
 [+2R] Do you want to die, Uvenk?
 [+2R] Let's get this crap going!

 The shaman can start the ritual when asked.

GRUNT'S RITE OF PASSAGE
�����������������������
 NOTE: There's a few known glitches here: (1) activating the keystone may make
 the sound cut out. This doesn't affect much, and saving/reloading seems to
 rectify the problem (2) saving/reloading in the rite of passage's battlesite,
 before the keystone's red button turns to green after a few seconds, may make
 it unable to be chosen. Redoing the mission solves this. (3) feeding the
 domesticated varren at Camp Urdnot may screw up this part (4) sometimes during
 the bug-fighting part, after all have been killed, allies fire at an
 "invisible" bug and one can't progress any further.

 True to Krogan simplicity, there is no dungeon to wander through -- only pure
 bloodshed on sacred ground! Examining the keystone near the platform sends a
 wave of enemies into the place, to which Grunt and his "krantt" must defeat.
 Before starting, however, feel free to loot the battlesite for credits. [Y'may
 want to hold off on collecting the power cells if you're at max capacity.] It
 doesn't hurt to familiarize oneself with the area's ammo pickups, which
 respawn in the same spots after awhile.

 � 3600c (turbine)         � 1500c (corpse)        � 1500c (corpse)
 � 3300c (turbine)         � 1800c (corpse)        � 2000 Palladium
 � 1200c (corpse)

 Anyway, flip the keystone to let the fun really start... [It's possible to
 save in-between bouts.]

 WAVE 1: Varren. These fleshy organic dogs are well-known Krogan partners, and
         they attack low to the ground in packs. (Squad) Incendiary Ammo is the
         best supplement here, although these suckers are easy target practice
         more than they are man's best friend.

 WAVE 2: Klixen. These insectoid (rachni-like) bugs are similar to varren in
         their attack range, although they have an incendiary breath attack
         that gives 'em a slightly better edge. Additionally, they explode upon
         death, so mid- to long-range killing is ideal. If (Squad) Cryo Ammo
         is learned, kickstart it. [And no, you can't kill the giant flying
         bug that deposits klixen in the area.]

 WAVE 3: Thresher Maw. This giant, burrowing worm should be familiar to any
         ME1 player, as they appeared on many unexplored planets. Here, the
         goal is merely to survive 5:00 against it -- a simple task, since it
         remains on the battlefield periphery spitting acid bombs, which can
         be blocked by sticking obstacles in-between. However, it's possible to
         defeat the sucker and doing so earns the Big Game Hunter achievement,
         and later, Clan Urdnot's respect. [Using heavy weapons and precision
         damage-boosted shooting are the easiest ways to neutralize the maw.
         Keep mobile! The area's towers can be destroyed by repeated strikes
         and end up providing scant cover.]

 Gatatog Uvenk shows up after this to see how things are...uh, going.

 [+02P] He's the ultimate krogan.
 [+02R] Are you here to fight?
 [+02P] Your call, Grunt.
 [+02R] He can't join your clan.
 [+15P] [Automatically awarded]
 [+15R] [Automatically awarded]

 WAVE 4: Clan Gatatog. No matter the speech outcomes, Uvenk's idiots attack the
         team. They've got the firepower to back up their speech, but are still
         organic types, so (Squad) Incendiary Ammo rips 'em apart. Just make
         sure to whittle 'em down from cover and watch out for flank tactics.
         Uvenk has three healthbars and is accompanied by a few rocketeers as
         well, in addition to normal warriors. A few have shotguns, so stay at
         mid- to long-range when eliminating the threat.

 Back at camp, Grunt is ordained a proper Urdnot clansman by the shaman, who
 also gives a Shotgun Damage upgrade as a present. [Dialogue has no para/gade
 points.]

 Mission reward: 15000c, 750 EXP

NORMANDY SR-2
�������������
 Tank-related dialogue back on the ship:

 [+2P] Someday it'll end. It has to.
 [+2P] No shortage there.
 [+2R] I can't have you going rogue.

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 03) Jack                              [Subject Zero]   [LY03]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Our favorite psychopath's loyalty mission takes her to the Nubian Expanse's
 Dakka cluster, planet Pragia. Time to face fears, facts, and the past...

|���|��������������������������|���|��������������������������|
| * | Power Cells              | 3 | 500 Element Zero         |
| � | Battlesite               | 4 | PDA (3000c)              |      _ 
| x | Medkit                   | 5 | Circuit Board (3000c)    | |�| |6|_______
| 1 | Terminal (3000c)         | 6 | Biotic Damage [Upgrade]  | | |_|*|  _ _  |
| 2 | Storage Crate (3000c)    | 7 | Secure Container (3000c) | |_   _  �_ _|7|
|___|__________________________|___|__________________________|  _| |_|___   _|
                                                        ________|x _  |    _|
                                      ___  |�|�����|�|_|   �   _ �|_| |   |
            _______     ___         _|_3 |_|    �     _  |��|5| |_____|___|
           |  ___  |___|  _|___ ___|  ___  | |_____| | |_|   �
          _| |_ _| |      _    | � | |   |___|   4   |
         |START|_  | |_| | |_   _|_ x|        �������
         |_____|_|  ___|_| |2  |   |_|
               |1  |        ���
                ���
 En route on the shuttle...

 [+2P] Settle down.
 [+2R] We're going in.

 Take shelter from the rain down the helipad walkway, revealing the deserted,
 overgrown interior of the facility. There's no enemies around, so rob the
 remaining consoles at leisure. In the larger room a ways in, a pack of varren
 (dog-like monsters) attack. There's also a blood stain that Jack'll talk
 about, if asked, and inspecting the 2nd security log gives a para/gade convo.

 [+2P] Maybe there was more to it.
 [+2R] Or not.

 Through the next hallway, which has a fresh varren kill, Blood Pack mercs're
 found in the morgue. Most attack at ground level, so the fight's simplistic,
 and even a bit ironic. Further down the way, past a small vorcha ambush, the
 holding cells are found -- make sure to check 'em all! The team draws steadily
 closer to Jack's room at the compound's end, going past a playground to a
 medical lab (get the biotic damage upgrade!). The security logs can be viewed
 for more para/gade scenes.

 [+2P] Don't blame yourself.
 [+2R] Makes sense.
 [+2P] You were distracted.

 Finally, the team finds a Blood Pack platoon waiting for 'em nearby.

 [+2P] Why are you here?
 [+2R] Get ready to fight.

 This ends up being a rather standard fight, the only exception being Kureck,
 the 3-healthbar krogan, and a few heavy units who fire rockets. On higher
 difficulties the flanking krogan may be a problem, but it's quite managable
 on lower ones. Maneuver to Jack's cell to find Aresh...

 [+02P] He was drawn here, like you.
 [+15P] Killing him changes nothing.
 [+15R] Do it.
 [+05P] Leave him alone.
 [+05R] Kill him.
 [+10P] [Stop Jack from killing Aresh]
 [+10R] [Command Jack to kill Aresh]
 [+02P] Good work.
 [+02R] You're free.

 If Shepard gave Jack time to look around, there are places to observe while
 Subject Zero reminisces about her childhood. Either way, this mission
 culminates in a gigantic explosion, one for the ages. [And she gets a new
 costume, in case y'didn't like looking at her scanty nipple belt setup, haha.]

 Mission reward: 15000c, 750 EXP

NORMANDY SR-2
�������������
 Additionally, if Jack's loyalty mission was done, there'll be an argument
 between the two ladies ("Take pictures!" Joker says, haha). The default
 options have Shepard siding with one of them, making the other lose loyalty,
 while the para/gade options salvage both of the crewmembers' loyalty.

 [+15P] This is a distraction.
 [+15R] This ends now!

 NOTE: Whoever gets shunned and loses loyalty over the argument can have their
 loyalty regained with para/gade options. They won't say anything else to
 Shepard 'til this is cleared up, though. Reconciliation can occur when one's
 para/gade points are at 'x' amount of the total amount currently available --
 basically, the earlier the hatchet's buried, the better.

 In normal circumstances, talking with Jack back onboard gives more dialogue.

 [+2R] Get over yourself.
 [+2P] Feel like you've changed?
 [+2R] I need you functional.
 [+2P] I wanted to help you.
 [+2P] It's a start.
 [+2R] Deal with it.
 
 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 04) Jacob                    [The Gift of Greatness]   [LY04]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 This mission takes place in the Rosetta Nebula's Alpha Draconis cluster, on
 planet 2175 Aeia. When scanning the planet, an anomaly will be detected -- use
 the white line to locate the anomaly, probe it, and then land.

                _,-.______          |����|�������������������������������|
               /   � x  7*|_        |  * | Power Cells                   |
          ____( (�|���___�  |       |  � | Battlesite                    |
          )   �56�)  _ _ _  |       |  x | Medkit                        |
         (_   ___(  � ___ � |       | 01 | PDA (3000c)                   |
           | |    ) 8  9    |       | 02 | Spare Parts (1500c)           |
     ______| |     ���( (���        | 03 | Spare Parts (1500c)           |
    |    �___|        _) )_         | 04 | PDA (2100c)                   |
   _| 4  |           | END |        | 05 | Heavy Pistol Damage [Upgrade] |
  /  x  3|            �����         | 06 | Spare Parts (1500c)           |
 / /�����                           | 07 | Spare Parts (1500c)           |
( (______                           | 08 | PDA (2400c)                   |
 \ 2_�_  \                          | 09 | 500 Element Zero              |
  \_____ (                          |____|_______________________________|
   ____ \ \
  /1/ /  ) )  Down the road, the wrecked Hugo Gernsback is plain to see. One
  )2 (  / /   section of the bulkhead is accessible via gangplank, and has a
 / /\ \/ /    hackable PDA mixed with partial logs. Talking with the VI is
  �  \  /     mandatory to proceed; further on, a messed-up survivor flags the
     ( (      party down.
     ( (_
      )  \    [+2P] Calm down!
      \__/    [+5P] [Save survivor from getting shot]
     START
              "Hunters," basically humans who're opposing the Leader's rule on
 this planet, attack Shepard's crew at the supply site. (They're all organics,
 natch). Down the road, a settlement is found, but...it's odd. No para/gade
 options to speak of, but there's a few things to loot. A few mechs attack at
 the village exit; after, talk with the doc.

 [+2R] We're waiting.
 [+4P] Sounds like he cracked.
 [+2R] Harsh, but defendable.
 [+4P] Does this make sense to you?
 [+2R] They're fighting back now.

 Once the nearby mech is programmed to explode, the way towards the leader's
 camp is opened. The next "village" is all mechs, so hit up Disruptor Ammo.
 Most come from the road leading to Taylor's compound, which is prefaced with
 power cells, medkits, and so on. Once inside, there's a bunch of organic
 targets (assault rifle users, mostly) and a YMIR mech to destroy. A lot of
 the cover is breakable or low to the ground, so staying near the entrance is
 a good idea, at least until y'can flank the robot. Following, the final stage
 is to confront Ronald. [No para/gade options.]

 Mission reward: 15000 EXP, 750 EXP
 Note: Jacob always becomes loyal upon finishing, no matter the resolution.

NORMANDY SR-2/ILLUSIVE MAN COMMUNICATION
����������������������������������������
 [+2P] Good job.
 [+2R] We'd better be.
 [+2R] Still toying with us?
 [+2R] To help or mess with him?
 [+2P] You're welcome.
 [+2R] One time only.

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 05) Kasumi                         [Stealing Memory]   [LY05]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Once Kasumi's DLC is obtained (560 MSP), Shepard should get an email saying
 to rendezvous with her at the Citadel's Zakera Ward. Upon disembarking, look
 at the odd advertisement terminal nearby to get in touch with the master
 thief.

 [+2R] Cut the crap.
 [+2P] Welcome aboard.
 [+2R] Let's head out.

 With that, Kasumi automatically goes to the Normandy (Port Observation Deck)
 and can be selected as a crewmember. Like Zaeed, her onboard interaction is
 limited to "inspecting" her person for quips or her valuables for stories.
 But hey, at least Shepard's long-awaited dream of a Normandy bar is realized.

 Inviting Kasumi opens up the Boltzmann cluster in the Serpent Nebula, where
 Kasumi's loyalty mission can be started (planet Bekenstein). Similarly to
 Zaeed, her mission can be done from the get-go -- no waiting around like the
 other allies'.

 ---

 After touchdown at Hock's mansion...

 [+2P] Of course.
 [+2R] If that's what it takes.
 [+2P] What's the plan?
 [+2R] I can do this alone.

 Then the real fun begins.

STEP 1: CASE VAULT
������������������
 [AKA "Kasumi: Stealing Memory"]

 With Kasumi having to stealthily infiltrate the party, Shepard will have to
 pick up the brunt of the legwork. The vault is located opposite the entrance,
 down the stairs and through the only door. Kasumi gives an overview: the
 security has a voice lock, DNA analysis, and a kinetic barrier. Getting in
 will be a bit tricky, so it's time to break the security down piecemeal.
 [The following steps can be done in any order, mind you.]

STEP 2: FIND DNA SAMPLES
������������������������
 [AKA "Kasumi: DNA Scanner"]

 In order to get enough of a DNA sample, Shepard'll have to sneak into Hock's
 private quarters. The main door is guarded, but on the balcony, there's a
 drop-down point off to one side that provides a quick infiltration. There'll
 be three Eclipse troopers down below, probably quite easy to dispose of even
 with just pistols. [For a fun time, use Throw on the railing guard and watch
 him fly off the cliff.]

 Using the makeshift ramp, break the glass window and neutralize the two guards
 upstairs. This allows free access to the bedroom area, where Shepard can
 commence scanning everything to find a sample. Concentrate on the datapad,
 antique weapons collection, and wineglass. [The couch has +1c and wallsafe
 has +7800c, too.]

 Once back in the party, return to the vault and activate the DNA Scanner to
 remove that obstacle and finish the miniquest.

 ---

 [David Bernstein writes:] "I did this a different way. There is a PDA out on
 the balcony, reading it tells you about chief Roe. I took out the power cable
 and the security room next. After that I went to the door to Hock's room and
 talked to the guard, and dropped Roe's name and said I had permission. I was
 also female this playthru. Got in, no gun shots fired. Definitely more useful
 that going up against 5 gunmen on insanity difficulty."

STEP 3: DISABLE KINETIC BARRIER
�������������������������������
 [AKA: "Kasumi: Kinetic Barrier"]

 Outside of the vault, along one of the walls, a cable feeding power is
 visible -- examine it to see that the power source is nearby. Locate one of
 the sitting rooms nearby, one of which has a statuette leading to a false
 wall with the generator behind it. Kasumi takes care of it a moment later,
 finishing this section.

STEP 4: VOICE LOCK
������������������
 [AKA: "Kasumi: Voice Lock"]

 To defeat the voice lock, one must have Hock's voice and knowledge of his
 password. Start by locating a security door (left of entrance), which Kasumi
 hacks, and defeating the guards in the station beyond. [Wallsafe has +7200c 
 here.] A carelessly-placed datapad says the password's "PERRUGIA," which takes
 care of that ordeal.

 Obtaining a voice sample can be done by finding Hock himself, standing near
 the twin interior stairways. The objective is to keep him talking long enough
 to get a voiceprint (not unlike a certain ME1 quest on Noveria). Charming the
 target is the best course of action. [A few answers require para/gade, but
 aren't mandatory to get through the section.]

 [+5P] Expecting trouble?
 [+5R] Understandable.
 [+5P] [Flirt] You're not offensive.
 [+5R] Don't walk away from me.
 [+5P] We should do business.
 [+5R] My enemy is your enemy.
 [+2P] You have great taste in wine.
 [+2R] Not much of a party.

 Answers on the left-hand side automatically fulfill the voiceprint conditions,
 although if Shepard makes Hock mad, Kasumi can still bootstrap the parsing --
 no harm done.

STEP 5: ENTERING VAULT
����������������������
 Triumphing over Hock's locks lets the duo enter the secure elevator beyond,
 in full battle gear, of course. There'll be a notification of "greybox
 proximity" here -- the lower the number, the closer to the item in question.
 It's quite easy to find, on a platform on the left side, right next to the
 DLC's other awesome item: the Locust SMG. Of course, once the graybox is
 taken, things go awry!

 [+5R] [Shoot a priceless artifact]

STEP 6: ESCAPING VAULT
����������������������
 The vault's shape has a walkway around its rectangular interior, with a
 criss-crossing path in the middle; the artifact pedestals can provide cover.
 The Eclipse mercs who infiltrate are a normal trooper mix, with Chief Roe
 accompanying as well (2 healthbars). Watch out for enemies who throw grenades
 -- yes, a new tactic! -- as they inflict damage and force one from cover,
 temporarily stunning them.

 When the fuss is over, Kasumi determines the exit to be eastward. [Collect
 the medkits and switch weapons if need be, of course.] The adjacent garage
 has another scrape, this one with a few troopers and a YMIR mech. The best
 course of action is to _not_ advance forward, instead kayoing the frontline
 enemies from the starting position. There are more troopers behind the mech
 but they (trooper/vanguard mix) won't advance forward if Shepard doesn't.
 A Hackable PDA, 4200c, is near the exit.

 The next garage has a similar situation, except with some heavies and more
 grenadiers. [Items: Spare parts for 4800c & 1200c, 1000 Palladium] Fight
 through the scrubs and pick up on Kasumi's hints about the explosive tanks --
 operating a combat vehicle's turret blows a hole in the far wall. This leads
 to ANOTHER garage with more troopers babysitting a YMIR. Towards the end, a
 dead mech has a rare [Tech Damage Upgrade] to get.

 The final garage has 1000 Platinum total, 4800c credits total, and a lot more
 mercs, this time with a rich blend of vanguards and heavies thrown in with the
 troopers. At long last, everyone reaches the eastern landing pad...naturally
 there's a final showdown with Donovan!

 Hock arrives in a gunship protected by a kinetic barrier and some LOKI mechs.
 The best point of strike is right by the start, with the half-arc of crates
 that provides good cover. The gunship is typical, firing a machine-gun burst
 or missiles, and when its barrier is depleted, it regenerates it and flees.
 Defeat the rest of the lackeys and wait for it to reappear, which starts Round
 2 with the bugger. Kasumi will automatically remove the gunship's shielding
 when the foot soldiers are defeated, so concentrate on them first to speed up
 the process. Round 3 has the gunship fighting without shielding, which means
 it can be defeated like any other -- and, the team automatically returns to
 the starting point, which has the best defense! The ship retreats when it's
 at full health, reappearing when the cronies are defeated. After that, Hock's
 got no where to go...well, except straight down. [There are medkits and a
 power cells box around this area, if needed.]

 When the dust settles, the Normandy's shuttle arrives on the landing pad,
 effectively closing the mission. Shepard can then persuade Kasumi to keep the
 graybox for posterity, or destroy it in accordance with Keiji's wishes.

 Mission reward: 30000c, 750 EXP, Casual Outfit (for Shepard)

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 06) Legion                         [A House Divided]   [LY06]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Once activated, speaking with Legion can unlock his loyalty mission, taking
 the team to the Heretic Station in the Phoenix Massing Cluster's "Sea of
 Storms" region (by way of Tassrah system). Since all foes inside will be
 geth (obviously) it's best to have allies with Warp, Warp Ammo, Overload, or
 Disruptor Ammo -- all that usual stuff.
        ___ _____|�|          |����|��������������������������������|
       |  x|    _  |          |  * | Power Cells                    |
Start  | | | |  �| |          |  � | Battlesite                     |
     \_| |_____|1|�|          |  x | Medkit                         |
     |___|  _  |�  |          | 01 | Geth Hub (3000c)               |
       |2  | |___|_|          | 02 | Geth Hub (3000c)               |
       |_| �  _|              | 03 | Geth Hub (3000c)               |
         |  3|___ _           | 04 | 2000 Palladium                 |
         |  � � x| |          | 05 | Geth Shield Strength [Upgrade] |
          ���| |�  |          | 06 | Geth Hub (3000c)               |
             | | |�|          | 07 | Geth Hub (3000c)               |
             |___| |___       |____|________________________________|
             |  ___    |
             | | _�| | |      Once the crew lands...
             | |_____| |
             |  _|  ___|      [+2P] Rewriting is bad./Rewriting is unethical.
            _|_   _| |        [+2R] They're just machines.
           |   |*|  5|
          _| |  x| |�         ...then it's time to start the show. The geth're
         |4   ���  (_____     mostly in slumber mode, letting the team move
          ���|��� �|     |    around without bothering any -- as long as they
             |  ���  6�7 |    don't step on any glowing floor sensors, which
              �����|___  |    are pressure-sensitive. The easiest way to get
                      _| |_   through rooms is to tiptoe around and locate a
                _____|     |  "geth hub," which inactive geth are attached to.
               |  ___  x � |  Blowing it up with a well-directed shot sends the
              _| |   |_____|  synthetics flying (due to low gravity), letting
          EXIT___|            them be picked off easily. Make sure to salvage
                              wrecked hubs, too! The first time this is done...

 [+2P] The heretics are a part of you.
 [+2R] Why worry about brainwashing?
 [+2P] You'd lose that perspective.
 [+2R] Their judgement sucks.
 [+2P] That could be traumatizing.
 [+2R] You'll feel guilty.

 Hub rooms all operate the same way, although navigating the alarm system may
 be a bit harder as things go on, especially if teammates screw up the stealth.
 Corridors connecting these locations often have small geth squads to fight,
 and Legion can hack inactive turrets (found in hallway) to assist briefly
 before self-destructing. 

 Eventually, down the line, there'll be a corridor with a Geth Shield Strength
 upgrade, one of the few to find in this dungeon. The next battlesite is just
 another hub area, although considerably more dangerous -- it's harder to
 avoid alarming the foes, and if a hub's destroyed, they flank the team! Be
 sure to play your cards right here. The next hallway has a dialogue point w/
 Legion.

 [+2P] Things change.
 [+2R] You were naive.
 [+2P] It's not your fault.
 [+2R] It's their fault.

 In the final room, there's a medkit and several drones -- early warning signs
 of a large fight ahead. [And, as Legion says, drones in the room below can
 also be hacked.] Once our friendly geth starts the indexing process at the
 terminal, it'll be time to hold the line in the current chamber. Geth spawn
 in the (inaccessible) lower room, then come up one of the side-stairs to the
 drop-in point. Perhaps the best defensive position is in the room's middle,
 where a half-arc of blocks allow good sightlines to the stairways. There are
 3 waves to defeat in all, mostly made up of Hunters and Rocket Troopers. [Be
 sure to direct ally positions with the d-pad to concentrate fire better. At
 the end, Shepard can decide to rewrite the heretics or delete them entirely.

 [+30P] We'll rewrite them.
 [+30R] It's safer to kill them.

 No matter which option's picked, the team will have 3:00 to evacuate the
 station. The exit corridor is stuffed with typical geth types (hunters,
 troopers, etc.) with one gigantic Prime blocking the way out. There should be
 ample time to cut through the synthetics on normal(esque) difficulties, but
 on higher ones, utilizing better strategies -- like pairing Adrenaline Rush,
 Disruptor Ammo, and the Viper sniper rifle -- to swathe a path out.

 Mission reward: 15000c, 750 EXP
               : Legion gets loyalty no matter which option Shepard chooses.
NORMANDY SR-2
�������������
 Back onboard, there will be an immediate argument between Legion/Tali (if her
 loyalty mission was completed) about some stuff. Like usual, normal options
 that side with one ally make the other lose loyalty; the para/gade-specific
 options settle the dispute without sacrificing anyone's loyalty.

 [+15P] You're both right.
 [+15R] Knock this crap off.

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 07) Miranda                           [The Prodigal]   [LY07]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Miranda's mission takes everyone to the Crescent Nebula's Tasale system, on
 planet Ilium's main city, Nos Astra. Assuming the place hasn't visited yet, a
 welcome wagon appears (no para/gadeness). If Miranda is with, EDI delivers a
 mission-specific message that says her contact Lanteia is waiting at Eternity
 (a bar) for her. When there...

 [+2P] What should we do?
 [+2R] We're altering the plan?

 Give the go-ahead to start when ready.
         _____
        |     |_ ____               |����|���������������������������������|
        | �  _  |_ 7_|____          |  * | Power Cells                     |
       _|  x| |8    �|_ 6_|         |  � | Battlesite                      |
     _|    �| |  __|  ____|         |  x | Medkit                          |
    |x     9| |_____   �  |         | 01 | PDA (1500c)                     |
     �|   10|       |_   _|_        | 02 | Submachine Gun Damage [Upgrade] |
      /�����          |  _� |       | 03 | Locker (1500c)                  |
    END               |_|  4|_      | 04 | Medigel Capacity [Upgrade]      |
                        | |�|5|     | 05 | Terminal (3000c)                |
                        | |  _|     | 06 | PDA (3000c)                     |
                       _|�|_|2|     | 07 | 500 Element Zero                |
                      |3  |   |_    | 08 | Terminal (3000c)                |
                       �|___|  x|   | 09 | Terminal (3000c)                |
                        | ___ |�    | 10 | Trinket [Sidequest Item]        |
                        |  �  |     |____|_________________________________|
                        |  _ _| 
               _________| |1  |
              |_     _� |  � �|
                | � | |___|���
                |  _|
          START-|_|

 Once the shuttle drops Shepard's crew in, Eclipse mercs appear for a talk.

 [+2P] I'm with Miranda.

 Either way, instant firefight. Eclipse's hired help are mostly organic with
 a few mechs in the mix, so nothing y'haven't seen already. After the second
 fight, Miranda talks at the elevator.

 [+2P] We need to get to your sister.

 A few more battles later (look for Medigel Capacity & Submachine Gun Damage
 upgrades!), the cargo line is reached, which is where conveyor arms drag the
 containers through the battlefield. This acts as an obstacle and gives foes
 time to regroup, so it's advised to flank 'em if possible. There's plenty of
 Eclipse engineers here and they'll setup attack drones, so don't get too
 close or they'll fire incendiary rockets.

 Once the elevator guards are destroyed, take the lift up to the final battle
 area.

 [+2P] Maybe you're right.
 [+2R] Niket betrayed you.

 [+2P] What happens now?
 [+2R] Kill him.
 [+2P] We can solve this peacefully.
 [+5P] [Stop Miranda from shooting]

 This starts a shootout with Enyala, the asari biotic seen in the cutscene. The
 cohorts are basic Eclipse mercs, although some may have multiple healthbars
 for the event (Enyala always has three). Incendiary Ammo is the way to go, but
 watch out for flankers! When done, search the area for remaining items, with
 the sidequest-related Trinket near the exit door being something useful to
 take. [This place is one-time-only, remember.]

 The closure scenes afterwards have no para/gadeness.

 Mission summary: 15000 EXP, 750 EXP

NORMANDY SR-2
�������������
 Sis-related dialogue...

 [+2P] What about Oriana?

 Additionally, if Jack's loyalty mission was done, there'll be an argument
 between the two ladies ("Take pictures!" Joker says, haha). The default
 options have Shepard siding with one of them, making the other lose loyalty,
 while the para/gade options salvage both of the crewmembers' loyalty.

 [+15P] This is a distraction.
 [+15R] This ends now!

 NOTE: Whoever gets shunned and loses loyalty over the argument can have their
 loyalty regained with para/gade options. They won't say anything else to
 Shepard 'til this is cleared up, though. Reconciliation can occur when one's
 para/gade points are at 'x' amount of the total amount currently available --
 basically, the earlier the hatchet's buried, the better.

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 08) Mordin                               [Old Blood]   [WK08]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Like Grunt, Mordin's mission is based out of Tuchanka, in the the Krogan DMZ
 (Aralakh cluster). 

 Upon landing in the base camp, EDI informs the team that the captured salarian
 is mentioned in the chief scout's logs -- he's the one to talk to. Speak with
 him about the issue to learn Wrex (or Wreav) has allowed them to borrow a
 truck for the quest. Picking the [Take Truck] option sets off for Weyrloc's
 base.                                           ___
                                                |11 |-END
                                                |_  |
                                                | 10|_____
                                               _|_ �|    8|_____
                                              |__   __| |_|_ 6_7|
                                              |__|�|__| ___    _|_
                                              |*  x  _|  5  | | x | 
    |����|����������������������������������|  ����| 9|�����|_  |4|_
    |  * | Power Cells                      |       ��        |_|_  |
    |  � | Battlesite                       |                 |    3|
    |  x | Medkit                           |                 |  ���|_
    | 01 | 600 Palladium                    |                  �|� � 2|
    | 02 | Combustion Manifold [Sidequest]  |                   |� ___|
    | 03 | 600 Iridium                      |                   |___ 1|
    | 04 | 300 Iridium                      |                       |x|
    | 05 | Krogan Vitality [Upgrade]        |                    ___|�|
    | 06 | 500 Iridium                      |                   /  �| |
    | 07 | Circuitboard (3000c)             |                  / _____|
    | 08 | Datapad (1500c)                  |                 (___� |
    | 09 | Crate (3000c)                    |                  ___| |
    | 10 | Heavy Weapons Ammo [Upgrade]     |                 (__  _|
    | 11 | Terminal (3000c)                 |                    \|
    |____|__________________________________|                  START

 The first part of this quest involves navigating the ruined superstructures
 of Tuchanka's wasteland. Clan Weyrloc employs krogans only, which means using
 incendiary ammo/Incinerate are good ideas (among other things). Klixen, the
 insectoid rachni-like enemies, are also found out here -- if y'haven't seen
 'em in Grunt's loyalty mission yet, they blow up when killed! Stay away from
 the blast radius. [There's also varren but those are nothing new.] Either
 way, there's four main battlesites to this outdoor place, none too special.
 Watch out for short-range pyros appearing towards the end! [The Combustion
 Manifold is part of the base camp mechanic's wishlist, a tiny sidequest.]

 Inside the repurposed hospital, examining a corpse gives para/gade options.

 [+2P] I'm stopping this.

 Further in, Weyrloc's clanspeaker appears to spread a message of terror. Eek!

 [+2P] You're letting us go? Why?
 [+2R] Look what I've done so far.
 [+2P] No one else has to die!
 [+5R] [Shoot flammable pipe to kill clanspeaker]

 A battle with "hardened Blood Pack veterans" ensues, but it ain't that hard.
 Since the foes start on the balcony, they quickly maneuver downstairs via the
 ramp bottleneck -- moving there immediately can catch them without any cover
 and show 'em the true meaning of slaughter! The lab is the next stop. The
 most important thing to get is the Krogan Vitality upgrade, which should be
 the 2nd and final one to claim. Inspecting the dead krogan female gives some
 dialogue, too.

 [+2R] We killed dozens already.
 [+2P] The genophage was wrong.
 [+2R] The genophage was right.
 [+2R] Great. Talk about the corpse.
 [+2P] That's garbage.
 [+2R] I agree with you.

 Finding the chief scout's...err, scout in an anteroom gives more dialogue.
 Since he's been brainwashed, being forceful or uncaring makes him die; using
 para/gade options to send him back to base saves his life (he gives an email
 later about this).

 [+2P] We were looking for you.
 [+2P] Mordin can help.
 [+2R] Just sit tight.
 [+2P] Can you get out?
 [+2R] I dealt with them.
 [+2P] I want to help.
 [+2P] Stay here. I'm trying to help!
 [+2R] [Lie] Relax. It's okay.
 [+5R] Forget it. I'm leaving.
 [+5P] It doesn't help your clan.
 [+5R] I see what's really going on.

 When entering the next room, EDI notifies the team that the crates contain
 explosive materials -- a poor- or well-placed shot can send 'em flying. This
 is also the final battlesite, a two-layered room with walkways spanning an
 abyss. The Weyrloc Guld chief appears towards the end (3 healthbars), with a
 few varren and associates. Hack a terminal in the remaining stairway for a
 heavy weapons ammo upgrade, then go see Maelon...

 [+02R] He betrayed you.
 [+02P] What now, Mordin?
 [+02R] This project is over.
 [+05P] [Stop Mordin from killing Maelon]
 [+02P] Leave, Maelon. Now.
 [+02P] Are you okay?
 [+02R] Are we done?
 [+02P] His research was sick.
 [+02R] Might be worth keeping.
 [+15P] You should help the krogan.
 [+15R] Genophage was the right call.
 [+15P] Hold onto the data.
 [+15R] Destroy the data for now.

 Make sure to stay behind instead of immediately leaving; this lets one hack
 the terminal in Maelon's lab.

 Mission summary: 15000c, 750 EXP

NORMANDY SR-2
�������������
 Mordin post-mission dialogue = no para/gadeness to speak of.

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 09) Samara                        [The Ardat-Yakshi]   [LY09]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 [Refer to section WK03 for map, if needed.]

 This mission typically unlocks one mission/event after Samara's been invited,
 and once talked to, she's ready to get back on the trail of the Ardat-Yakshi
 murderess she's been pursuing. This takes everyone back to the familiar
 Omega station.

STEP 1: Talk with Aria
����������������������
 This saucy lass is still in Omega's Afterlife club, and must be tapped for
 info on Morinth. Question about "Samara's Daughter" to learn the Ardat-Yakshi
 last targeted a girl from the tenements nearby.

STEP 2: Find Tenements
����������������������
 The tenement in question is right near the entrance to the quarantine zone.
 Diana has some para/gade options.

 [+2P] I believe you.
 [+2P] I'm on your side.
 [+5P] [Console Diana]
 [+2R] No promises.

 This gives access to Nef's room, and the diary's oldest entry will give the
 "password" to access the lounge where Morinth picked up her prey. However,
 be sure to read the other entries to learn about Vaeria and Hallex, which'll
 be important later. Samara ruminates on the events...

 [+2R] This sounds easy.
 [+2P] A perfect predator.
 [+2R] Can't wait to meet her.

 It's decided Shepard will be the bait to lure Morinth out of the shadows, as
 the killer's MO is to find artistic individuals and play soul-sucker! And so
 the middle step is...

STEP 3: Access VIP Lounge
�������������������������
 The VIP lounge hasn't been accessible until this loyalty mission, so a player
 may not know where it is. Basically, it's north of the market area (eastern
 side of map), not connected to where Afterlife is situated. There's a bouncer
 to talk to, who allows admittance only when Januut's name-dropped.

STEP 4: Lure out Morinth
������������������������
 Playing bait is as easy as being interesting, which means mingling with the
 other residents to show Morinth (who's not present, but is probably watching
 from the shadows) Shepard's creative spark. Basically, the option is to stand
 out, i.e. resolve barflies' conflicts successfully, not cop out as a neutral
 third party. Fail too many conversation events and Morinth ends up leaving!
 First off, para/gade for all the conversations:

 Vij --------- [+2R] Get away from me 
 Verf -------- [+5R] Let's step outside.
 Edwin ------- [+5P] Treat your customers.
 Edwin ------- [+5P] Let's do it.

 An overview of the small events...

 � Meln is hitting on an asari dancer, thinking she's some easy broad, and
   Shepard can step in and give the turian a tumble. [No para/gade required]

 � Shepard can use a paragade-only option to dance with Waera; the others just
   make him/her get shot down! [Nothing really comes of this, although Waera
   stops dancing if Shepard gets shot down...that's a killjoy for ya.]

 � Verf can be insulted (requires renegade option) by asking him to step
   outside, which betrays his relative cowardice. Any other options just make
   it seem like Shepard's talking big.

 � If Shep can get Edwin to give a round of drinks to everyone, either out of
   paragon-specific coaxing or a nice marketing strategy, there's 5 paragon
   points earned.

 � Vertin and his accomplice are planning on an alley ambush, and Shepard can
   intervene by paying them off (-5000c). No para/gadeness to earn, but either
   extreme is necessary to bribe them.

 � Horftin wants his investigative reporter friend out of the local gang boss'
   clutches, who's caught on and is ready to exterminate her. The code words
   to spook her are "terminal" and "eternity," and must be worked into a
   conversation (in that order). Doing it right gets the girl out safely; any
   missteps have her buying shoes. Cement shoes. [She'll die...get it?]

STEP 4: Sweet-talk Morinth
��������������������������
 When 3-4 barfly events conclude, Morinth asks Shepard to have a chat in her
 private booth. There's a lot of topics to chat about, but the rule of thumb
 is to avoid sounding shallow ("Hurrr, I like watching explosions!") and
 appeal to Morinth's eye for creativity. Coming off as a no-nothing doofus
 will have Morinth leave "to get drinks" and not return.

 Talking about Expel 10, Hallex, and Vaeria is a surefire way to get invited
 back to the apartment, but if Shepard didn't get those tipoffs from Nef's
 video journals, para/gade-specific options exist to flaunt the qualities
 Morinth's looking for...basically a way to get through without being reliant
 on the tipoffs.

 Morinth will typically leave the conversation if (1) Shepard doesn't have the
 appropriate para/gadeness to clarify points which make make him/her come off
 as shallow (2) certain dialogue flags, like learning about Expel 10, Hallex,
 and Vaeria, haven't been learned. 

STEP 5: Ensnaring Morinth
�������������������������
 Morinth asked Shep back to her place? You lucky dog, you! Make sure to look
 around the place (there's an assault rifle damage upgrade on the wall, and
 an easily missable one at that). Resisting Morinth's Ardat-Yakshi powers
 requires a relatively high para/gade amount; without it, Shepard succumbs to
 her wiles.

 [+#?] We're not alike.
 [+#?] I'm the stronger.

 At this point, Samara interrupts the lovefest for a fight. [And yes, the sound
 often cuts out here, so it's not just you! Turn on subtitles if they're not
 already.] 

 [+#?] Are you okay?

 NOTE: There is an infinite paragon point glitch to do here. After Samara gets
 her target, the options are "Are you okay?" "Not yet." and "I am." Picking
 "Are you okay?" gives +2P and by picking "Not yet." can be done repeatedly.
 Will taking this route be long and boring? Definitely. But it's still an
 option for those who haven't been investing in Combat Mastery 'til lategame.

 Mission reward: 30000c, 750 EXP

NORMANDY SR-2
�������������
 Post-mission dialogue from out gal...

 [+2P] Don't be fatalistic.

 -------------------------------------+--------------------------------------
  PTS  DIALOGUE OPTION                | PERSON
 -------------------------------------+--------------------------------------
 [+2R] Get out with it.               | Thane (loyalty mission dialogue)
 [+2P] Why didn't you take him?       | "
 [+2R] You abandoned him.             | "

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 10) Tali                                   [Treason]   [LY10]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Tali's mission takes the team to the Migrant Fleet's location in the Valhallan
 Threshold cluster. Before any dungeon-crawling begins, Tali must visit her
 "hometown." [Having Legion along complicates matters a bit, and it's worth
 playing through the loyalty mission at least once with him, just to see the
 changes.]

PART 1: Migrant Fleet Trial
���������������������������
 [+2P] I owe Tali a great deal.
 [+5R] [Talk back to captain]        -.
 [+2P] Calm down.                     |
 [+2R] It's called Legion.            |
 [+5P] You'll have to shoot us both.  |
 [+5R] If it acts up, I'll kill it.   |- Applicable only if Legion is brought
 [+2P] I'll do this for Tali.         |            with on mission.
 [+2R] Legion, go back to our ship.  -'

 If Legion was sent back to the Normandy, crew selection is repeated. Past the
 welcome wagon, wander down the hall to find Shala'Raan.

 [+2P] I'm honored.
 [+2R] This is a terrible idea.

 Then the trial automatically starts...

 [+5P] It is my pleasure.
 [+5R] Look at her record.
 [+2R] What's the point?
 [+5P] We need to help.
 [+5R] You've got a lot of nerve!
 [+2P] We must. For Tali's sake.
 [+2R] If it proves her loyalty.

 A shuttle will be waiting to take Tali's father's ship, although feel free
 to talk to other people for moral support.

 -------------------------------------+--------------------------------------
  PTS  DIALOGUE OPTION                | PERSON
 -------------------------------------+--------------------------------------
 [+2P] I hope you feel better.        | Veetor'Nara
 [+2P] You went too far.              | Shala'Raan
 [+2R] Thanks. Will it help?          | "

PART 2: The Alarei
������������������
|����|��������������������������������| |����|��������������������������������|
|  * | Power Cells                    | | 07 | 2000 Palladium                 |
|  � | Battlesite                     | | 08 | Wallsafe (3000c)               |
|  x | Medkit                         | | 09 | Laptop (2400c)                 |
| 01 | Laptop (1800c)                 | | 10 | Laptop (1800c)                 |
| 02 | Terminal (4200c)               | | 11 | Wallsafe (2700c)               |
| 03 | Geth Shield Strength [Upgrade] | | 12 | Wallsafe (1500c)               |
| 04 | Laptop (2100c)                 | | 13 | Model Flotilla Ship            |
| 05 | Laptop (1800c)                 | | 14 | Laptop (3000c)                 |
| 06 | Wallsafe (4200c)               | |____|________________________________|
|____|________________________________|
                                      _____
                  _____       _____ _|     |_
                 |  14 |_____|9 _  |8|x �    |
             END-| �13  ___    � |___  ___7| |___   _
                 |_____|  _| |10  x| |_____|6|4 5|_|3|
                         |*11|�����        | | �  _  |_____
                         |x12|             |_____|x  |* _ 1|
                          ���                    |2|  _ �__|
                                                 |_|_|x    |
                                                      �| |�
                                                       |_|
                                                      START

 The only foes inside the Alarei are geth, so using (Squad) Disruptor Ammo'll
 come in quite handy. The first two encounters are rather small in size, with
 hunters and normal types attacking with assault rifles. It's the 3rd fight,
 in an upstairs lab, where things bump up in stature. There's routes on three
 sides of the room and geth stream out two doors, so it's important to take a
 position that minimizes flanking. Past there, looking at a screen gives some
 Tali-centric dialogue.

 [+2P] That's a bad idea.
 [+2R] That's a worthy promise.
 [+2P] Then find another world.
 [+2R] So take it back, then.
 [+2P] Settle down somewhere else.
 [+2R] It's worth it.

 Another battle takes place on the adjacent stairway, and like before, it's
 a good idea to watch the bottleneck and eliminate geth streaming up. Or, if
 you like getting flanked and murdered, do the exact opposite! [:D] Loot the
 chamber and enter the next corridor for a heartfelt scene.

 [+5P] [Hug Tali ;_;]
 [+2P] This wasn't his choice.
 [+2R] We'll destroy the geth.
 [+2P] He did what he could.
 [+2R] The geth cut him off.

 Loot the anteroom and save before going upstairs, where the final battle
 with a small geth platoon takes place (pretty average 'cept for a Prime).
 The console at the back lets Tali collect evidence on what the Alarei did.

 [+2P] He wanted to keep his promise.
 [+2R] That's what we needed.
 [+2R] That sounded bad.

PART 3: Trial Conclusion
������������������������
 After arriving back on the Alarei, return to the central plaza where the trial
 is still underway...

 [+02P] You should pardon Tali.
 [+02R] You could have waited.

 [+30P] Tali is exonerated without selling out her father
 [+30R] Tali is exonerated by selling out her father

 Rallying the crowd gets Tali off the hook on all charges, and it's not even a
 para/gade option, so that may be preferable to (not) submitting Rael's
 evidence and making more dire decisions. However, it can only be done if
 Shepard went the paragon route with Veetor and Kal'Reegar earlier in the
 game.

 [+2P] Don't go to war.
 [+2R] Good luck in the war.
 [+2P] She's with me.

 The reward Shepard receives if Tali's exonerated is a Tech Damage upgrade. The
 "last walk" before exile can be done, and goodbyes can be said, as well. Some
 dialogue changes depending on the admiralty board's verdict.

 -------------------------------------+--------------------------------------
  PTS  DIALOGUE OPTION                | PERSON
 -------------------------------------+--------------------------------------
 [+2P] War isn't the answer.          | Admiral Xen (any outcome)
 [+2P] Your ideas are wrong.          | " (male-only? spoke previously only?)
 [+2R] All that matters is victory.   | "
 [+2P] I support Tali.                | Shala'Raan (exiled)
 [+2R] She had no choice!             | "
 [+2P] This was Rael's fault.         | Admiral Gerrel (exiled/exonerated)
 [+2R] You don't want to know.        | "
 [+2P] I'm sorry.                     | Admiral Gerrel (Rael blamed)
 [+2R] That's not my problem.         | "
 [+2P] You were motivated.            | Veetor (exonerated)
 [+2P] Thanks for standing by me.     | Kal'Reegar (exonerated)
 [+2P] Keep pushing for peace.        | Admiral Koris (exonerated)
 [+2R] You need to go to war.         | "

 Mission reward: 15000c, 750 EXP

 Note that Tali's loyalty is not automatically gotten if Shepard publicized
 what her father had done with the geth.

NORMANDY SR-2
�������������
 Talking to Tali after all is done gives verdict-specific dialogue, although
 only being pardoned gives any para/gadeness:

 [+2P] I wanted to help you.   --.
 [+2R] You wanted this, too.     |- If Rael's evidence is revealed in court
 [+2P] I'm so sorry, Tali.       |
 [+2R] You'll change your mind. -'
 [+2P] You deserved better. ------- If Tali is exonerated

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 11) Thane                       [Sins of the Father]   [LY11]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Our drell assassin's mission takes everyone back to the Citadel. The objective
 is to find his errant son who's taken on a risky job. This loyalty sidequest
 is different from the others in that it's not fight-oriented; in fact, there's
 none to be had at all. It's all 'bout the info!

STEP 1: Find Info on Kolyat
���������������������������
 Visit Captain Bailey in C-Sec again and ask about Thane's son, learning that
 someone who can help (Mouse) works out of a public terminal in the Dark Star
 bar upstairs. When the petty criminal's found, time to interrogate!

 [+5R] [Forcefully knock Mouse down]
 [+5P] We'll protect you.
 [+5R] I'm losing patience.
 
 Using the para/gade-specific answers, the renegade prompt, or simply bribing
 Mouse (3000c) will get the info needed: Elias Kelham is the assassination
 target. Return to Bailey to convey the info, then agree to interrogate this
 Elias

STEP 2: Interrogate Elias
�������������������������
 Joram Talid is revealed to be the hit target, either by renegade prompt
 brutality, smooth-talk bargaining for information, or waffling until the
 lawyer arrives and a deal's made. [No para/gadeness for these options, oddly
 enough.] Bailey automatically swoops the team off to the 800 Blocks for the
 next segment...

STEP 3: Prevent Assassination
�����������������������������
 This mission is as follows: Joram will be walking below on his normal rounds,
 Shepard's on an upper catwalk, and Thane is hiding in the shadows. Shepard's
 job is to follow the turian target and update Thane when prompted (this only
 occurs if target is within nearby sightlines). Before starting, get the Heavy
 Pistol damage upgrade from the catwalk computer -- this segment's the only
 chance to do so!

 The turian and his bodyguard follow a set path, so there's no random factor
 to bother with. Just make sure to keep them in view at all times, else Thane
 will ask for an update and it can't be given. [If time runs out on an update,
 or Shepard loses track of Joram, Kolyat hits his mark and flees -- this is the
 only way the loyalty mission can fail.] Here's a list of stops.

 [1] Talking with voters on street
 [2] Talking with another voter
 [3] Letting bodyguard extort money from Aquila building
 [4] Giving bartender a shakedown
 [5] Meeting some mercenaries

 After the fifth, Shepard meets a stockboy through one of the doors.

 [+5R] [Sucker-punch kid to at start or end of conversation]
 [+5P] I'm a health inspector. 
 [+5R] There's a bomb!

 Following, a Kolyat scene appears in Talid's apartment, but no para/gade
 options to be wary of.

 Mission reward: 30000c, 750 EXP

C-SEC SCENES
������������
 [+5P] Those guys were criminals.
 [+5R] Who cares about tham?

NORMANDY SR-2
�������������
 Surprisingly, Thane has nothing to say if Kolyat was rescued from a life of
 crime (positive outcome), and only expresses a little regret if they couldn't
 stop him in time (negative outcome). Either way, no para/gade.

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| 12) Zaeed                     [The Price of Revenge]   [LY12]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Unlike others' characters, Zaeed's loyalty mission is unlocked by recruiting
 him only. His quest for revenge leads Shepard to the Ismar Frontier's Faia 
 cluster, planet Zorya.

|����|��������������������������������| |����|��������������������������������|
|  * | Power Cells                    | | 06 | 400 Palladium                  |
|  � | Battlesite                     | | 07 | Heavy Weapons Ammo [Upgrade]   |
|  x | Medkit                         | | 08 | 400 Palladium                  |
|  ! | "Save Workers" Path Start      | | 09 | M-451 Firestorm [Heavy Weapon] |
|  & | "Kill Vido" Path Start         | | 10 | Servos (6000c)                 |
| 01 | PDA (6000c)                    | | 11 | Industrial Bits (6000c)        |
| 02 | 400 Palladium                  | | 12 | Industrial Bits (6000c)        |
| 03 | 400 Palladium                  | | 13 | Servos (6000c)                 |
| 04 | 400 Palladium                  | | 14 | Assault Rifle Damage [Upgrade] |
| 05 | Generator Pipe (6000c)         | |____|________________________________|
|____|________________________________|
                                 ___
                                |   |
                               _| | |  ___
                     _ _____ _|  _| | |   |
               _____|3|  _  |  _|  _|_| | |
              |2 ___   �| | |_  |  _|  _| |
              | |_  |_|_|_| |_| |  _| |  _|
              |_  |     |4     !|5    | |6|               __
                | |_     ���|&|�|�|���|_  |              |11|_
             ___|_  |       | |   |  ___| |        ___ __| _| |_
            |   _ | |       |___|�| |    7|_______|   |       | |
            | | x� 1|    ___| |_| |  �| |� 8 9    | | |__|x |   |  _____
            | |_____|   |13_______|___| |  _|� ��*  |  _  � | � |_|     |
          __| |_        | |       |  _____| |  �10|�|_|__| _  |___  END |
         |  ____|       | |_______| |   \    �����       |12|_|   |_____|
         ) |            |14   ______|    \               |__|
        / _|_            ��|_|        Paths Rejoin Here
       ( (_  )
        \____|
        START

 After infiltrating the planet, proceed down the verdant trail until Vido's
 mercs catch sight of the party. The Blue Suns' weapons of choice are assault
 rifles, while heavies carry homing missiles, most par for the course by now.
 Switch to organic-centric abilities like Incendiary Ammo to cut these guys
 down to size. Toggle with the bridge's operating controls further down the
 path when able.

 [+2P] You know this guy?
 [+2R] Vido sounds dangerous.

 After entering the gatehouse, Vido is introduced.

 [+2P] That was unnecessary.
 [+2R] Warn me next time.
 [+2P] We came to save these people.
 [+5P] [Give Zaeed a good punch]
 [+2R] You do what I tell you.
 [+2P] Keep to the mission, or else.
 [+2R] If that's what you need.

 They really don't make pipes like they used to, eh? Past the first battle,
 a major decision has to be made, whether to save the refinery workers from a
 towering inferno, or fulfill Zaeed's revenge, twenty years in the making. If
 it makes the decision any easier, Zaeed becomes loyal for the latter, and
 remains unloyal for the former. [He can be made loyal still, but those who
 want his Inferno Grenade ability unlocked should make up their minds now...]

 [+02P] You suggest we leave them?
 [+02R] You must really want him dead.
 [+15P] Forget loyalty. We save them.
 [+15R] Zaeed's right. Vido must die.

 The route for the rest of the level bifurcates depending on how Shepard 
 handles the situation (the other path won't be accessible). As such, the
 walkthrough will split up too.

"SAVE WORKERS" PATH BRANCH
��������������������������
 As the factory explodes, Shepard's team rushes to save the innocents from
 melting into piles of goo. The path through the flames is quite linear and
 has little room for error, with the player simply rerouting fuel at consoles
 and eventually turning on the extinguisher system. Snag the Heavy Weapons Ammo
 upgrade and, down the corridors, the M-451 Firestorm flamethrower, which 
 replaces the current heavy weapon. Don't worry though -- Shepar can change it
 out at the weapons locker a bit down the way.

"KILL VIDO" PATH BRANCH
�����������������������
 This route may be shorter than the refinery workers part, but it's more
 eventful, with Blue Suns mercs of all colors trying to hold the team from
 advancing. Most are just normal troopers but a few heavies appear as well.
 A terminal in-between fights has an assault rifle damage upgrade, so make sure
 to pocket that before continuing. This route leads eventually rejoins to the
 hallway where the M-451 Firestorm flamethrower is obtainable. [It's worth
 mentioning that there's no saving during this path segment, even during
 downtime.]

AFTER PATHS REJOIN
������������������
 Through the next door, the team stumbles onto the factory floor, where Blue
 Suns mercs are waiting to draw blood. As the fight rages, stray fire will
 trigger a leak in the overhead explosive crate, sending a fiery geyster
 straight downward as it moves along its rail. Shooting it from the mechanical
 hand's grasp sends it to the floor in a huge explosion...good for taking out
 the gangmembers en masse, as long as y'don't get in the blast radius also.
 At the end, there's a YMIR mech to scrap, and the environmental pipes lend
 themselves well to the standoff. Vido is brought to a grim end, if Zaeed's
 wish is fulfilled; he escapes if the paragon path was chosen, and there's a
 bit of extra dialogue after.

 [+#?] You brought this on yourself.

 Mission reward: 30000c, 750 EXP. [Paragon]
 Mission Reward: 15000c, 750 EXP. [Renegade]

                                                       ______________________
 __ __ ____ ____ _____________________________________/ V. APPENDICES [APND] |_
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __|  ACHIEVEMENTS                                          [ACHV]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Achievements are in-game feats that unlock gamerscore points; some of them
 will also give augmentations and bonuses in-game as well. There are currently
 forty (40) normal achievements, plus one DLC achievement (Revenge!) which is
 added when Zaeed is downloaded via the Cerberus Network.
 ______________________ _____ ________________________________________________
| ACHIEVEMENT          | PTS | UNLOCK                                         |
|����������������������|�����|������������������������������������������������|
| A House Divided      |  10 | Finish Legion's loyalty mission                |
| Against All Odds     |  15 | Survive the final mission                      |
| Agent                |  50 | Complete 5 unexplored worlds' missions (scan!) |
| Battlemaster         |  10 | Finish Grunt's loyalty mission                 |
| Big Game Hunter      |  10 | Kill a Thresher Maw in Grunt's loyalty mission |
| Brawler              |  10 | Kill 20 enemies after meleeing them first      |
Broke, Blind, and Bedlam  15 | Finish Kasumi's loyalty mission                |
| Cat's in the Cradle  |  10 | Finish Thane's loyalty mission                 |
| Catharsis            |  10 | Finish Jack's loyalty mission                  |
| Colony Defense       |  25 | Successfully defend the Horizon colony         |
| Doppleganger         |  10 | Finish Samara's loyalty mission                |
| Explorer             |  10 | Visit all (100%) of a cluster's planets        |
| Fade Away            |  10 | Finish Archangel's loyalty mission             |
| Fashionista          |  05 | Change Shepard's wardrobe                      |
| Friend or Foe        |  10 | Gain the Reaper IFF from the derelict vessel   |
| Ghost of the Father  |  10 | Finish Jacob's loyalty mission                 |
| Ghost Ship           |  25 | Successfully investigate the derelict vessel   |
| Head Hunter          |  10 | Get 30 headshot kills on organic targets       |
| Highly Trained       |  15 | View all of Cerberus' advanced combat videos   |
Incineration Specialist|  15 | Incinerate 25 enemies' armor                   |
| Insanity             |  75 | Finish an entire game on Insanity difficulty   |
| Long Service Medal   |  75 | Complete ME2 twice (or once w/ ME1 import)     |
| Master at Arms       |  15 | Kill 5 enemies with 5 different heavy weapons  |
| Merciless            |  10 | Make 20 enemies scream by falling/igniting     |
| Missing in Action    |  05 | Complete Normandy prologue                     |
| Mission Accomplished | 125 | Finish Mass Effect 2 (any difficulty)          |
| No One Left Behind   |  75 | Keep entire squad alive during suicide mission |
| Operative            |  15 | Scan & complete an unexplored world's mission  |
| Overload Specialist  |  15 | Disrupt 25 enemies' shields                    |
| Paramour             |  50 | Successfully romance a teammate                |
| Power Full           |  15 | Fully evolve one of Shepard's abilities        |
| Power Gamer          |  10 | Reach level 30 with one character              |
| Prospector           |  05 | Probe an unexplored planet for resources       |
| Revenge!             |  15 | Complete Zaeed's loyalty mission (DLC CONTENT) |
| Scholar              |  15 | Unlock 15 new Mass Effect 2 codex entries      |
| Scientist            |  10 | Complete one of Normandy's research projects   |
| Suicide Mission      |  50 | Use the Omega 4 Relay                          |
| Tactician            |  10 | Hit 20 targets with multiple biotic effects    |
| Technician           |  15 | Obtain 10 technology upgrades                  |
| The Archangel        |  10 | Recruit Archangel                              |
| The Assassin         |  10 | Recruit Thane                                  |
| The Convict          |  10 | Recruit Jack                                   |
| The Cure             |  10 | Complete Mordin's loyalty mission              |
| The Justicar         |  10 | Recruit Samara                                 |
| The Krogan           |  10 | Recruit Grunt                                  |
| The Prodigal         |  10 | Complete Miranda's loyalty mission             |
| The Professor        |  10 | Recruit Mordin                                 |
| The Quarian          |  10 | Recruit Tali                                   |
| Treason              |  10 | Complete Tali's loyalty mission                |
| Very Elusive         |  10 | Automatically gotten when given first mission  |
| Warp Specialist      |  15 | Warp 25 enemies' barriers                      |
| Weapon Specialist    |  15 | Fully upgrade a weapon                         |
|______________________|_____|________________________________________________|

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __|  ABILITIES                                             [ABLT]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 ME1's ability list has been pared down to a select few, so things aren't as
 complicated as before. All allies have set abilities (plus one special skill
 unlocked once their loyalty is gained) while the player can choose Shepard's
 class, from a set of six: Soldier, Infiltrator, Vanguard, Sentinal, Adept,
 and Engineer.      ___ ___ ___ ___ ___ ___
                   | S | I | V | S |   | E | Each character has a unique skill
                   | O | N | A | E |   | N | that's unlocked by doing their
                   | L | F | N | N | A | G | loyalty missions; this means that
                   | D | I | G | T | D | I | if their loyalty is NOT gained,
                   | I | L | U | I | E | N | it does NOT unlock. Shepard can
  _________________| E | T | A | N | P | E | learn one of these abilities (at
 | SKILL           | R | R | R | A | T | E | a time) by researching "Advanced
 |�����������������|���|���|���|���|���|���| Training" at the Normandy lab's
 | Adrenaline Rush | x | - | - | - | - | - | terminal, or automatically choose
 | AI Hacking      | - | x | - | - | - | x | one as a new game plus bonus.
 | Biotic Charge   | - | - | x | - | - | - |
 | Combat Drone    | - | - | - | - | - | x | Archangel - Armor-Piercing Ammo
 | Concussive Shot | x | - | - | - | - | - | Grunt - Fortification
 | Cryo Ammo       | x | x | x | - | - | - | Jack - Warp Ammo
 | Cryo Blast      | - | - | - | x | - | x | Jacob - Barrier
 | Disruptor Ammo  | x | x | - | - | - | - | Legion - Geth Shield Boost
 | Incendiary Ammo | x | - | x | - | - | - | Miranda - Slam
 | Incinerate      | - | x | - | - | - | x | Mordin - Neural Shock
 | Overload        | - | - | - | x | - | x | Morinth - Dominate
 | Pull            | - | - | x | - | x | - | Samara - Reave
 | Shockwave       | - | - | x | - | x | - | Tali - Energy Drain
 | Singularity     | - | - | - | - | x | - | Thane - Shredder Ammo
 | Tactical Cloak  | - | x | - | - | - | - | Zaeed - Inferno Grenade
 | Tech Armor      | - | - | - | x | - | - |
 | Throw           | - | - | - | x | x | - | Shepard's unique skill is Unity,
 | Warp            | - | - | - | x | x | - | which is present no matter which
 |_________________|___|___|___|___|___|___| class is chosen.

 Here's an overview of all abilities. Each ability consists of three levels
 plus an evolution, which the player decides -- 5 possibilities in all. The
 evolution names are listed to the right of each table. Abilities are listed
 in alphabetical order; those with names beside them indicate loyalty skills
 that are specific to that character (except when Shepard obtains them during
 research).

 Recharge times are based off of Shepard, if applicable (s/he often gets lower
 ones if they're loyalty-specific). In those cases, normal recharges are listed
 to the right.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | I.AIH | A.AIH | AI HACKING
 |�����������|�������|�������|�������|�������|�������| ����������
 | Recharge  | 1.50s | 1.50s | 1.50s | 1.50s | 1.50s | Upgrades to:
 | Duration  | 5.0 s | 7.0 s | 9.0 s | 12.0s | 9.0 s | 
 | Shielding | ----- | 200pt | 350pt | 500pt | 350pt | � Improved AI Hacking
 | Impact R. | ----- | ----- | ----- | ----- | 3.00m | � Area AI Hacking
 |___________|_______|_______|_______|_______|_______|

 This skill commandeers a(n armorless, shieldless) enemy to attack its allies
 for a set time period. As points are invested, the hacked target generates a
 shield to help keep it alive when its squad concentrates fire on it. "Area
 AI Hacking," like many evolutions, gives the skill an impact radius to affect
 more synthetics at a time.

              _______ _______ _______ _______ _______
  ___________| L1    | L2    | L3    | He AR | Ha AR | ADRENALINE RUSH
 |           |�������|�������|�������|�������|�������| ���������������
 | Recharge  | 5 sec | 4 sec | 3 sec | 3 sec | 3 sec | Upgrades to:
 | Duration  | 5 sec | 5 sec | 5 sec | 5 sec | 5 sec | 
 | Dilation  | + 50% | + 50% | + 50% | + 70% | + 50% | � Heightened A.R.
 | DMG Bonus | +100% | +100% | +100% | +140% | +100% | � Hardened A.R.
 | DMG Shave | ----- | ----- | ----- | ----- | - 50% | 
 |___________|_______|_______|_______|_______|_______| 

 A soldier-specific skill that slows down time, boosts weapons damage for the
 duration, and lets a player get a more accurate shot. This is most helpful
 for rapidfire weapons and sniper rifles, the latter especially. If upgraded
 to "Hardened Adrenaline Rush" and attacked during that state, the player gets
 a damage shave of 50% (i.e. incur half damage).

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | Endua | Malia | ARDAT-YAKSHI [MORINTH]
 |�����������|�������|�������|�������|�������|�������| ����������������������
 | Health    | + 05% | + 10% | + 15% | + 20% | + 20% | Upgrades to:
 | Weapn DMG | + 06% | + 12% | + 18% | + 18% | + 25% |
 | PWR Rchrg | - 06% | - 12% | - 18% | - 25% | - 18% | � Endua-Yakshi
 |___________|_______|_______|_______|_______|_______| � Malian-Yakshi

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | Tun A | S.APA | ARMOR-PIERCING AMMO
 |�����������|�������|�������|�������|�������|�������| �������������������
 | Recharge  | 1.50s | 1.50s | 1.50s | 1.50s | 1.50s | Upgraded to:
 | Duration  | level | level | level | level | level | 
 | Damage    | + 30% | + 40% | + 50% | + 70% | + 50% | � Tungsten Ammo
 |___________|_______|_______|_______|_______|_______| � Squad A.P. Ammo

 Garrus' loyalty tech does extra damage to armored and armorless enemies, but
 against biotic barriers and such, it's not as effective. Like all ammo, it
 lasts until overriden by another ammo power (for better or worse).

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | SapiJ | CaedJ | ASARI JUSTICAR [SAMARA]
 |�����������|�������|�������|�������|�������|�������| �����������������������
 | Health    | + 05% | + 10% | + 15% | + 20% | + 20% | Upgrades to:
 | Weapn DMG | + 06% | + 12% | + 18% | + 18% | + 25% |
 | PWR Rchrg | - 06% | - 12% | - 18% | - 25% | - 18% | � Sapiens Justicar
 |___________|_______|_______|_______|_______|_______| � Caedo Justicar

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | Destr | Champ | ASSAULT MASTERY
 |�����������|�������|�������|�������|�������|�������| ���������������
 | Health    | + 05% | + 10% | + 15% | + 15% | + 20% | Upgrades to:
 | W. Damage | + 03% | + 06% | + 09% | + 15% | + 09% | 
 | PWR Rchrg | - 03% | - 06% | - 09% | - 09% | - 15% | � Destroyer
 | Para/Gade | + 20% | + 40% | + 70% | + 70% | +100% | � Champion
 | Power DMG | ----- | ----- | ----- | + 15% | ----- |
 | Power Dur | ----- | ----- | ----- | ----- | + 15% |
 |___________|_______|_______|_______|_______|_______|

 This vanguard-only class skill gives the expected bonuses to para/gade points
 and weapon damage, but also decreases the recharge time of powers. Upgrades
 either increase power damage or duration.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | Hvy B | Imp B | BARRIER (JACOB)
 |�����������|�������|�������|�������|�������|�������| ���������������
 | Recharge  | 12.0s | 12.0s | 12.0s | 12.0s | 12.0s | Upgrades to:
 | Duration  | 60.0s | 60.0s | 60.0s | 60.0s | 180 s |
 | Strength  | + 25% | + 50% | + 75% | +100% | + 75% | � Heavy Barrier
 |___________|_______|_______|_______|_______|_______| � Improved Barrier

 Jacob's loyalty ability creates a biotic barrier that soaks up damage, keeping
 him alive longer. The barrier's strength is based off the percentage of his
 current shields, so the more he has, the better the skill becomes.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | Basti | Nemes | BIOTIC MASTERY
 |�����������|�������|�������|�������|�������|�������| ��������������
 | Health    | + 05% | + 10% | + 15% | + 20% | + 15% | Upgrades to:
 | PWR Rchrg | - 05% | - 10% | - 15% | - 20% | - 20% |
 | Para/Gade | + 20% | + 40% | + 70% | +100% | + 70% | � Bastion
 | Power Dur | ----- | ----- | ----- | + 15% | ----- | � Nemesis
 | Power DMG | ----- | ----- | ----- | ----- | + 15% |
 |___________|_______|_______|_______|_______|_______| 

 Adepts get a class ability like most others, increasing para/gade gains and
 health bonuses. Depending on the upgrade, they get an increase to power damage
 or duration.
              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | CerbL | CerbT | CERBERUS OFFICER
 |�����������|�������|�������|�������|�������|�������| ����������������
 | Health    | + 06% | + 12% | + 18% | + 25% | + 25% | Upgrades to:
 | Weapn DMG | + 06% | + 12% | + 18% | + 18% | + 25% |
 | SquadHlth | +2.5% | + 05% | +7.5% | +7.5% | + 15% | � Cerberus Leader
 | SquadWPNs | +2.5% | + 05% | +7.5% | + 15% | +7.5% | � Cerberus Tactician
 |___________|_______|_______|_______|_______|_______|

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | CerbV | CerbS | CERBERUS OPERATIVE
 |�����������|�������|�������|�������|�������|�������| ������������������
 | Health    | + 10% | + 20% | + 30% | + 40% | + 30% | Upgrades to:
 | Weapn DMG | + 06% | + 12% | + 18% | + 18% | + 25% | � Cerberus Veteran
 |___________|_______|_______|_______|_______|_______| � Cerberus Specialist

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | Hvy C | Are C | CHARGE
 |�����������|�������|�������|�������|�������|�������| ������
 | Recharge  | 6.00s | 6.00s | 6.00s | 6.00s | 6.00s | Upgrades to:
 | Range     | 40.0m | 40.0m | 40.0m | 40.0m | 40.0m | 
 | Impact F. | 350 n | 550 n | 750 n | 1000n | 750 n | � Heavy Charge
 | Shields   | ----- | + 50% | + 75% | +100% | + 75% | � Area Charge
 | S. Duratn | ----- | 4.00s | 4.00s | 4.00s | 4.00s |
 | Impact R. | ----- | ----- | ----- | ----- | 3.00m |
 |___________|_______|_______|_______|_______|_______|

 A vanguard-specific biotic, Charge bumrushes an enemy to inflict damage and
 sends them flying with huge knockback. As points are invested, the vanguard
 gets a bonus to shields and their duration; one evolution also gives the
 skill an impact radius.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | ADrne | EDrne | COMBAT DRONE
 |�����������|�������|�������|�������|�������|�������| ������������
 | Recharge  | 30.0s | 30.0s | 30.0s | 30.0s | 30.0s | Upgrades to:
 | Duration  | 18.0s | 18.0s | 18.0s | 18.0s | 18.0s | 
 | Dr Rechrg | 4.00s | 3.70s | 3.40s | 3.40s | 3.00s | � Attack Drone
 | Dr Health | ----- | +120% | +140% | +160% | +160% | � Explosive Drone
 | Drone DMG | ----- | ----- | ----- | 40pts | ----- | 
 | Pulse DMG | ----- | ----- | ----- | ----- | 100pt |
 | Pulse R.  | ----- | ----- | ----- | ----- | 6.00m |
 |___________|_______|_______|_______|_______|_______|

 This skill creates a drone to attack enemies, which lasts until it's killed
 or the duration ends. It's great for causing a distraction or just for some
 extra firepower. Its evolutions either increase damage or give it a pulse
 radius (for area-of-effect damage). Most people will choose the Attack Drone
 evolution, though; the other seems to be less useful.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | Comma | ShTro | COMBAT MASTERY
 |�����������|�������|�������|�������|�������|�������| ��������������
 | Health    | + 10% | + 20% | + 30% | + 30% | + 40% | Upgrades to:
 | W. Damage | + 03% | + 06% | + 09% | + 15% | + 09% | 
 | Storm Spd | + 20% | + 30% | + 40% | + 50% | + 40% | � Commando
 | Para/Gade | + 20% | + 30% | + 40% | + 70% | +100% | � Shock Trooper
 | Power DMG | ----- | ----- | ----- | + 15% | ----- |
 | Power Dur | ----- | ----- | ----- | ----- | + 15% |
 |___________|_______|_______|_______|_______|_______| 

 A soldier-specific class skill, Combat Mastery gives typical bonuses to health
 and para/gade points, but also increases weapon damage and storm speed (i.e.
 the full sprint speed). Its evolutions increase power damage and duration,
 respectfully.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | H.C.S | C. B. | CONCUSSIVE SHOT
 |�����������|�������|�������|�������|�������|�������| ���������������
 | Recharge  | 6 sec | 6 sec | 6 sec | 6 sec | 6 sec | Upgrades to:
 | Force     | 250 n | 350 n | 450 n | 600 n | 450 n | 
 | Damage    |  45pt |  60pt |  70pt | 100pt |  75pt | � Heavy Concussive Shot
 | Impact R. | ----- | ----- | ----- | ----- | 3-mtr | � Concussive Blast
 |___________|_______|_______|_______|_______|_______|

 Concussive Shot is a high-powered blast fired from a weapon, meant to knock
 the enemy down or stun them for a few seconds. Against biotic barriers, it's
 effectiveness increases.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | I.C.A | S.C.A | CRYO AMMO
 |�����������|�������|�������|�������|�������|�������| ���������
 | Recharge  | 1.50s | 1.50s | 1.50s | 1.50s | 1.50s | Upgrades to:
 | Duration  | level | level | level | level | level | 
 | Freeze D. | 3.00s | 4.00s | 5.00s | 7.00s | 5.00s | � Improved Cryo Ammo
 |___________|_______|_______|_______|_______|_______| � Squad Cryo Ammo

 Cryo Ammo is used by some attack classes and can freeze targets for a set
 time. When frozen, enemies can't move and they're susceptible to shattering
 if hit enough times (instant death). Like all ammo, it lasts until overriden
 by another ammo power (for better or worse).

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | D.C.B | F.C.B | CRYO BLAST
 |�����������|�������|�������|�������|�������|�������| ����������
 | Recharge  | 4.50s | 4.50s | 4.50s | 4.50s | 4.50s | Snap-freezes targets.
 | Impact R. | 1.20m | 1.20m | 1.20m | 1.20m | 3.00m | 
 | Freeze D. | 3.00s | 4.00s | 5.00s | 7.00s | 5.00s | - Deep Cryo Blast
 |___________|_______|_______|_______|_______|_______| - Full Cryo Blast

 When a target's hit, they're quick-frozen in place. Like all freezing techs,
 affected targets can't move or retaliate, and can be instantly killed if
 shattered (via repeated trauma).

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | Guard | Raidr | DEFENDER
 |�����������|�������|�������|�������|�������|�������| ��������
 | Health    | + 05% | + 10% | + 15% | + 20% | + 15% | Upgrades to:
 | PWR Rchrg | - 05% | - 10% | - 15% | - 30% | - 20% |
 | Para/Gade | + 20% | + 40% | + 70% | +100% | + 70% | � Guardian
 | Power DMG | ----- | ----- | ----- | ----- | + 15% | � Raider
 |___________|_______|_______|_______|_______|_______| 

 A sentinel-specific ability that gives typical upgrades to para/gade gains
 and health. One evolution gives a higher power recharge bonus, the other a
 power damage increase.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | H.D.A | S.D.A | DISRUPTOR AMMO
 |�����������|�������|�������|�������|�������|�������| ��������������
 | Recharge  | 1.50s | 1.50s | 1.50s | 1.50s | 1.50s | Upgrades to:
 | Duration  | level | level | level | level | level | 
 | Damage    | + 20% | + 30% | + 40% | + 60% | + 40% | � Heavy Disruptor Ammo
 | Overload  | ----- | 3 sec | 3 sec | 3 sec | 3 sec | � Squad Disruptor Ammo
 | Overheat  | ----- | ----- | 6 sec | 6 sec | 6 sec |
 |___________|_______|_______|_______|_______|_______|

 Disruptor Ammo is especially powerful against synthetic beings, and further
 upgrades give the chance to overload (temporarily paralyze) and overheat the
 targets' weapons. Very useful, especially when given to an entire squad.
 Like all ammo, it lasts until overriden by another ammo power (for better or
 worse).

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | Enh D | Grp D | DOMINATE (MORINTH)
 |�����������|�������|�������|�������|�������|�������| ������������������
 | Recharge  | 6.0 s | 6.0 s | 6.0 s | 6.0 s | 6.0 s | Upgrades to:
 | Damage    | 5.0 s | 7.0 s | 9.0 s | 12.0s | 9.0 s |
 | Barrier   | ----- | 200pt | 350pt | 500pt | 300pt | � Enhanced Dominate
 | Impact R. | ----- | ----- | ----- | ----- | 3.0 m | � Group Dominate
 |___________|_______|_______|_______|_______|_______| 

 Dominate is Morinth's special skill, basically AI Hacking for organic foes.
 It commandeers the target(s) and forces them to attack their allies.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | DrelM | DrelV | DRELL ASSASSIN [THANE]
 |�����������|�������|�������|�������|�������|�������| ����������������������
 | Health    | + 05% | + 10% | + 15% | + 15% | + 20% | Upgrades to:
 | Weapn DMG | +12�% | + 25% | +37�% | + 50% | +37�% | � Drell Marksman
 |___________|_______|_______|_______|_______|_______| � Drell Veteran

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | H.E.D | Ar Dr | ENERGY DRAIN (TALI)
 |�����������|�������|�������|�������|�������|�������| �������������������
 | Recharge  | 12.0s | 12.0s | 12.0s | 12.0s | 12.0s | Upgrades to:
 | E. Drain  | 120pt | 140pt | 160pt | 200pt | 160pt | 
 | Impact R. | 1.20m | 1.20m | 1.20m | 1.20m | 3.00m | � Heavy Energy Drain
 |___________|_______|_______|_______|_______|_______| � Area Drain

 Tali's special ability drains enemy barriers while resupplying her own. If
 the target has no barrier, it simply does damage. 

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | Imp F | Hvy F | FORTIFICATION (GRUNT)
 |�����������|�������|�������|�������|�������|�������| ���������������������
 | Recharge  | 12 sc | 12 sc | 12 sc | 12 sc | 12 sc | Upgrades to:
 | Duration  | 60 sc | 60 sc | 60 sc | 180 s | 60 sc | 
 | Armr Bnus | + 25% | + 50% | + 75% | + 75% | +100% | � Improved Fortification
 |___________|_______|_______|_______|_______|_______| � Heavy Fortification

 Grunt's loyalty skill gives his armor a special coating, greatly increasing
 his defenses -- the huge duration makes this a great ability for Shepard to
 learn via power training. [Armor bonus% is based off maximum shields.]

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | FragG | I.F.G | FLASHBANG GRENADE
 |�����������|�������|�������|�������|�������|�������| �����������������
 | Recharge  | 9 sec | 9 sec | 9 sec | 9 sec | 9 sec | Upgrades to:
 | Impact R. | 6.0 m | 6.5 m | 7.0 m | 7.0 m | 9.0 m |
 | Damage    | 45 pt | 60 pt | 75 pt | 120pt | 75 pt | � Frag Grenade
 | Incap Dur | 3.00s | 3.50s | 4.00s | 4.00s | 6.00s | � Improved Flashbang G.
 |___________|_______|_______|_______|_______|_______| 

 True to its name, Kasumi's special flashbangs deal minor damage, instead
 incapacitating the target(s) for a set duration. Upgrades can increase the
 damage or stun duration, respectively. Like most loyalty powers, if Shepard
 uses them, s/he gets a reduced recharge time (6s). This skill also OHKOs any
 type of husk monster, strangely.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | GethA | GethT | GETH INFILTRATOR[LEGION]
 |�����������|�������|�������|�������|�������|�������| ����������������
 | Health    | + 05% | + 10% | + 15% | + 15% | + 20% | Upgrades to:
 | Weapn DMG | + 06% | + 12% | + 18% | + 25% | + 18% |  
 | PWR Rchrg | - 06% | - 12% | - 18% | - 25% | - 25% | � Geth Assassin
 |___________|_______|_______|_______|_______|_______| � Geth Trooper

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | HG SB | IG SB | GETH SHIELD BOOST
 |�����������|�������|�������|�������|�������|�������| �����������������
 | Recharge  | 12.0s | 12.0s | 12.0s | 12.0s | 12.0s | Upgrades to:
 | Duration  | 60.0s | 60.0s | 60.0s | 60.0s | 60.0s | 
 | Shields   | + 25% | + 50% | + 75% | +100% | + 75% | � Heavy Geth S.B.
 | Weapn DMG | ----- | ----- | ----- | ----- | + 10% | � Improved Geth S.B.
 |___________|_______|_______|_______|_______|_______|

 Like Fortification, the gives a bonus to shields (based off current maximum)
 for a reasonable duration, increasing survivability. The Improved evolution
 trades shielding for a weapon damage bonus.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | Inf A | S.A.A | INCENDIARY AMMO
 |�����������|�������|�������|�������|�������|�������| ���������������
 | Recharge  | 1.50s | 1.50s | 1.50s | 1.50s | 1.50s | Upgrades to:
 | Duration  | level | level | level | level | level |
 | Fire DMG  |20%/3s |30%/3s |40%/3s |60%/3s |40%/3s | � Inferno Ammo
 |___________|_______|_______|_______|_______|_______| � Squad Incendiary Ammo

 Incendiary Ammo, like most fire-based skills, can catch enemies on fire,
 temporarily making them quit shooting (if organic) while they attempt to
 extinguish it. Fire does %damage for a few seconds, based off the current
 weapon's amount. Like all ammo, it lasts until overriden by another ammo power
 (for better or worse).

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | H. In | A. In | INCINERATE
 |�����������|�������|�������|�������|�������|�������| ����������
 | Recharge  | 1.50s | 1.50s | 1.50s | 1.50s | 1.50s | Good v. health & armor
 | Impact R. | 1.20m | 1.20m | 1.20m | 1.20m | 3.00m |
 | Damage    |130/3s |150/3s |170/3s |210/3s |170/3s | - Heavy Incinerate
 |___________|_______|_______|_______|_______|_______| - Area Incinerate

 Incinerate fires a homing beam of fire at a target, catching them on fire or
 inflicting heavy damage to their armor (which is its specialty). The beam is
 not instantaneous, so it can be blocked by obstacles.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | He IG | I.B.G | INFERNO GRENADE (ZAEED)
 |�����������|�������|�������|�������|�������|�������| �����������������������
 | Recharge  | 6 sec | 6 sec | 6 sec | 6 sec | 6 sec | Upgrades to:
 | Impact R. | 3.00m | 3.25m | 3.50m | 3.50m | 4.50m | 
 | Damage    | 50/4s | 60/4s | 70/4s |100/4s | 70/4s | � Heavy Inferno Grenade
 | Fragments | three | four  | five  | five  | six   | � Inferno Blast Grenade
 |___________|_______|_______|_______|_______|_______|

 Zaeed's helpful ability throws a grenade at an area, creating an incendiary
 explosion followed by tiny "fragments" that denotate when thrown from the
 blast. Basically, a giant hellstorm! Upgrading gives more fragments and higher
 burn damage, or a larger impact radius.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | KrogP | KrogW | KROGAN BERSERKER [GRUNT]
 |�����������|�������|�������|�������|�������|�������| ������������������������
 | Health    | + 20% | + 30% | + 40% | + 50% | + 50% | Upgrades to:
 | Weapn DMG | + 05% | + 10% | + 15% | + 15% | + 25% |
 | HlthRegen | 20h/s | 30h/s | 40h/s | 55h/s | 40h/s | � Krogan Pureblood
 |___________|_______|_______|_______|_______|_______| � Krogan Warlord

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | MastS | MastI | MASTER THIEF [KASUMI]
 |�����������|�������|�������|�������|�������|�������| ���������������������
 | Health    | + 10% | + 15% | + 20% | + 20% | + 20% | Upgrades to:
 | Weapn DMG | + 12% | + 12% | + 18% | + 25% | + 18% | 
 | PWR Rchrg | - 06% | - 12% | - 18% | - 18% | - 25% | � Master Saboteur
 |___________|_______|_______|_______|_______|_______| � Master Infiltrator

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | MercW | MercC | MERCENARY VETERAN[ZAEED]
 |�����������|�������|�������|�������|�������|�������| �����������������
 | Health    | + 05% | + 10% | + 15% | + 15% | + 20% | Upgrades to:
 | Weapn DMG | +12�% | + 25% | +37�% | + 50% | +37�% | � Mercenary Warlord
 |___________|_______|_______|_______|_______|_______| � Mercenary Commando

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | H.N.S | NWave | NEURAL SHOCK (MORDIN)
 |�����������|�������|�������|�������|�������|�������| ���������������������
 | Recharge  | 9.00s | 9.00s | 9.00s | 9.00s | 9.00s | Upgrades to:
 | Duration  | 5.0 s | 7.0 s | 9.0 s | 12.0s | 9.0 s | 
 | Impact R. | ----- | ----- | ----- | ----- | 3.0 m | � Heavy Neural Shock
 |___________|_______|_______|_______|_______|_______| � Neural Shockwave

 Mordin's loyalty power inflicts pain on its target, paralyzing it for the
 duration. Naturally it only works on organic enemies. In addition to that,
 Lv2+ upgrades permanently impair the target(s)' accuracy.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | Destr | Champ | OPERATIVE
 |�����������|�������|�������|�������|�������|�������| ���������
 | Health    | + 05% | + 10% | + 15% | + 15% | + 20% | Upgrades to:
 | W. Damage | + 03% | + 06% | + 09% | + 15% | + 09% | 
 | PWR Rchrg | - 03% | - 06% | - 09% | - 09% | - 15% | � Destroyer
 | Snipr SD  |  30%  |  40%  |  50%  |  60%  |  50%  | � Champion
 | Snipr SDD | 1.50s | 1.75s | 2.00s | 2.25s | 2.00s |
 | Para/Gade | + 20% | + 40% | + 70% | + 70% | +100% |
 | Power DMG | ----- | ----- | ----- | + 15% | ----- |
 | Power Dur | ----- | ----- | ----- | ----- | + 15% |
 |___________|_______|_______|_______|_______|_______| 

 Infiltrators get this skill, which gives normal bonuses (health, para/gade
 points) and even evolutions to choose between power damage and duration.
 The sniper-rifle slowdown (SD) and slowdown duration (SDD) gives a window to
 make more accurate shots, so use it wisely!

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | H. Ov | A. Ov | OVERLOAD
 |�����������|�������|�������|�������|�������|�������| ��������
 | Recharge  | 6 sec | 6 sec | 6 sec | 6 sec | 6 sec | Upgrades to:
 | Impact R. | 1.20m | 1.20m | 1.20m | 1.20m | 3.00m | 
 | Damage    | 120pt | 140pt | 160pt | 200pt | 160pt | � Heavy Overload
 | Overload  | ----- | 3.00s | 3.00s | 3.00s | 3.00s | � Area Overload
 | Overheat  | ----- | ----- | 6.00s | 6.00s | 6.00s |
 |___________|_______|_______|_______|_______|_______|

 Overload is made for crippling synthetics, either doing outright damage or
 having overload (temporarily paralysis) and overheat (can't use weapons)
 effects. This skill's also great for taking down foes' deployed shielding.
 Additionally, when used on explosive canisters/crates, Overload makes them
 detonate with more force than usual!

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | HPull | PullF | PULL
 |�����������|�������|�������|�������|�������|�������| ����
 | Recharge  | 9.00s | 9.00s | 9.00s | 9.00s | 9.00s | Upgrades to:
 | Duration  | 5.00s | 7.00s | 9.00s | 12.0s | 9.00s |
 | Impact R. | ----- | ----- | ----- | ----- | 3.00m | � Heavy Pull
 |___________|_______|_______|_______|_______|_______| � Pull Field

 Pull is a biotic ability that causes the target to levitate and slowly drift
 towards the user, basically letting the poor sap be taken down with potshots.
 Enemies can also be killed when the floating effect ends if they're over a
 pit, hole, etc. Evolutions increase the impact radius or duration.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | QuarE | QuarM | QUARIAN MACHINIST [TALI]
 |�����������|�������|�������|�������|�������|�������| ������������������������
 | Health    | + 05% | + 10% | + 15% | + 20% | + 20% | Upgrades to:
 | Weapn DMG | + 06% | + 12% | + 18% | + 18% | + 25% |
 | PWR Durtn | + 06% | + 12% | + 18% | + 25% | + 18% | � Quarian Engineer
 |___________|_______|_______|_______|_______|_______| � Quarian Mechanic

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | Hvy R | Are R | REAVE (SAMARA)
 |�����������|�������|�������|�������|�������|�������| ��������������
 | Recharge  | 12.0s | 12.0s | 12.0s | 12.0s | 12.0s | Upgrades to:
 | Damage    | 40/3s |40/3�s | 40/4s |40/5�s | 40/4s |
 | Impact R. | ----- | ----- | ----- | ----- | 3.0 m | � Heavy Reave
 |___________|_______|_______|_______|_______|_______| � Area Reave

 Samara's Reave ability is effective against armor and barriers; on organics
 who have neither, the user drains health and leaves 'em helpless while the
 effect continues. Unlike most other biotics, Reave is instantaneous -- no
 arcing trajectory!

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | SalaG | SalaS | SALARIAN SCIENTIST
 |�����������|�������|�������|�������|�������|�������| ������������������
 | Health    | + 06% | + 12% | + 18% | + 25% | + 25% | Upgrades to:
 | Weapn DMG | + 06% | + 12% | + 18% | + 18% | + 25% |
 | Shields   | + 06% | + 12% | + 18% | + 25% | + 18% | � Salarian Genius
 |___________|_______|_______|_______|_______|_______| � Salarian Savant

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | D.S.S | RapSS | SHADOW STRIKE [KASUMI]
 |�����������|�������|�������|�������|�������|�������| ����������������������
 | Recharge  | 9 sec | 9 sec | 9 sec | 9 sec | 9 sec | Upgrades to:
 | Damage    | 300pt | 350pt | 400pt | 550pt | 450pt |
 | Incap Dur | 5 sec | 6 sec | 7 sec | 7 sec | 7 sec | � Deadly Shadow Strike
 |___________|_______|_______|_______|_______|_______| � Rapid Shadow Strike

 Kasumi's special ability lets her cloak and attack behind a target, dealing
 huge damage and incapping them, supposing them live. The upgrades either
 increase damage or, in the Rapid version's case, provide a special cooldown
 bonus (80%) if the attack kills its target! [Once used, Kasumi also goes
 back to her initial position, making it great for guerilla warfare.]

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | Hvy S | Imp S | SHOCKWAVE
 |�����������|�������|�������|�������|�������|�������| ���������
 | Recharge  | 12.0s | 12.0s | 12.0s | 12.0s | 12.0s | Upgrades to:
 | Shockwv # |  8.0  |  10.0 |  12.0 |  12.0 |  12.0 |
 | Impact R. | 1.5 m | 2.0 m | 2.5 m | 2.5 m | 3.5 m | � Heavy Shockwave
 | Impact F. | 300 n | 400 n | 500 n | 700 n | 500 n | � Improved Shockwave
 |___________|_______|_______|_______|_______|_______| 

 Shockwave launches a line of explosions in front of the user, launching
 unprotected enemies skyward or stunning those with barriers. Note that this
 skill does not automatically deplete barriers like scions' super-powered
 Shockwave; it does pierce targets, though.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | I.S.A | S.S.A | SHREDDER AMMO (THANE)
 |�����������|�������|�������|�������|�������|�������| ���������������������
 | Recharge  | 1.50s | 1.50s | 1.50s | 1.50s | 1.50s | Upgrades to:
 | Duration  | level | level | level | level | level | 
 | Damage    | + 40% | + 50% | + 60% | + 80% | + 60% | � Improved Shredder A.
 |___________|_______|_______|_______|_______|_______| � Squad Shredder Ammo

 Shredder rounds are effective against organics, particularly those lacking
 shields, making it one of the less-useful loyalty techs for Shepard to learn.
 Like all ammo, it lasts until overriden by another ammo power (for better or
 worse).
              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | Hvy S | Wid S | SINGULARITY
 |�����������|�������|�������|�������|�������|�������| �����������
 | Recharge  | 4.5 s | 4.5 s | 4.5 s | 4.5 s | 4.5 s | Upgrades to:
 | Duration  | 20.0s | 20.0s | 20.0s | 20.0s | 20.0s | 
 | Impact R. | 1.25m | 1.50m | 1.75m | 1.75m | 3.00m | � Heavy Singularity
 | HDuration | 5.0 s | 6.0 s | 7.0 s | 9.0 s | 7.0 s | � Wide Singularity
 | Max Trgts |  two  | three |  four |  six  |  four |
 |___________|_______|_______|_______|_______|_______| 

 Singularity creates a gravity well that causes targets to float helplessly
 in its field, letting allies kill 'em at leisure. This power goes well with
 Throw and Warp.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | Hvy S | Crp S | SLAM (MIRANDA)
 |�����������|�������|�������|�������|�������|�������| ��������������
 | Recharge  | 9.00s | 9.00s | 9.00s | 9.00s | 9.00s | Upgrades to:
 | Lift Dur. | 0.90s | 1.10s | 1.30s | 1.50s | 1.30s |
 | Force     | 400 n | 500 n | 600 n | 800 n | 600 n | � Heavy Slam
 | Cripple   | ----- | ----- | ----- | ----- | 8.0 s | � Crippling Slam
 |___________|_______|_______|_______|_______|_______|

 Miranda's loyalty tech is almost self-explanitory: it lifts the enemy up and
 slams them down, dealing damage with the impact. The evolutions either slam
 with more force or have a crippling effect.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | PrimA | PrimV | SUBJECT ZERO [JACK]
 |�����������|�������|�������|�������|�������|�������| �������������������
 | Health    | + 05% | + 10% | + 15% | + 20% | + 20% | Upgrades to:
 | Weapn DMG | + 06% | + 12% | + 18% | + 18% | + 25% | 
 | PWR Rchrg | - 06% | - 12% | - 18% | - 25% | - 18% | � Primal Adept
 |___________|_______|_______|_______|_______|_______| � Primal Vanguard

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | En Cl | As Cl | TACTICAL CLOAK
 |�����������|�������|�������|�������|�������|�������| ��������������
 | Recharge  | 6.00s | 6.00s | 6.00s | 6.00s | 6.00s | Upgrades to:
 | Duration  | 5.00s | 5.50s | 6.00s | 8.00s | 6.00s | 
 | Damage    | ----- | + 20% | + 40% | + 40% | + 75% | � Enhanced Cloak
 |___________|_______|_______|_______|_______|_______| � Assassination Cloak

 Infiltrators' cloaking allows them to temporarily be invisible to enemies,
 allowing them to sneak around for flanking or ambushes. This doesn't work on
 all enemies however, and as a tradeoff, there's no health/shield regeneration
 while invisible.

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | A Arm | P Arm | TECH ARMOR
 |�����������|�������|�������|�������|�������|�������| ����������
 | Recharge  | 12.0s | 12.0s | 12.0s | 12.0s | 12.0s | Upgrades to:
 | Duration  | ---lasts until enemies destroy it.--- | 
 | Shields   | + 25% | + 50% | + 75% | + 75% | +100% | � Assault Armor
 | EP Radius | 7.5 m | 10.0m | 12.5m | 18.0m | 12.5m | � Power Armor
 | EP Damage | 30pts | 40pts | 50pts | 100pt | 50pts | 
 | EP Force  | 100 n | 130 n | 160 n | 240 n | 160 n |
 | EPShields | ----- | ----- | ----- | + 50% | ----- |
 | Power DMG | ----- | ----- | ----- | ----- | + 15% |
 |___________|_______|_______|_______|_______|_______|

 Tech Armor is a sentinel-specific power that boosts the user's shielding; and,
 when destroyed, sends out a pulse blast that damages nearby enemies. Upgrades
 increase the energy pulse's (EP) radius, damage, and force, as well as shields
 (in one evolution). 

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | Mecha | Opera | TECH MASTERY
 |�����������|�������|�������|�������|�������|�������| ������������
 | Health    | + 05% | + 10% | + 15% | + 15% | + 20% | Upgrades to:
 | PWR Rchrg | - 05% | - 10% | - 15% | - 20% | - 20% |
 | Para/Gade | + 20% | + 40% | + 70% | +100% | + 70% | � Mechanic
 | RePr Cost | - 05% | - 10% | - 15% | - 20% | - 20% | � Operative
 | Power Dur | ----- | ----- | ----- | + 15% | ----- |
 | Power DMG | ----- | ----- | ----- | ----- | + 15% |
 |___________|_______|_______|_______|_______|_______| 

 Tech Mastery is an engineer-specific class skill, boosting health and
 para/gade gains, plus the unique ability to lower research projects' costs
 (that is, element-wise, not storebought-wise).

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | HThro | ThroF | THROW
 |�����������|�������|�������|�������|�������|�������| �����
 | Recharge  | 9.00s | 9.00s | 9.00s | 9.00s | 9.00s | Upgrades to:
 | Force     | 500 n | 700 n | 900 n | 1200n | 900 n |
 | Impact R. | ----- | ----- | ----- | ----- | 3.00m | � Heavy Throw
 |___________|_______|_______|_______|_______|_______| � Throw Field

 Throw is a biotic skill that arcs towards its target, launching 'em airborne
 away from the user. Extra damage is incurred if the user's already airborne
 when thrown (such as with Singularity/Pull) or if they hit a solid object.
 An added bonus is that Throw kills all husks/abominations instantly!

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | TuriR | TuriS | TURIAN REBEL [ARCHANGEL]
 |�����������|�������|�������|�������|�������|�������| ������������������������
 | Health    | + 05% | + 10% | + 15% | + 15% | + 20% | Upgrades to:
 | Weapn DMG | + 06% | + 12% | + 18% | + 25% | + 18% | 
 | Power DMG | + 06% | + 12% | + 18% | + 25% | + 25% | � Turian Renegade
 |___________|_______|_______|_______|_______|_______| � Turian Survivor

              _______________________________________
             |                                       | UNITY (SHEPARD)
 |�����������                                        | ���������������
 | Revives squadmates. Research upgrades to restore  | � No tiered upgrades
 | full shields/full health upon revivification.     | � Shepard has this no
 |___________________________________________________|   matter his/her class

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | HWarp | UWarp | WARP
 |�����������|�������|�������|�������|�������|�������| ����
 | Recharge  | 6.00s | 6.00s | 6.00s | 6.00s | 6.00s | Upgrades to:
 | Damage    | 120pt | 140pt | 160pt | 200pt | 160pt |
 | D. Radius | 3.00m | 4.00m | 5.00m | 5.00m | 7.00m | � Heavy Warp
 | D. Force  | 400 n | 550 n | 700 n | 700 n | 700 n | � Unstable Warp
 |___________|_______|_______|_______|_______|_______| 

  Warp is effective against armor and biotic barriers, and affected enemies
  have their health regeneration stopped. If the target is already affected
  by a biotic power when they're hit with Warp, it (1st biotic power) explodes
  to deal extra damage. Since Warp's projectile arcs towards the target, it's
  important to aim above high-up enemies, which makes it arc down to strike
  instead of rise up (which can often make it smack harmlessly into cover).

              _______ _______ _______ _______ _______
             | L1    | L2    | L3    | H.W.A | S.W.A | WARP AMMO (JACK)
 |�����������|�������|�������|�������|�������|�������| ����������������
 | Recharge  | 1.50s | 1.50s | 1.50s | 1.50s | 1.50s | Upgrades to:
 | Duration  | level | level | level | level | level |
 | Damage    | + 15% | + 25% | + 35% | + 50% | + 35% | � Heavy Warp Ammo
 |___________|_______|_______|_______|_______|_______| � Squad Warp Ammo

 Jack's Warp Ammo is effective against barriers, armor, and health, making it
 a jack-of-all-trades (PUN INTENDED) ammo ability. There's even a damage bonus
 if the target's being affected by a biotic power, such as Singularity or Pull.
 Like all ammo, it lasts until overriden by another ammo power (for better or
 worse).

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __|  CLASSES                                               [CLSS]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Here's an overview of the classes Shepard can choose from, their pros and
 cons, and some other advice. Asterisked (*) abilities unlock when the skill
 above it is level 2.

ADEPT
�|������������������| Uses: Pistols, SMGs
 |- Warp            |
 |- Throw*          | Adepts focus primarily on biotic, not weapons, damage 
 |- Singularity     | and have plenty of great skills to back it up. The class
 |- Pull*           | becomes a lot stronger as the game goes on, so in the
 |- Shockwave*      | early going, weapon-oriented allies're good complements
 |- Biotic Mastery  | to have around. 
 |__________________| 

  Good bonus abilities:
  ���������������������
  � Energy Drain: Shielding is a biotic user's bane, and this is the only
    bonus ability that specifically targets shields.

  � Warp Ammo: since Adepts get no ammo powerup, Warp Ammo -- which is good
    against armor, health, and barriers -- is a perfect match if one needs a
    bit more oomph in attacks.

  "What weapons training should I get...?"
  ����������������������������������������
  Having pistols and SMGs makes the adept mostly a short-range fighter (for
  maximum efficiency), so the obvious choices are getting assault rifles for
  mid-range power or sniper rifles for long-range ability. 

ENGINEER
�|������������������| Uses: Pistols, SMGs
 |- Overload        |
 |- Incinerate*     | Engineers' forte is neutralizing enemy defenses, either
 |- Combat Drone    | with Overload (shields) and Incinerate (armor), or being
 |- Cryo Blast*     | a complete nuisance with Combat Drone and AI Hacking.
 |- AI Hacking*     | Being tech specialists, they only get minimal weapons
 |- Tech Mastery    | options, so it helps to surround oneself with allies who
 |__________________| can do the bullet-flinging.

  Good bonus abilities:
  ���������������������
  � Dominate: AI Hacking applies only to synthetics, and with this skill
    fully upgraded, they can target organics as well -- battlefield enemies
    are their puppets!

  � Reave: To compliment the class' disabling abilities, having a skill that's
    good against barriers is self-evidently awesome.

  � Warp Ammo: since Engies get no ammo powerup, Warp Ammo -- which is good
    against armor, health, and barriers -- is a perfect match if one needs a
    bit more oomph in attacks.

  "What weapons training should I get...?"
  ����������������������������������������
  Like adepts, an engineer's weapons are primarily geared for short-range
  attacks, so going the assault rifle (mid-range) or sniper rifle path (long-
  -range) makes sense. If the engineer has Warp Ammo, then assault rifle may
  be the smart decision.

INFILTRATOR
�|������������������| Uses: Pistols, SMGs, Sniper Rifles
 |- Disruptor Ammo  |
 |- Cryo Ammo*      | Infiltrators' get decent techs and the ability to cloak
 |- Tactical Cloak  | themselves (for bonus weapon damage), so they're quite
 |- Incinerate*     | good at any range. 
 |- AI Hacking*     |
 |- Operative       |
 |__________________|

  Good bonus abilities:
  ���������������������
  � Dominate: AI Hacking applies only to synthetics, and with this skill
    fully upgraded, they can target organics as well -- battlefield enemies
    are their puppets!

  � Warp Ammo: despite getting ammo powerups, Warp Ammo -- which is good
    against armor, health, and barriers -- is a perfect match for Infiltrators
    and can stack with their cloak-based damage bonuses. Since the class isn't
    that good against barriers, combining this ammo skill with headshots can
    make up for some of that.

  "What weapons training should I get...?"
  ����������������������������������������
  There's really only one good answer, and it's the Widow sniper rifle, one
  of the few classes that can obtain it. Combined with Assassination Cloak
  and an ammo ability, Widow headshots (which have a time dilation effect for
  more accurate shooting) dominate many enemies, such as scions, which are
  typical annoyances.

SENTINEL
�|������������������| Uses: Pistols, SMGs
 |- Throw           |
 |- Warp*           | Sentinels are jacks-of-all-trades, bringing both biotic
 |- Tech Armor      | and techs to the fray, and increasing their survivability
 |- Overload*       | with the awesome Tech Armor skill. The weak selection of
 |- Cryo Blast*     | weapons means it helps to surround oneself with allies
 |- Defender        | who can bring the heat, like Grunt or Legion, up-close.
 |__________________|

  Good bonus abilities:
  ���������������������
  � Geth Shield Boost/Barrier: Tech Armor provides a lot of protection on the
    battlefield, but for even more protection, these shield-boosting abilities
    can stack and make Sentinels nigh unkillable.

  � Warp Ammo: Sentinels get no ammo power, and since Warp Ammo's good against
    just about every type of defense a foe can throw up, it helps maximize
    those SMGs' short- to mid-range potential.

  "What weapons training should I get...?"
  ����������������������������������������
  Any can work, since Sentinels get close-range abilities but have abilities
  that let them work closer into the fighting. Shotguns work for close-range
  encounters, assault rifles for mid-range and closer, and sniper rifles for
  preemptive strikes. If Warp Ammo's chosen, then shotguns or snipers seem to
  be the best choice.

SOLDIER
�|������������������| Uses: Pistols, Assault Rifles, Shotguns, Sniper Rifles
 |- Adrenaline Rush |
 |- Concussive Shot*| Soldiers are battle-hardened veterans, able to deal with
 |- Disruptor Ammo  | any situation through pure force -- having three ammo
 |- Incendiary Ammo*| powers helps, just as the time-dilating, damage-boosting
 |- Cryo Ammo*      | Adrenaline Rush does. As a tradeoff, they have one power
 |- Battle Mastery  | and zero biotics, but that's fine...bullets to the face
 |__________________| send a clear message.

  Good bonus abilities:
  ���������������������
  � Armor Piercing Ammo: This gives a damage bonus to health and armor, which
    basically every enemy has, so it's a good choice just by probability of
    use. 

  � Fortification/Barrier/Etc.: any ability that increases shields, armor, and
    the like gives soldiers increased survivability, which is always good as
    they're always at the frontlines.

  � Inferno Grenade: Zaeed's incendiary bomb is a great complement to one's
    arsenal, capable of eliminating mass groups of organics with ease, either
    setting up a kill or killing outright. Since Concussive Blast is the only
    area-of-effect skill a Soldier has innately, this is a great choice.

  � Warp Ammo: Even with three ammo powers, because Warp Ammo's good against
    just about every type of defense a foe can throw up, it helps maximize
    the assault rifles' mid-ranged potential.

  "What weapons training should I get...?"
  ����������������������������������������
  Soldiers are the only class that can use the Revenant machine gun, which has
  high ammo capacity and a furious firerate, but that Widow sniper rifle's also
  tempting -- it really depends on the user's style of play. Adrenaline Rush is
  good with either, so there's no wrong choice.


VANGUARD
�|������������������| Uses: Pistols, SMGs, Shotguns
 |- Incendiary Ammo |
 |- Cryo Ammo*      | As the class' ability list might suggest, these suckers
 |- Charge          | are notable for their kamikaze-style bumrushing, getting
 |- Shockwave*      | in close to the opposition and decimating 'em with 
 |- Pull*           | biotic powers or the feared Charge skill. Their downside
 |- Assault Mastery | is the obvious high-risk attack strategy, and that they
 |__________________| don't have any awesome ranged weapons...to start, anyway.

  Good bonus abilities:
  ���������������������
  � Fortification/Barrier/Etc.: any ability that increases shields, armor, and
    the like gives vanguards increased survivability, which is always good as
    they're always at the frontlines.

  � Reave: Reave helps remove an enemy's defenses, not to mention healing the
    user if an organic's targeted, so it has a double usefulness for chargin'
    Vanguards.

  � Warp Ammo: Because the vanguard's going to be at close-range fighting most
    of the time, the damage increase can help in advancing or retreating from
    the main battle.

  "What weapons training should I get...?"
  ����������������������������������������
  Vanguards are already good at close- and mid-range attacking, so one can
  focus on shotguns or branch out to assault/sniper rifles, which give extra
  range when not charging. Depends on how the player likes using the class.

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __|  DOWNLOADABLE CONTENT (DLC)                            [DLCN]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Here's a list of DLC and where it's obtained from. Typically, all DLC is
 gotten by redeeming codes (1) automatically obtained from newly-purchased
 games, such as collector's editions (2) special offers, such as Dr. Pepper's
 promotion in 2010 (3) the Cerberus Network DLC.

 Much of the DLC is downloadable only through the Cerberus Network DLC, which
 funnels all of through in one place. New copies of ME2 come with a card that
 gives the network for free; without it, it costs 1200 microsoft points (MSP)
 to get. It incentivizes getting new copies, basically.

  _____________________________ _____________________________________________
 | DLC                         | OBTAIN                                      |
 |�����������������������������|���������������������������������������������|
 | Alternate Appearance Pack 1 | Download from Cerberus Network (160 MSP)    |
 | Arc Projector               | Download from Cerberus Network (free)       |
 | Blood Dragon Armor          | Gotten from new copy of Dragon Age: Origins |
 | Cerberus Network            | Free with new games (1200 MSP otherwise)    |
 | Cerberus Weapon and Armor   | Download from Cerberus Network (free)       |
 | Collector Weapon and Armor  | Gotten from Limited Collector's Edition     |
 | Equalizer Pack              | Gotten from Cerberus Network (160 MSP)      |  
 | Firewalker Pack             | Download from Cerberus Network (free)       |
 | Incisor Sniper Rifle        | Gotten from Digital Deluxe Edition          |
 | Inferno Armor               | Pre-order bonus                             |
 | Kasumi: Stolen Memory       | Download from Cerberus Network (560 MSP)    |
 | Normandy Crash Site         | Download from Cerberus Network (free)       |
 | Recon Hood                  | Dr. Pepper promotion                        |
 | Sentry Interface            | Dr. Pepper promotion                        |
 | Terminus Weapon and Armor   | Pre-order bonus from GameStop               |
 | Umbra Visor                 | Dr. Pepper promotion                        |
 | Zaeed: The Price of Revenge | Download from Cerberus Network (free)       |
 |_____________________________|_____________________________________________|

 NOTE: While the Dr. Pepper promotion is ongoing, apparently the URL-switching
       technique to get the Sentry Interface has been removed -- that item's
       no longer available (as of the time this guide's updated).

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __|  EQUIPMENT                                             [EQPT]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Shepard has a wardrobe --  of found, bought, and downloaded (DLC) things --
 that can augment stats a bit. Here's a list of all that jazz. If an item's
 got nothing listed in the "obtain" column, it's available by default.

 NOTE: All armor sets are DLC content, either by trading in codes or by doing
       a preorder of the game.

  ____________________ ________________________ _____________________________
 | HEADPIECE          | FUNCTION               | OBTAIN                      |
 |��������������������|������������������������|�����������������������������|
 | Archon Visor       | -05% PWR Rechrge Times | "Equalizer Pack" DLC        |
 | Capacitor Helmet   | -10% Shield Delay Time | "Equalizer Pack" DLC        |
 | Death Mask         | +10% Negotiation Bonus | Tuchanka (Ratch's Wares)    |
 | Kuwashii Visor     | +10% Headshot Damage   | Omega (Harrot's Emporium)   |
 | N7 Breather Helmet | +05% Health            | --------------------------- |
 | N7 Helmet          | +05% Health            | --------------------------- |
 | Recon Hood         | +05% Weapon Damage     | Dr. Pepper promotional item |
 | Sentry Interface   | +05% Shield Strength   | Dr. Pepper promotional item |
 | Umbra Visor        | +05% Power Damage      | Dr. Pepper promotional item |
 |____________________|________________________|_____________________________|

  __________________________ ___________________ ____________________________
 | SHOULDERPIECE            | FUNCTION          | OBTAIN                     |
 |��������������������������|�������������������|����������������������������|
 | Amplifier Plates         | +05% Power Damage | Ilium (Personal Gateway D) |
 | Asymmetric Defense Layer | +05% Health       | Tuchanka (Ratch's Wares)   |
 | N7 Shoulder Guards       | +03% Power Damage | -------------------------- |
 | Strength Boost Pads      | +25% Melee Damage | Omega (Omega Market)       |
 |__________________________|___________________|____________________________|

  ______________________ ________________________ ___________________________
 | CHESTPIECE           | FUNCTION               | OBTAIN                    |
 |����������������������|������������������������|���������������������������|
 | Aegis Vest           | +05% Health            | Citadel (Rodam Expeditns) |
 | Capacitor Chestplate | -10% Shield Delay Time | Omega (Harrot's Emporium) | 
 | N7 Chestplate        | +03% Power Damage      | ------------------------- |
 | Shield Harness       | +05% Shield Strength   | Tuchanka (Ratch's Wares)  |
 |______________________|________________________|___________________________|

  _________________________ ______________________ __________________________
 | ARMPIECE                | FUNCTION             | OBTAIN                   |
 |�������������������������|����������������������|��������������������������|
 | Heavy Damping Gauntlets | +05% Shield Strength | Tuchanka (Ratch's Wares) |
 | N7 Gauntlets            | +03% Health          | ------------------------ |
 | Off-Hand Ammo Pack      | +10% Normal Ammo     | Citadel (Rodam Expedtns) |
 | Stabilization Gauntlets | +05% Weapon Damage   | Omega (Omega Market)     |
 |_________________________|______________________|__________________________|

  ______________________ ______________________ _____________________________
 | LEGPIECE             | FUNCTION             | OBTAIN                      |
 |����������������������|����������������������|�����������������������������|
 | Life Support Webbing | +10% Health          | Citadel (Sirta Foundation)  |
 | N7 Greaves           | +05% Shield Strength | --------------------------- |
 | Ordinance Packs      | +10% Heavy Wpns Ammo | Omega (Harrot's Emporium)   |
 | Stimulator Conduits  | +10% Storm Speed     | Omega (Omega Market)        |
 |______________________|______________________|_____________________________|

  __________________________ ________________________________________________
 | ARMOR SETS               | FUNCTION                                       |
 |��������������������������|������������������������������������������������|
 | Blood Dragon Armor       | +10% Shield Strength, +15% Power Damage        |
 | Cerberus Assault Armor   | +10% Heavy Wpns Ammo/Shield Strength/Health    |
 | Collector Armor          | +10% Regeneratn Rate, Storm Speed; +20% Health |
 | Inferno Armor            | +10% Para/Gade Bonus, Power Damage, Storm Spd  |
 | Terminus Armor           | +10% Normal Ammo, Storm Speed; +15% Shield Str |
 |__________________________|________________________________________________|

  - Inferno Armor can now be obtained via the Equalizer Pack DLC!

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __|  PLANET GUIDE                                          [PLNT]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 In ME2, planets are the main source of raw elements, used to upgrade weapons,
 the Normandy, and tech/biotic abilities. However, these are gotten by scanning
 alone, rather than mining as ME1 did. Any uncivilized planet can be scanned
 by pressing Y-button, holding L-Trig to manually scan, and hitting R-Trig to
 launch a collector probe. [Probes have to be bought at fuel depots, located
 in whichever system the cluster's mass relay is in; this applies to every
 cluster except the Far Rim, which is in geth space.]

 In descending order of wealth, planets range from Rich, Good, Moderate, Poor,
 and Depleted. The player is notified when a planet's resources are dwindling,
 and even when enough of 'x' mineral has been collected that a research project
 is affordable. [Smaller planets tend to be the richest, too.]

 Sometimes when a planet is scanned, EDI notifies the player that an anomaly
 has been detected. In this case, when scanning, follow the white line in the
 scanner's center to find the anomaly, which appears as a white spot when the
 scanner hovers over. Launching a probe here allows the team to land on the
 planet, doing a small side-mission. ["AD!" is the notation for anomalies in
 the overviews below.]

 TIP 1: Thane's Modular Probe Baby upgrade doubles probes to 60 -- get it!
 TIP 2: Miranda's Advanced Mineral Scanner makes scanning easier -- get it too!
 TIP 3: Tap L-Trig while moving it around to find minerals faster
 TIP 4: Don't bother scanning Poor planets, unless you're hard up (time waste!)

 Systems become available through missions, emails, overhearing conversations,
 and buying planetary maps. Clusters available by default are:

 � Eagle Nebula           � Ismar Frontier        � Omega Nebula
 � Hourglass Nebula       � Local Cluster         � Serpent Nebula

CALESTON RIFT
��|����������
  |- Balor
  |   |- Cernunnos -- Moderate [Platinum, Iridium]
  |   |- Caleston --- Rich [Platinum, Palladium, Iridium, Element Zero]
  |   |- Bres ------- Rich [Platinum, Palladium, Iridium]
  |   |- Elatha ----- Rich [Platinum, Palladium, Iridium]
  |   |- Partholon -- Rich [Platinum, Palladium, Iridium]
  |   '- Mass Relay
  |
  |- Solveig
  |   |- Surtur ----- Rich [Platinum, Palladium, Iridium]
  |   |- Sinmara ---- Good [Platinum, Palladium, Iridium] -- AD!
  |   '- Thrivaldi -- Poor [Platinum, Iridium]
  |
  |- Talava
  |   |- Aitaurus --- Moderate [Palladium, Iridium]
  |   |- Kaushus ---- Good [Platinum, Palladium, Iridium]
  |   |- Maitrum ---- Rich [Platinum, Iridium]
  |   '- Taitus ----- Rich [Iridium, Palladium] -- AD!
  |
  |- Aysur
  |   |- Agnin ------ Rich [Platinum, Palladium, Iridium]
  |   |- Shasu ------ Rich [Platinum, Palladium, Iridium]
  |   |- Dranen ----- Moderate [Platinum, Iridium]
  |   |- Alformus --- Moderate [Platinum]
  |   |- Shir ------- Rich [Platinum, Palladium, Iridium]
  |   '- Tamgauta --- Good [Platinum, Palladium, Iridium]
  |
  '- Yakawa
      |- Sakata ----- Rich [Platinum, Palladium, Iridium]
      |- Nambu ------ Moderate [Iridium]
      |- Maskawa ---- Rich [Platinum, Palladium, Iridium]
      |- Karumto ---- Good [Platinum, Palladium] -- AD!
      '- Kobayashi -- Moderate [Platinum, Palladium, Iridium]

 Yakawa opens only during the Firewalker DLC mission.

CRESCENT NEBULA
��|������������
  |- Tasale
  |   |- Beregale --- Rich [Platinum, Palladium, Iridium]
  |   |- Ilium
  |   |- Ponolus ---- Rich [Platinum, Palladium, Iridium]
  |   |- Thail ------ Moderate [Palladium, Iridium]
  |   |- Naxell ----- Moderate [Platinum, Iridium]
  |   '- Mass Relay
  |
  |- Ondeste
  |   |- Zesmeni ---- Rich [Platinum, Palladium, Iridium]
  |   |- Acaeria ---- Rich [Platinum, Palladium]
  |   '- Malsuth ----
  |
  |- Lusarn
  |   |- Jontan ----- Good [Palladium, Iridium]
  |   |- Euntanta --- Rich [Platinum, Palladium, Iridium]
  |   |- Doriae ----- Good [Platinum, Palladium, Iridium]
  |   |- Tarith ----- Rich [Platinum, Palladium, Element Zero] -- AD!
  |   '- Xetic ------ Moderate [Palladium, Iridium]
  |
  '- Zelene
      |- Nepyma ----- Rich [Platinum, Palladium, Iridium]
      |- Helyme ----- Moderate [Iridium, Element Zero] -- AD!
      |- Epho ------- Rich [Platinum, Palladium, Iridium]
      '- Gaelon ----- Moderate [Platinum, Palladium]

EAGLE NEBULA
��|���������
  |- Imir
  |   |- Osalri ----- Moderate [Platinum, Palladium]
  |   |- Korlus
  |   |- Quodis ----- Moderate [Platinum, Palladium]
  |   |- Gregas ----- Rich [Platinum, Palladium, Iridium]
  |   '- Mass Relay
  |
  |- Relic
  |   |- Murky Water ---- Rich [Platinum, Palladium, Iridium]
  |   |- Fitful Current - Rich [Palladium, Iridium]
  |   |- First Land ----- Moderate [Platinum, Iridium]
  |   |- Island Wind ---- Moderate [Platinum, Iridium]
  |   |- Rough Tide ----- Rich [Platinum, Palladium, Iridium]
  |   |- Preying Mouth -- Moderate [Palladium, Element Zero]
  |   '- Beach Thunder -- Rich [Platinum, Palladium, Iridium]
  |
  |- Amun
  |   |- Sekhmet ---- Moderate [Platinum, Palladium, Iridium, Element Zero]
  |   |- Sobek ------ Moderate [Platinum]
  |   |- Anhur ------ Rich [Platinum, Iridium, Element Zero]
  |   |- Neith ------ Rich [Platinum, Palladium, Iridium] -- AD!
  |   '- Bast ------- Poor [Palladium, Iridium]
  |
  |- Malgus
  |   |- Uzin ------- Moderate [Platinum, Palladium, Iridium]
  |   |- Wrill ------ Rich [Palladium, Iridium]
  |   '- Flett ------ Rich [Platinum, Palladium, Iridium]
  |
  '- Strabo
      |- Antigar --------- Moderate [Platinum, Palladium]
      '- Jarrahe Station

FAR RIM
��|����
  |- Dholen
  |   |- Gotha ------ Rich [Platinum, Palladium, Iridium, Element Zero]
  |   |- Charoum ---- Moderate [Platinum, Iridium]
  |   |- Haelstrom
  |   '- Mass Relay
  |
  '- Ma-at
      '- Ammul ------ Moderate [Platinum, Palladium, Iridium]

KROGAN DMZ
��|�������
  |- Aralakh
  |   |- Durak ------ Rich [Platinum, Iridium]
  |   |- Kanin ------ Moderate [Palladium, Iridium]
  |   |- Kruban ----- Rich [Platinum, Palladium, Iridium]
  |   |- Tuchanka 
  |   |- Ruam ------- Poor [Palladium]
  |   |- Vaul ------- Moderate [Platinum, Iridium]
  |   '- Mass Relay
  |
  '- Nith
      |- Mantun ----- Rich [Platinum, Palladium, Iridium, Element Zero]
      |- Tula ------- Poor [Platinum]
      '- Vard ------- Moderate [Palladium, Iridium]

HADES NEXUS
��|��������
  |- Hekate
  |   |- Ker -------- Rich [Platinum, Palladium, Iridium]
  |   |- Triodia ---- Moderate [Palladium, Iridium]
  |   |- Bothros ---- Rich [Platinum, Iridium]
  |   '- Mass Relay
  |
  |- Pamyat
  |   |- Komarov ----- Rich [Palladium, Iridium]
  |   |- Dobrovolski - Rich [Platinum, Palladium, Iridium, Element Zero]
  |   |- Patsayev ---- Rich [Platinum, Palladium, Iridium]
  |   '- Volkov ------ Rich [Palladium, Iridium]
  |
  |- Sheol
  |   '- Gei Hinnom -- Rich [Platinum, Palladium, Iridium] -- AD!
  |
  '- Hoplos
      |- Talaria ----- Good [Platinum, Iridium]
      |- Makhaira ---- Rich [Platinum, Palladium, Iridium]
      |- Kopis ------- Rich [Platinum, Palladium, Iridium] -- AD!
      |- Trident ----- Rich [Platinum, Iridium]
      '- Aegis ------- Moderate [Iridium]

 Hoplos is opened via Firewalker DLC.

HAWKING ETA
��|��������
  |- Chandrasekhar
  |   |- Teshub ----- Moderate [Platinum]
  |   |- Hebal ------ Moderate [Platinum, Palladium]
  |   '- Mass Relay
  |
  |- Century
  |   |- Tamahera --- Rich [Platinum, Palladium, Iridium]
  |   |- Klendagon -- Rich [Platinum, Palladium, Iridium]
  |   |- Cantra ----- Rich [Platinum, Palladium, Iridium]
  |   '- Tharopto --- Moderate [---]
  |
  |- Thorne
  |   |- Mnemosyne -- Moderate [Platinum, Palladium, Iridium]
  |   '- Lethe ------ Rich [Platinum, Palladium, Iridium]
  |
  |- Schwarzschild
  |   |- Atahil ----- Rich [Platinum, Palladium, Iridium]
  |   |- Etamis ----- Good [Palladium, Iridium, Element Zero]
  |   |- Linossa ---- Moderate [Palladium, Iridium]
  |   '- Rihili ----- Moderate [Iridium]
  |
  '- Verr
      |- Corang ----- Rich [Platinum, Palladium, Iridium] -- AD!
      |- Allusah ---- Moderate [Platinum, Iridium]
      '- Serao ------ Poor [Iridium]

 Verr is accessible only through the Firewalker DLC.

HOURGLASS NEBULA
��|�������������
  |- Osun
  |   |- Orunmila --- Moderate [Platinum, Palladium]
  |   |- Erinle ----- Good [Platinum, Palladium, Element Zero]
  |   |- Aganju ----- Good [Platinum, Palladium, Iridium]
  |   '- Olokun ----- Moderate [Iridium]
  |
  |- Faryar
  |   |- Quarem ----- Rich [Platinum, Palladium, Iridium]
  |   |- Darafar ---- Good [Platinum, Iridium, Element Zero] -- AD!
  |   |- Tunfigel --- Rich [Platinum, Palladium, Iridium]
  |   |- Nephros ---- Moderate [Platinum]
  |   |- Alingon ---- Rich [Platinum, Palladium, Iridium]
  |   |- Wenrum ----- Rich [Platinum, Palladium, Iridium]
  |   '- Antictra --- Rich [Platinum, Palladium, Iridium]
  |
  '- Ploitari
      |- Aigela ----- Rich [Platinum, Palladium, Iridium]
      |- Zanethu ---- Good [Platinum, Palladium] -- AD!
      |- Synalus ---- Rich [Platinum, Palladium, Iridium]
      '- Thegan ----- Rich [Platinum, Palladium, Iridium, Element Zero]

ISMAR FRONTIER
��|�����������
  |- Aquila
  |   |- Lepini ----- Poor [Iridium]
  |   |- Vecchio ---- Rich [Platinum, Palladium, Iridium]
  |   |- Volturno --- Good [Platinum, Palladium, Iridium]
  |   |- Metaponto -- Poor [Palladium]
  |   |- Pollino ---- Poor [Palladium, Iridium]
  |   '- Mass Relay
  |
  |- Faia
  |   |- Imaen ------ Rich [Platinum, Palladium, Iridium]
  |   |- Zorya
  |   |- Viantel ---- Rich [Platinum, Palladium, Iridium]
  |   '- Hito ------- Poor [Iridium]
  |
  '- Elysta
      |- Seleas ----- Rich [Platinum, Palladium, Iridium]
      |- Zeona ------ Rich [Platinum, Palladium, Iridium] -- AD!
      |- Odasst ----- Rich [Platinum, Palladium, Iridium]
      |- Hesano ----- Poor [Iridium]
      '- Melile ----- Moderate [Palladium, Iridium]

 NOTE: Elysta only opens up if the Firewalker DLC is gotten.

LOCAL CLUSTER
��|����������
  '- Sol
      |- Mercury ---- Moderate [Platinum, Palladium, Iridium]
      |- Venus ------ Good [Platinum, Palladium]
      |- Earth
      |- Mars
      |- Jupiter ---- Moderate [Palladium, Iridium]
      |- Saturn ----- Good [Platinum, Palladium, Iridium]
      |- Uranus ----- Depleted [haha?]
      |- Neptune ---- Poor [Platinum]
      '- Pluto ------ Moderate [Platinum, Palladium, Iridium]

MINOS WASTELAND
��|������������
  |- Fortis
  |   |- Vir -------- Good [Platinum, Palladium, Iridium]
  |   |- Pietas ----- Rich [Platinum, Palladium, Iridium]
  |   |- Aequitas --- Rich [Platinum, Palladium, Iridium] -- AD!
  |   '- Mass Relay
  |
  '- Caestus
      |- Invictus --- Rich [Platinum, Palladium, Iridium, Element Zero]
      '- Temerarus -- Rich [Palladium, Iridium]

NUBIAN EXPANSE
��|�����������
  |- Dakka
  |   |- Bannik ----- Rich [Platinum, Palladium, Iridium]
  |   |- Pragia
  |   |- Alkonost --- Moderate [Platinum, Iridium]
  |   |- Gamayun ---- Poor [Platinum]
  |   |- Zirnitra --- Rich [Platinum, Palladium, Iridium]
  |   '- Mass Relay
  |
  |- Qertassi
  |   '- Norehsa ---- Moderate [Platinum, Palladium, Iridium]
  |
  '- Kalabsha
      |- Yamm ------- Moderate [Platinum, Palladium, Iridium, Element Zero]
      '- Tefnul ----- Poor [---]

OMEGA NEBULA
��|���������
  |- Sahrabarik
  |   |- Urdak ------ Moderate [Platinum, Iridium]
  |   |- Omega
  |   |- Imorkan ---- Moderate [Platinum, Palladium]
  |   |- Bindur ----- Rich [Platinum, Palladium, Iridium]
  |   |- Mass Relay
  |
  |- Kairavamori
  |   |- Sehtor ----- Rich [Platinum, Iridium]
  |   |- Vatar ------ Rich [Platinum, Palladium, Iridium]
  |   '- Uwan Oche -- Rich [Platinum, Palladium, Iridium]
  |
  |- Fathar
  |   |- Lorek ------ Rich [Platinum, Palladium, Iridium] -- AD!
  |   |- Korar ------ Good [Platinum, Palladium, Iridium]
  |   '- Dorgal ----- Rich [Platinum, Iridium]
  |
  |- Batala
  |   |- Logasiri ---- Moderate [Platinum, Palladium]
  |   |- Thunawanuro - Good [Platinum, Palladium, Iridium, Element Zero]
  |   '- Nearog ------ Moderate [Palladium, Iridium]
  |
  |- Arinlarkin
  |   |- Utha -------------- Rich [Platinum, Palladium, Iridium]
  |   '- MSV Strontium Mule
  |
  '- Amada
      |- Takkan ----- Moderate [Palladium]
      |- Karora ----- Moderate [Iridium]
      |- Eingana ---- Good [Platinum, Palladium, Element Zero]
      |- Alchera ---- Rich [Palladium, Iridium] -- AD! (DLC-Only)
      '- Anjea ------ Moderate [Platinum, Iridium]

THE PHOENIX MASSING
��|����������������
  |- Tassrah
  |   |- Pahhur ----- Rich [Platinum, Palladium, Iridium]
  |   |- Sarapai ---- Rich [Platinum, Palladium, Iridium]
  |   |- Ishassara -- Poor [Iridium]
  |   '- Mass Relay
  |
  |- Salahiel
  |   '- Ekuna ------ Rich [Platinum, Iridium, Element Zero]
  |
  |- The Sea of Storms
  |   '- Heretic Station
  |
  '- Chomos
      |- Trigestis -- Moderate [Platinum, Palladium]
      '- Lattesh ---- Moderate [Iridium] -- AD!

 Chomos is accessible only as part of the Firewalker DLC.

PYLOS NEBULA
��|���������
  |- Nariph
  |   |- Isale ------------ Moderate [Palladium]
  |   |- MSV Broken Arrow
  |   |- Jonus ------------ Moderate [Iridium]
  |   '- Mass Relay
  |
  |- Dirada
  |   |- Siano ------ Rich [Platinum, Palladium, Iridium, Element Zero]
  |   |- Thenusi ---- Rich [Palladium, Iridium]
  |   |- Canalus ---- Rich [Platinum, Palladium, Iridium] -- AD!
  |   |- Zeth ------- Moderate [Iridium]
  |   |- Sineus ----- Poor [Palladium, Iridium]
  |   '- Vioresa ---- Poor [Platinum, Iridium]
  |
  |- Satent
  |  |- Rescel ------ Moderate [Platinum, Palladium]
  |  |- Raisaris ---- Rich [Palladium, Iridium, Element Zero]
  |  |- Anedia ------ Rich [Platinum, Palladium, Iridium]
  |  |- Boro -------- Rich [Platinum, Palladium, Iridium, Element Zero]
  |  '- Nataisa ----- Moderate [Platinum, Palladium]
  |
  '- Kriseroi
     |- Neidus ------ Moderate [Platinum, Palladium]
     |- Theonax ----- Rich [Platinum, Palladium, Iridium]
     |- Uzin -------- Moderate [Iridium]
     |- Geus -------- Moderate [Platinum, Palladium]
     '- Tenoth ------ Moderate [Platinum]

ROSETTA NEBULA
��|�����������
  |- Enoch
  |  |- Laban ------- Rich [Palladium, Iridium]
  |  |- Mizraim ----- Moderate [Platinum, Iridium, Element Zero]
  |  |- Joab -------- Moderate [Platinum, Iridium, Element Zero] -- AD!
  |  |- Goliath ----- Moderate [Platinum, Palladium, Iridium]
  |  '- Mass Relay
  |
  |- Alpha Draconis
  |  |- 2175 Aeia --- Rich [Platinum, Palladium, Element Zero]
  |  '- 2175 AR2 ---- Poor [Platinum]
  |
  '- Phi Clio
     |- Cyllene ----- Poor [---]
     '- Parnassus --- Rich [Platinum, Palladium, Iridium]

SERPENT NEBULA
��|�����������
  |- Widow
  |  |- Citadel
  |  '- Mass Relay
  |
  '- Boltzmann
     |- Wheeler ----- Moderate [Platinum, Iridium]
     |- Bekenstein
     |- Thooft ------ Moderate [Palladium, Iridium]
     |- Veltman ----- Poor [Iridium]
     '- Feynman ----- Poor [Palladium]

 Boltzmann opens up only as part of Kasumi's Stolen Memory DLC.

SHADOW SEA
��|�������
  '- Iera
     |- Venture ----- Rich [Platinum, Palladium, Iridium]
     |- Prospect ---- Poor [Iridium]
     |- Horizon
     |- Watchman ---- Moderate [Palladium, Iridium]
     '- Mass Relay

THE SHRIKE ABYSSAL
��|���������������
  |- Xe Cha
  |  |- Zada Ban ---- Rich [Palladium, Iridium, Element Zero] -- AD!
  |  |- Aphras ------ Moderate [Platinum, Palladium, Iridium]
  |  |- Tosal Nym --- Rich [Palladium, Iridium, Element Zero]
  |  |- Vem Osca ---- Moderate [Platinum, Palladium]
  |  '- Mass Relay
  |
  '- Urla Rast
     |- Bovis Tor --- Rich [Platinum, Palladium, Iridium]
     |- Talis Fia --- Good [Platinum, Palladium, Iridium, Element Zero]
     '- Doz Atab ---- Moderate [Platinum, Palladium]

SIGURD'S CRADLE
��|������������
  |- Skepsis
  |  |- Wallace ----- Moderate [Platinum, Iridium]
  |  |- Darwin ------ Good [Platinum, Palladium, Iridium]
  |  |- Watson ------ Good [Platinum, Element Zero]
  |  |- Franklin ---- Rich [Platinum, Palladium, Iridium] -- AD!
  |  |- Crick ------- Rich [Platinum, Iridium]
  |  |- Pauling ----- Poor [Iridium]
  |  |- Keimowitz --- Rich [Platinum, Palladium]
  |  '- Mass Relay
  |
  '- Deconis
     |- Laena ------- Rich [Platinum, Palladium]
     '- Sanctum ----- Good [Platinum, Palladium, Iridium, Element Zero] -- AD!

TITAN NEBULA
��|���������
  '- Haskins
     |- Capek ------- Rich [Palladium, Iridium, Element Zero] -- AD!
     '- Mass Relay

VALLHALLAN THRESHOLD
��|�����������������
  |- Raheel-Leyya
  |  |- Migrant Fleet
  |  '- Mass Relay
  |
  |- Micah
  |  |- Elohi ------- Moderate [Platinum]
  |  |- Dumah ------- Moderate [Palladium, Iridium]
  |  |- Israfil ----- Rich [Platinum, Iridium]
  |  |- Farlas ------ Rich [Palladium, Iridium, Element Zero]
  |  '- Kakabel ----- Rich [Platinum, Palladium, Iridium]
  |
  '- Paz
     '- Garvug ------ Good [Platinum, Palladium, Iridium, Element Zero]

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __|  SIDEQUESTS                                            [SDQS]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������

CITADEL: CRIME IN PROGRESS
��������������������������
 Location: Level 26
 Unlock -: Overhear argument
 Reward -: 1000c, 40 EXP

 An argument overheard: a volus accuses a quarian of stealing his credit chit,
 and now a C-Sec officer's siding with the volus! [If Tali's with, there's a
 few extra dialogue options while "investigate"ing.] Either way, it turns out
 the two parties bumped into one another outside Saronis Applications, and
 that's where the whole mess started. Visiting the store down the way gives an
 option to ask about the credit chit; this info can then be relayed to the
 volus.

 [+5P] [Give the C-Sec and volus a stern talking-to]
 [+5P] [Exonerate the quarian]

CITADEL: FALSE POSITIVES
������������������������
 Location: Level 27, by the stairway down to Level 26
 Unlock -: During Garrus' "Eye for an Eye" loyalty mission
 Reward -: 1000c, 40 EXP

 In "Eye for an Eye," towards the end, there's an opportunity to find some
 forged IDs in an overwatch booth. This can be brought to two asaris sitting
 by a stairwell. After some awesome back-and-forthing between the two parties
 -- which always gives Shep a chance to apologize if required! -- s/he can
 offer up the fake IDs and complete the mission.

CITADEL: KROGAN SUSHI
���������������������
 Location: Level 27
 Unlock -: Overhear the krogans' conversation
 Reward -: 1000c, 40 EXP

 One of the more fanciful sidequests, Shep can overhear a convo about how
 the krogan want to climb up the outer hull and get fish from the Presidium's
 lakes (ahaha). Visit Level 28's Dark Star bar to find a groundskeeper, who'll
 confirm there's definitely no fish in the lakes. Relay the info to Kargesh
 and finish the quest.

 [+5P] There are no fish.
 [+5R] [LIE] I have a Presidium fish.

 Note that y'can only lie to the poor goofball if a fish has been bought from
 the gift shop at some point. Basically, the game thinks you have a fish as
 long as one isn't available for purchase -- it doesn't matter if it's dead
 in the tank or anything.

ILIUM: A TROUBLEMAKER / ILIUM: CONRAD VERNER
��������������������������������������������
 Location: Eternity Bar (ME1 import file only)
 Unlock -: Talk to you-know-who
 Reward -: 40 EXP

 Shepard's life-long fan, and fan favorite, Conrad Verner has shown up at the
 bar and can be talked to.

 [+2P] For crying out loud...
 [+2R] [Hit him.]
 [+5R] [Shoot his foot.]
 [+2P] Let me handle this.
 [+5R] Get lost, Conrad. We're done.

 If Shepard shot Conrad and sent him packing, the quest finishes there. If
 Shep agreed to talk to the undercover cop saying the bar's a red sand front,
 then it's time to visit the carport.

 [+2R] I should kill you.
 [+5P] [Lie] I'll help you. -or- [Lie] I'll Still help you.
 [+5R] Shut up and listen.

 Using para/gade options on the asari unlocks her kiosk discount, the only way
 to do so. Regardless, with her scheme kaput, return to Conrad at the bar.

 [+5P] You did fine. Now stop. ------.- If asari's intimidated
 [+5R] [Lie] This was really risky. -'
 [+5P] [Lie] It was a sting. --------.- If asari's misled into visiting bar
 [+5R] You blew her cover. ----------'

ILIUM: BLUE ROSE OF ILIUM
�������������������������
 Location: Near "Memories of Ilium" store
 Unlock -: Talk to asari
 Reward -: 40 EXP

 The girl who runs the shop "Memories of Ilium" has an ex-boyfriend trying to
 win back her love. Shepard can either persuade her to dump his behind or 
 commit fully for marriage n' rugrats. [These require para/gade points.]

 [+2P] Reason for breakup. -or- Reason for dating.
 [+5P] You should take him back.
 [+5R] Get rid of him.

ILIUM: GIANNA PARASINI
����������������������
 Location: Near stairway to Liara's office (ME1 import only)
 Unlock -: Talk to her
 Reward -: 40 EXP

 Gianna, the cop from the first game, finds Shepard walking around in Ilium.

 [+2P] It was my pleasure.

 After the convo, Gianna leaves and reminds Shep to drink the beer -- examine
 the glass to learn Gianna's reason for splitting: her target saw her! Shep's
 asked to talk the asari merchant nearby into showing the "good stuff" --
 the illegal stuff -- to assist Gianna.

 [+5R] You're being watched.
 [+5P] I'm a big spender.
 [+5R] This stuff might be crap.
 [+5P] Don't worry about the license.
 [+5R] Don't waste my time.

 Using initial para/gade options can get a kiosk discount (this is also gotten
 if the asari's tipped off to Gianna's plans) while inquiring about the
 advanced merchandise leads to the entrapment options. Either way, talk with
 Gianna at the end to finish, supposing Shep helped her.

 [+2P] You love doing this.
 [+2R] Is this time real?
 [+2P] It was good to see you.

ILIUM: INDENTURED SERVICE
�������������������������
 Location: Eternity Bar
 Unlock -: Initiate conversation
 Reward -: 40 EXP, 2000c

 At the bar, a quarian and her slave broker are trying to make a sale to a
 Synthetic Insights rep (remember the company from ME1?). Talk to them and
 agree to help...

 [+2P] Free your slave. Now.

 ...then visit the rep for a discussion. Shepard can use para/gade options to
 convince the asari to buy the quarian's contract, or forget the whole thing
 and...

 [+5P] This would be good business.
 [+5R] You're prejudiced.

 [+2P] No problem.
 [+2R] I don't need your thanks.

 ...convince the slave broker to find a loophole to free the quarian.

 [+5P] You can free her!
 [+5R] That's enough. Let her go!

ILIUM: MEDICAL SCANS
��������������������
 Location: Carport, right-hand side
 Unlock -: Talk with Shiala (or a colonist) -- [ME1 Import file required]
 Reward -: ---

 Shiala from ME1 can be found here (or a colonist if she wasn't saved) and
 talks about Zhu's Hope, which is rebuilding from its attack two years prior.
 Due to health problems, a survey group was hired...only they preformed
 invasive scans and that made everyone quite irate.
 
 [+2P] Can I offer assistance?

 Either way, Shepard is tipped off to the Baria Frontiers representative right
 nearby. Time for a good ol' confrontation with Erinya. Although the asari's
 semi-racist, the point is to get her to open up (with para/gade options) to
 resolve the issue.

 [+#?] Tell me about your family.
 [+#?] They didn't hate aliens.

 Following, report back to Shiala to finish.

 [+2P] It's not all bad.
 [+2R] Only with death

ILIUM: THE PRODIGAL: LOST LOCKET FOUND
��������������������������������������
 Location: Ilium (during Miranda's loyalty mission)
 Unlock -: Find locket at end of loyalty mission
 Reward -: 500c, 40 EXP

 At the end of "The Prodigal," before leaving via elevator, there's a locket
 that can be found on a crate left of there. Back in Nos Astra, there's an
 asari near a railing (a little ways past docking area) who's been looking
 for it. Once conversation's initiated, the only options are to give it over.

 [+2P] Don't bother. I can help.
 [+5P] [Automatic gain for returning locket]

ILIUM: THE ASSASSIN: SALARIAN FAMILY DATA
�����������������������������������������
 Location: Dantius Towers (during Thane's recruitment mission)
 Unlock -: Obtain datapad
 Reward -: 1500c, 40 EXP

 During "Recruit the Assassin," there's a datapad to find at the top of the
 elevator (where the guard is harangued) that starts this quest. Back in Nos
 Astra, talk to the salarian and return the info to finish up.

 [+2P] I found your data.
 [+2R] You'll want to see this.
 [+5P] [Quest completed]

ILIUM: THE JUSTICAR: SMUGGLING EVIDENCE
���������������������������������������
 Location: Eclipse Base (during Samara's recruitment mission)
 Unlock -: Obtain manifest
 Reward -: 4200c -or- 9000c

 During the ascension of the Eclipse base, towards the top there's a manifest
 that incriminates Pitne For, the volus near the police station. The info can
 be turned over to the detective (+5P, 4200c) or to Pitne (+54, 9000c) to
 complete the intrigue.

ILIUM: THE JUSTICAR: STOLEN GOODS FOUND
���������������������������������������
 Location: Spaceport Crime Scene (during Samara's recruitment mission)
 Unlock -: Look at shipping details
 Reward -: 1500c

 When the crime scene's first entered, look to the right-hand side and see a
 datapad talking about theft from an employer. Press A-button to send the data
 to Thax, the employer, or press B-button to do nothing (which is the only
 way to avoid getting renegade points). If it's released, a krogan meets the
 team next time they dock in Ilium to finish the mission.

 [+2P] I did.
 [+2R] What's it to you?
 [+5R] [Info was given to Thax]

NORMANDY: FBA COUPLINGS
�����������������������
 Unlock -: Ask the Normandy engineers if they need anything
 Reward -: 40 EXP

 When Shepard first gets control of the Normandy, it's possible to ask around
 if anyone's discontent with the standard-issue stuff. The engineers say their
 couplings are slightly substandard and that FBA ones would make their jobs a
 lot easier. Finding the items is as simple as buying them from Kenn's Salvage
 on Omega (500c) and delivering them back.

 NOTE: This quest can't be done post-suicide mission, so do it early!

NORMANDY: SERRICE ICE BRANDY
����������������������������
 Unlock -: Ask Dr. Chakwas if she needs anything
 Reward -: 40 EXP, Medigel Capacity upgrade (if not gotten already)

 The good doctor regrets not opening her prized bottle of brandy, which was
 unfortunately destroyed on the first Normandy! Shepard has a chance to make
 things right, though. Purchase a bottle (1000c) at Ratch's Wares on Tuchanka,
 then come back and crack that puppy open!

NORMANDY: SPECIAL INGREDIENTS
�����������������������������
 Unlock -: Ask the mess cook if he needs anything
 Reward -: 40 EXP

 Like others on the Normandy, when asked, the cook says the crew could use a
 few special meals before going on the suicide mission...but he lacks delicious
 ingredients to make 'em. Satisfying his hunger (pun!) for foodstuffs can be
 done by buying High-Grade Provisions at the Citadel's Zakera Cafe (500c). The
 quest completes once they're delivered.

 NOTE: This quest can't be done post-suicide mission, so do it early!

NORMANDY: CRASH SITE
��������������������
 Location: Omega Nebula -> Amada -> Alchera
 Unlock -: Obtain the Crash Site DLC and read an email about site
 Reward -: 3750c, 10 EXP/per dogtag, Geth Shield Strength & Tech Damage upgrade 

 Landing on Alchera lets Shepard visit the Normandy's wreck, which is strewn
 around a large, icy area. There's two things to do here: (1) place a monument
 to the fallen, which can be done in a number of places, neither mattering more
 than the other (2) collect 20 dog tags shimmering around the place, which goes
 to earning more experience. Some tags are in fragile crates.

 - 100 Element Zero
 - 115 Element Zero
 - 135 Element Zero
 - 150 Element Zero 

 Shepard can also find an equippable N7 Helmet (Health +5%) from the ship's
 halcyon days.

N7: BLOOD PACK COMMUNICATIONS RELAY
�����������������������������������
 Location: Crescent Nebula -> Lusarn -> Tarith
 Unlock -: Scan for anomaly
 Reward -: 3750c, 125 EXP
              ___
    _____  __/ + \____      |����|���������������|    |����|���������������|
   /  �  \/ ____ �__  |     |  + | Beacon        |    |  � | Battlesite    |
  (  ____/+   ___/  | |     | 01 | 400 Platinum  |    | 03 | 400 Platinum  |
  (___ ____|__/ 1|  ( (     | 02 | 400 Platinum  |    | 04 | 400 Platinum  |
  / + ' +   + _/�   _)+\    |____|_______________|    |____|_______________|
 ( (�\_/���)�(_    / ___)
 | |      / __ \  ( (      The goal here is to disable the Blood Pack's comm
 ) )     / /__) \  ) )__   relay; unfortunately, most of this world is fog-
(_(     / ____  / / / 4 \  -covered and infested with klixen, those rachni-like
ENTER _/ /___/ / (_     /  exploding spiders from Grunt's loyalty mission.
     / __  2__/__/  _)��   Lighting a beacon shows the way through the fog, to
    / /  \___/  3) (_      the next beacon, and so on. Creatures don't drop any
   (_  + ___  (��)�+ )     thermal clips, so be sure to scour abandoned dig
     \__/   \  ��   /      camps for 'em.
             �������
 At the end, there'll be some Blood Pack enemies to take down, mostly vorcha,
 plus the three-healthbar krogan Salamut. None of this should be too hard, but
 the clearing's entry point is wide-open so rush to cover to avoid being turned
 to swiss cheese. When the blood's finished spilling, bypass the comm terminal
 to end the mission.

N7: CAPTURED MINING FACILITY
����������������������������
 Location: Crescent Nebula -> Zelene - Helyme
 Unlock -: Scan for anomaly
 Reward -: 7500c, 125 EXP

 On Helyme, Eclipse mercs seem to have commandeered an abandoned mine and are
 doing...uh, evil things there. Eclipse mercs, of course, are typically either
 (1) lightly-armored footsoldiers (2) asari biotics with barriers. Either type
 is organic, so Incinerate/Incendiary Ammo/Inferno Grenade all clean up well.
 There's not many tips to give since this is a basic map with little surprises
 in store...but in the largest area (with the connectable bridge), it's
 possible to flank a platoon of mercs by taking the high ground, making their
 cover nigh useless. Could be helpful on higher difficulties!

 Once the mainframe is located, hack it and start decryption on the 2nd file
 -- this starts a 3-battle standoff with more mercs, who enter from where the
 ally squad first came in. Once things end, look at the decrypted file to see
 it needs even more decryption...luckily this'll be done by Cerberus. End the
 mission when ready. Items to find in this area:

 - 2000 Palladium
 - Power Cells
 - 2000 Palladium
 - Med Kit

N7: WRECKED MERCHANT FREIGHTER
������������������������������
 Location: Eagle Nebula -> Amun -> Neith
 Unlock -: Scan for anomaly
 Reward -: 3750c, 125 EXP

 Upon landing, EDI notifies the team of an approaching sandstorm. The crash
 site is quite vacant upon arriving, so rob the place of its valuables in the
 meantime.

 - 560 Platinum
 - Damaged Mech Parts (1500c)
 - 560 Platinum
 - Med Kit
 - Damaged Mech Parts (750c)
 - 440 Platinum
 - 420 Platinum
 - Power Cells

 At the opposite end of the crater, deactivating the signal transmitter will
 summon LOKI mechs into the area, so prepare for a firefight. Near the exit
 shuttle, the freighter's only YMIR mech will activate and force a standoff.
 Fighting at level ground's fine, but a nearby hilltop can work as well. The
 planet's visibility will decline the longer one plays, so make it quick!

N7: INVESTIGATE ABANDONED STATION
���������������������������������
 Location: Eagle Nebula -> Strabo -> Jarrahe Station
 Unlock -: Complete "N7: Wrecked Merchant Freighter"
 Reward -: 3750c, 125 EXP

 Upon seeing a grizzly welcome, it's clear from a datapad that the station's
 VI has begun killing everyone onboard. Someone cut power to many systems in
 the station, so begin by re-enabling the dock power and finding the hub. The
 main control area here is locked down, so reactivating power in the siderooms
 is necessary first.

 RESEARCH LAB: Turn on power to get access to the four computers. The goal is
               to turn the reflective plating so that it destroys the tubelike
               thing at the back of the room, giving training area access.

 ENGINEERING : The passageways here are venting deadly plasma gasses, which'll
               quickly eat through shields and kill an ally -- move past when
               they momentarily stop. This all stops when power's reactivated.

 LIVING QUARTERS: In the medical area, turn on the power to get comp access.
                  Fiddle with the computers until "5 doors enabled" is said
                  and they shut down.

 When all three areas' power is restored, the hub power can be too. Shut the
 rogue VI down to end the mission. Of course, make sure to loot the station
 for all its goodies (below) first:

 - 400 Iridium
 - 600 Iridium
 - 400 Iridium
 - 600 Iridium
 - Personnel Locker (750c)
 - Personnel Locker (1350c)
 - Med Kit
 - Personnel Locker (525c)
 - Personnel Locker (375c)

N7: ENDANGERED RESEARCH STATION
�������������������������������
 Location: Caleston Rift -> Solveig -> Sinmara
 Unlock -: Scan for anomaly
 Reward -: 3750c, 125 EXP

 A research station's generator has crashed, and the sun's deadly radiation is
 streaming in! Oh noes. Shepard alone will go to the station, which is just a
 large platform on the sandy surface. Look for a bypassable console at one end,
 which lowers the shields to the four other consoles. The control switch
 gives function to one of the 3 remaining consoles: turn on the cooling unit
 first, then the generator, then the shield control. Items to find in this
 area:

 - Broken Generator (2000 Palladium)

N7: MINING THE CANYON
���������������������
 Location: Caleston Rift -> Talava -> Taitus
 Unlock -: Scan for anomaly
 Reward -: 7500c, 125 EXP, 5000 Platinum

 In the small canyon where the ship lands, there's apparently large resource
 deposits behind thick stone...with no way to get 'em, seemingly. Bypass the
 disabled YMIR mech's security to make it move...for a bit. The power cells
 nearby (quest item, not for heavy weapon ammo) can be inserted to clear the
 way forward. When the power runs out, scour the area for more power cells to
 get the YMIR stomping down the path. Varren guard the 3rd cell pickup, but
 they can be eliminated from a nearby clifftop first. The mech blows up after
 the 4th march, but that's okay -- the platinum beyond can be inspected &
 removed, ending the mission.

N7: QUARIAN CRASH SITE
����������������������
 Location: Hades Nexus -> Sheol -> Gei Honnom
 Unlock -: Scan for anomaly
 Reward -: 7500c, 125 EXP

 Once planetside, EDI notifies the crew that there's a single quarian still
 living. Once found, it's Shepard's team's duty to protect her from invading
 hostiles: varren! Yes, these wolfish doggies are plentiful here but shouldn't
 be that difficult to nix, especially with (Squad) Incendiary Ammo. Explosive
 canisters around the place can be used for strategic kills, also. Although
 it's unlikely teammates will wander off, if they do, order them back to the
 quarian with the d-pad to maximize concentrated fire. [A healthbar displays
 quarian's remaining life.] After 3-4 waves, the shuttle arrives to exfiltrate
 everyone. Items found in this level, pre-battle:

 - Med Kit
 - 2000 Palladium

N7: ECLIPSE SMUGGLING DEPOT
���������������������������
 Location: Hourglass Nebula -> Faryar -> Daratar
 Unlock -: Scan for anomaly
 Reward -: 3750c + (# of crates saved * 187.5)c, 125 EXP

 This tiny mission takes place in a cleared canyon. The goal: salvage as many
 of the 20 crates as possible from the (3) rampaging Eclipse YMIR mechs. The
 mechs focus on the crates innately, but when attacked, turn their fury on the
 humans -- that's the trick to saving more crates. Other than that, be careful
 y'don't break any crates accidentally. [There's 500 Element Zero to find when
 the dust settles.] It's easier to save crates by using the Cain heavy weapon,
 damage-boosted headshots, and AI Hacking. Gotta work quick because only one
 mech can be distracted at a time.

N7: MSV ESTEVANICO
������������������
 Location: Hourglass Nebula -> Ploitari -> Zanethu
 Unlock -: Scan for anomaly
 Reward -: 3750c, 125 EXP

 Shepard (alone) lands at the Estevanico's wreckage, perched on the cusp of a
 precipice. One must walk along the girters and old walkways to proceed through
 the mazelike interior. Can't find a way to proceed? Either (1) shoot "loose
 tiles" to make a new path (2) climb up onto a long girter (3) backtrack a bit
 and see if the path breaks to access new spots. Accessing the mainframe at the
 end finishes the mission. Items found in this quest:

 - 500 Iridium (x4)

N7: ABANDONED MINE
������������������
 Location: Minos Wasteland -> Fortis -> Aequitas
 Unlock -: Scan for anomaly
 Reward -: 3750c, 125 EXP

 As the landing scenes tell the player, the mine is going to be filled with
 husks, so kick in (Squad) Incendiary Ammo beforehand. There's few surprises
 beyond, especially if one did similar excursions in ME1, but one curveball is
 the final stretch: a machine basically produces infinite husks to deal with!
 Destroying the machine is as simple as detonating the two bombs alongside it,
 beckoning a cave-in to do the dirty work. Items found in this map:

 - 640 Iridium
 - 600 Iridium
 - 560 Iridium
 - Locker (1050c)
 - 400 Iridium
 - Med Kit
 - Power Cells (x2)
 - Locker (450c) -- hard to bypass without using some kind of cloaking

 Husks are one of the easiest targets to get the "Brawler" achievement on,
 since meleeing one makes it reel for a moment, not to mention they're rather
 easy to mow down up-close. Having infinite numbers of 'em make this a prime
 area to get "Brawler" if not done already.

N7: LOST OPERATIVE
������������������
 Location: Omega Nebula -> Fathar -> Lorek
 Unlock -: Scan for anomaly
 Reward -: 3750c, 125 EXP

 As the description says, Eclipse mercs are sensed in the area so it's best to
 turn on (Squad) Incendiary Ammo to show 'em who's boss. Once the first pack
 of troopers/vanguards is fried, operate the holding cell controls to gain
 access to the adjacent corridor. The 2nd pack (same mix) shows up immediately
 after bypassing, so make sure to operate the controls from a secure position!
 Items to get before entering the holding cell:

 - Wall Safe (3750c)
 - Med Kit
 - 800 Platinum

 At the end, inspecting a computer has the encrypted intel gathered, which can
 adversely affect Cerberus if publicly distributed. Should Shepard give the
 employer the shaft or take one for the team and shelve it? Hmm... Options are
 to give it to Cerberus, the Alliance, or for oneself -- no para/gadeness here,
 but who knows...it may affect something in Mass Effect 3...

N7: IMMINENT SHIP CRASH
�����������������������
 Location: Pylos Nebula -> Nariph -> MSV Broken Arrow
 Unlock -: Buy star chart for nebula at Barlia Frontiers in Nos Astra (Ilium)
 Reward -: 7500c, 150 EXP

 As the ship's description says, there's geth signatures onboard so it's best
 to bring teammates to exploit that -- AI hackers, Disruptor Ammo, etc. EDI'll
 post a 6:00 timer, which is the amount of time left until the ship's orbit
 decays and flings it into Jonus' largest colony, Fargone. [Fargone = Far Gone?
 Tragic irony!]

 After defeating the first pack, turn on the computer nearby to learn the
 engines are disabled. Down the corridor's the engine room where there's two
 power couplings to start. Turning either takes a few moments, and while doing
 the fingerwork, geth can interrupt and force a restart...basically, take out
 the geth first! To access the 2nd, use the pipes parallel to the broken path.
 [Tactical cloaking can make this part rather easy.] When both're turned on,
 restart the engines at the top of the catwalk.

N7: ANOMALOUS WEATHER DETECTED
������������������������������
 Location: Pylos Nebula -> Dirada -> Canalus
 Unlock -: Scan for anomaly
 Reward -: 3750c, 125 EXP, Damage Protection upgrade

 Geth are detected before even going down, so bring allies with synthetic-
 -oriented abilities, like AI hacking and (Squad) Disruptor Ammo. The weather
 is expectedly poor here, basically a geth-made sandstorm, and the objective's
 to destroy the machine producing all this ruckus. The geth mix is pretty
 generic -- troopers, a few rocket-users, a hunter here and there -- and it's
 best for the allies if they locate the cliff path (by shuttle) to avoid taking
 the low ground. There's really only two battles in this entire place, so it
 leaves plenty of time to find the multiple Palladium boxes hidden around.

 - 100 Palladium [x4]
 - 200 Palladium [x8]

N7: ARCHEOLOGICAL DIG SITE
��������������������������
 Location: Rosette Nebula -> Enoch -> Joab
 Unlock -: Scan for anomaly
 Reward -: 3750c, 125 EXP

 The intro should tell what kind of hostilities to expect: Blue Suns! Yes,
 the dig site is going to be crawling with these organics, so flip Incendiary
 Ammo on for the ride. There's only 4 fights to deal with here, so nothing too
 amazing. Make sure to read the PDA towards the end to get the "MSV Strontium
 Mule" sidequest. Looking at the Prothean log ends the mission. Items found
 in this level:

 - 175 Element Zero
 - Locker (750c) [x2]
 - Locker (2250c)
 - 200 Element Zero

N7: BLOOD PACK BASE
�������������������
 Location: The Shrike Abyssal -> Xe Cha -> Zada Ban
 Unlock -: Complete "N7: Blood Pack Communications Relay" quest
 Reward -: 3750c, 125 EXP, Heavy Weapons Upgrade

 A follow-up to a previous mission, this one puts Shepard's team against the
 rest of the Blood Pack hiding out in a scenic gorge. [Organics are pervious
 to Incinerate/Inferno Grenade/Incendiary Ammo, like usual.] The shuttle puts
 everyone at the highest point in this place; unfortunately, it can't be used
 as a sniper nest...enemies haven't appeared yet!

 The 1st battle is on a pit's rim, with the typical Blood Pack mix (mostly
 vorcha) shooting up and across at everyone. Boxes provide ample cover, though.
 Battle #2 is on a precipice's natural bridge, with promontories providing the
 shelter from clifftop heavies (hint: shoot explosive canister). Past a door,
 the final battle with the site foreman Kalusk and his vorcha henchmen takes
 place. There's plenty of explosive canisters here to inflict extra damage,
 especially helpful for that krogan. Enemies may hide most of the time so be
 prepared to flank.

 When everything's done, blow up the machines by detonating the containment
 cells around their base. Bada-bing, bada-BOOM! The evacuation order's given,
 but instead of an awesome chase back to the shuttle, just leave the caves to
 get the all-clear. Items found in this map:

 - 600 Palladium [x2]
 - Med Kit
 - 800 Palladium

N7: HAHNE-KEDAR FACILITY
������������������������
 Location: Titan Nebula -> Haskins -> Capek
 Unlock -: Complete "N7: Abandoned Research Station" quest
 Reward -: 3750c, 125 EXP

 As the description says, the mechs inside are quarantined and virus-infected,
 so bringing people with (Squad) Disruptor Ammo and AI Hacking (the latter
 especially on higher difficulties) will be wise. 

 A typical mech mix (Loki bipeds/Fenris dogs) appear when the front door's
 approached, and in the large warehouse adjacent, it continues. Down on the
 landing with the crates, play it safe when moving in close quarters -- there's
 a crapload of Loki mechs (40+?) and not much wiggle room. Allies may turn on
 their own ammo powers so if they're squad-affecting, prepare to override 'em
 with Disruptor Ammo again. No saving during this portion either, making it
 quite an annoyance on higher difficulties.

 Once through the ocean of crates, one can finally reach the control room and
 initiate production shutdown. Good riddance... [Items on this level:]

 - Wall Safe (3750c)
 - Med Kit
 - 150 Element Zero
 - 175 Element Zero [x2]

N7: MSV STRONTIUM MULE
����������������������
 Location: Omega Nebula -> Arinlarkin -> MSV Strontium Mule
 Unlock -: View datapad during "N7: Archeological Dig Site"
 Reward -: 3750c, 125 EXP

 The objective here is to defeat the Blue Suns, which, to reiterate, is an
 organic-oriented mix of batarians and turians. (Squad) Incendiary Ammo,
 Inferno Grenade, and similar fiery attacks are best used here.

 Once in the cargo bay, the fun starts -- enemies pour from the far door, and
 the distance is good enough that sniping is a main draw (particularly for
 heavies). Beyond, in the rampway, scoot to cover quickly one floor up because
 it's completely barren besides a few crates! Hack the high-up console to
 release security lockdown, giving access to the three exits. Two lead to an
 anteroom (mechanic bay, medical chamber) and lead upstairs; but before that,
 take the middle to the engine area and fight off the mercs there. A console
 here says the FTL drive's inoperative...ruh roh.

 Return to the previous room and take a side-ramp upstairs, where the two
 final corridors are. Approach the bridge to hear Vorhess bark his feeble
 boasts, then duck right and hack the bridge security console. [NOTE: There
 may be a glitch where if y'exit the hacking screen, it's not possible to
 retry; this may be a problem for those with autosave turned off.] This lets
 one storm the bridge, taking down Vorhess and his lackeys. There's cover
 inside but it's not a bad idea to stay in the hallway and wait for anyone
 to rush out -- bottleneck'd!

 When everyone's dead, read the ship's main log to get the authorization code
 for their "special cargo." There'll be hostiles on the way back, mostly just
 normal mercs and a few Fenris dogs. Sargeant Boortis will join the fight at
 the ramp crossroads, another triple-healthbar guy who shouldn't pose much
 trouble. [Snipe the heavies to make things easier.] With that done, go to
 the previously-locked door -- the corridor opposite the bridge's -- and get
 the payload. [Items found on this mission:]

 - Med Kit
 - Power Cells
 - 2000 Iridium
 - Research Terminal (Heavy Skin Weave upgrade)
 - Payload (3750c)

 All that fuss over a few creds...ridiculous!

N7: JAVELIN MISSILES LAUNCHED
�����������������������������
 Location: Sigurd's Cradle -> Skepsis -> Franklin
 Unlock -: Complete "N7: MSV Strontium Mule" quest
 Reward -: 3750c, 125 EXP

 A rather fun mission. Batarians have hijacked a station and launched two
 javelin missiles at a human colony. There is no possibility of survival if
 they hit! EDI transmits a 5:00 countdown to clear out the hostiles, who, of
 course, are organic and susceptible to fire-type attacks. Most of the foes
 (who use assault rifles primarily) are located in the missile loading bay,
 the largest chamber in the area. Attacking-by-numbers, really, although by
 flanking and getting the higher ground, it's easier to suss out kills since
 it makes their cover ineffectual.

 Bypassing the lower door leads to the killswitch console, guarded by a single
 batarian commando (2 healthbars). When inspected, it turns out only one of
 the missiles can be stopped! The question then becomes to save the spaceport,
 allowing survivors to leave to other worlds, or to save the colony, which is
 then isolated without a spaceport. Decisions, decisions! Really, a spaceport
 without defenses to stop a missile doesn't deserve to exist! Rawr-har-har...
 Items in this area:

 - Wall Safe (3750c)

N7: BLUE SUNS BASE
������������������
 Location: Sigurd's Cradle -> Deconis -> Sanctum
 Unlock -: Complete "N7: MSV Strontium Mule" quest
 Reward -: 3750c, 125 EXP

 The Blue Suns have been falsifying a distress signal to lure in ships, and
 it must end now! Blue Suns are an organic mix of troopers, heavies, and a
 few commanders with an extra layer of shielding -- either way, Incendiary
 Ammo and other fiery attacks work well here.

 Fights take place at (1) the landing zone (2) the interior mezzanine (3) the
 ground-floor dining hall (4) crate storage bay. For the 4th battle, Captain
 Noram sics two Ymir mechs on the team, so keep away from explosive crates
 and Overload/Disruptor Ammo 'em to death. The captain and a few cronies come
 out of hiding when their mechs fail. When everything's over, hack the final
 door and overload the mainframe...kaboom! [Items in this level:]

 - 400 Iridium [x5]
 - Wall Safe (1875c)
 - Power Cells 
 - Med Kit

OMEGA: ARCHANGEL: DATAPAD RECOVERED
�����������������������������������
 Location: Omega
 Unlock -: Inspect datapad at merc base (during Archangel recruitment quest)
 Reward -: 40 EXP

 During Shepard's attempt to sabotage the gangs' attack on Archangel, s/he
 can stumble across a datapad in the 1st lounge. This info can be given to
 Aria next time she's visited for a reward.

OMEGA: BATARIAN BARTENDER
�������������������������
 Location: Afterlife Club
 Unlock -: Talk to bartender in lower area
 Reward -: 40 EXP

 At the club, ordering a drink from the barkeep has an odd consequence: almost
 dying! Seems that goofball slipped Shep something...and he must pay!

 [+2P] Thanks for the advice.
 [+2R] That bartender will pay!

 Return to the club and confront the barkeep. Shepard can make the barkeep
 leave by exposing his actions, or use para/gade options to either rile the
 crowd or force the idiot to drink his own toxic concoction. Either way, after
 the event, a salarian bartender replaces him and serves poison-free beverages.

 [+5P] [Incite the crowd]
 [+5R] [Make him drink it]
 [+2P] You're not worth the trouble.

OMEGA: PACKAGES FOR ISH
�����������������������
 Location: Hub corridor past docking area (later in game)
 Unlock -: Talk to Ish
 Reward -: 4500c (packages delivered) / 3375c (Ish flees Omega)

 In the main walkway of Omega, which leads north to Afterlife (upper) and
 east to the markets/residential neighborhood, there's a salarian duo who'll
 call out to Shepard when passed by. Our protagonist is propositioned to help
 "change the face of Omega" by collecting two packages for the businessman.
 Agreeing on the spot sets things in motion, although declining allows for a
 mind change later.

 Either way, one package is on Ilium, on a couch in the Eternity Bar; the 2nd
 is in the Citadel, outside of the Saronis Applications shop on Zakera Level
 26. With them in hand, return to Omega and chit-chat with Ish.

 [+5R] The package from Ilium
 [+5R] The package from the Citadel

 Giving over the packages gives renegade points, while "the stolen data" can
 lead to a paragon-exclusive option to dissuade Ish from future efforts of
 the sort.

 NOTE: Resolving the mission in a paragon way gives a glitch where the journal
       doesn't update, essentially listing the mission as incomplete from then
       on.

OMEGA: THE PATRIARCH
��������������������
 Location: Afterlife (upper)
 Unlock -: Talk to Grizz (same location) after recruiting Garrus or Mordin
 Reward -: 40 EXP, 3000c

 Grizz, a turian standing on the stairs to Aria's sofa, relays Aria's wishes
 to have Shepard help protect The Patriarch, one of her deadliest enemies she
 kept around as a trophy. He's located in a side-room down in the lower part
 of the club.

 [+2P] You have to go, Patriarch.
 [+2P] Time to go, Patriarch.
 [+5R] What kind of krogan are you?

 Choosing the renegade option makes Patriarch run off to fight the assassins
 himself and, naturally, end up dying in the process. The paragon option is
 to be the krogan's krantt and eliminate the assassins oneself. Visit the
 alley outside lower Afterlife (not the one connecting the two clubs) to find
 the wannabes.

 [+2P] [Attack them.]

 Informing patriarch makes the last step...

 [+2P] Goodbye.
 [+2R] Don't waste this.
 [+5P] [Automatically gotten for killing assassins oneself]

 ...before talking with Aria.

 [+2P] He didn't live like a krogan. -.- If Patriarch perished.
 [+2R] I did what was right. ---------'
 [+2P] No thanks.
 [+2R] Just like that.

 If the "Omega: Archangel: Datapad Recovered" sidequest was done prior to
 this one, Aria offers coordinates to a hidden cache on an uncharted world.
 This is the alternate way to get the "N7: Eclipse Smuggling Depot" mission
 opened, rather than just finding it through happenstance during scanning.

OMEGA: THE PROFESSOR: MISSING ASSISTANT
���������������������������������������
 Location: Quarantine Zone (during Mordin's recruitment)
 Unlock -: Find assistant
 Reward -: 40 EXP

 After leaving Mordin's clinic, a few battles later, there'll be a corridor
 with a door on each side; take the "left" of the two to find the assistant,
 Daniel, captured by some batarians. Shepard can use para/gade-specific
 answers to save him, although picking default ones just escalates things 'til
 they kill him.
 
 [+5P] Nobody needs to die.
 [+5R] Kill him, and you're next.
 [+2P] Everyone stay calm.
 [+5R] [Signal henchmen.]

 Either way, Shepard conveys what occured back to Mordin at recruitment's end.

OMEGA: STRUGGLING QUARIAN
�������������������������
 Location: Kenn's Salvage
 Unlock -: Talk to Kenn
 Reward -: 40 EXP

 Kenn is a quarian on pilgrimage, scraping by with his salvaged tech business.
 Harriot, another storeowner, is forcing him to sell high to keep his own biz
 booming. The quest starts when Shepard talks to him.

 [+5P] Maybe we can cut a deal.
 [+5R] Your prices are insulting.

 The quest can be resolved by giving the quarian 1000c to pay his way off
 Omega; or, by inquiring about Harriot, Shepard can go have a talk with the
 hanar, convincing him to back off or buy out Kenn's store. [These require
 para/gade.]

 [+5P] Leave the quarian alone.
 [+5R] Just shut the quarian down.

 Harriot only offers a discount if he's talked to about the quarian (no matter
 the outcome), and this is the only way to get a discount there, so don't pass
 it up!

PROJECT FIREWALKER: GETH INCURSION
����������������������������������
 Location: The Phoenix Massing -> Chomos -> Lattesh (scan for anomaly)
 Unlock -: Obtain Firewalker DLC & complete "Rosalie Lost" to unlock
 Reward -: 2500c, 125 EXP

 Lattesh' surface is ridiculously cold and as EDI says, prolonged exposure'll
 degrade Hammerhead's engine performance. Basically, don't just skim along
 the snowbanks lazily -- scanning the nodes quickly to give the engines a bit
 more heat. [Why does it work like this? Maybe a wizard did it.] There's 10
 nodes to scan total, the path is linear, and surpringly, there's no geth to
 incur. Bundle up! [5000 Palladium found total from scanning]

PROJECT FIREWALKER: PROTHEAN SITE
���������������������������������
 Location: Hades Nexus -> Hoplos -> Kopis
 Unlock -: Finish "Volcano Station" (?) or do 3 Firewalker missions (?)
 Reward -: 3750c, 125 EXP

 At the Prothean site, a giant forcefield protects the valuables so it's now
 Shepard's task to disable the (4) generators blocking the way forward. And,
 of course, there's a resistance: in this case, rocket drones. They'll pop up
 from the land when Hammerhead's in a close proximity and are much easier to
 eliminate than geth; try the rise-n-shoot method to take 'em out. The cliffs
 are full of random dig sites to get free elements, too.

 When the forcefield's removed, enter the dig site on foot...

 - Corpse (3750c)
 - Console (Biotic Damage upgrade)
 - 1500 Element Zero (total)

 ...and hack the end console to reveal the Prothean relic. This little marble
 ends up being displayed back in Shepard's cabin. Does it do anything besides
 look shiny? Nope...but it's still pretty cool.

PROJECT FIREWALKER: ROSALIE LOST
��������������������������������
 Location: Ismar Frontier -> Elysta -> Zeona
 Unlock -: Obtain Firewalker DLC, then visit Zeona (scan for anomaly)
 Reward -: 7500c, 125 EXP 

 The MSV Rosalie was carrying some valuable cargo, the Hammerhead project, and
 things seem to have gone terribly wrong...if it wasn't already obvious from
 the ship's wreckage! This DLC is a 5-part event, and this is just the first
 step of the series.

 Locate the cargo container at the wreckage site, bypass it, and obtain the
 Hammerhead vehicle. L-trigger initiates turbo, A-button jumps, and L-trigger
 fires main cannon. When research -- which is shown at the base of those giant
 blue light pillars -- is found, hold Y-button to obtain the suckers. The ship
 is actually quite fragile, and can't fly for very long, so avoid falling in
 lava! To navigate the map, climb to highpoints, float across the canyons, and
 keep climbing. The terrain makes it quite obvious which way to go, usually.
 [Research to collect: 7 / 15000c found]

PROJECT FIREWALKER: SURVEY SITES LOCATED
����������������������������������������
 Location: Hawking Eta -> Verr -> Corang
 Unlock -: Obtain Firewalker DLC & complete "Rosalie Lost" to unlock
 Reward -: 1250c, 125 EXP

 Like previous missions, this one has the team seeking out (5) artifacts to
 scan with Y-button; but unlike those same missions, these have enemies to
 defeat first! Since the Hammerhead is quite fragile if enemies gang up on it,
 the rule of thumb is to stay mobile at medium range and use obstacles as
 shields. The cannon's projectile has a slight homing function, but it won't
 excuse sloppy aiming. Either way, small enemies can die if run over at high
 speeds, and plopping down on a geth colossus makes it inoperable for a short
 period, letting the pilot get in potshots. [The safest way it to stay mobile
 at medium range, circling the target while firing the cannon.] Enemies who
 fall in the water also perish instantly.

 There's no saving during this mission so one death means everything's done
 over...play it safe. Protip: snipe the rocket drones at the end with the
 cannon because the hit detection/auto-aim pre-5th artifact blows. And, at the
 5th artifact, part of the platform's periphery is slanted and can provide
 cover from the ridiculous concentrated fire the two colossi cause. 

 - 2500 Platinum (non-artifact recovery points)

PROJECT FIREWALKER: VOLCANO STATION
�����������������������������������
 Location: Caleston Rift -> Yakawa -> Karumto (scan for anomaly)
 Unlock -: Obtain Firewalker DLC & complete "Rosalie Lost" to unlock
 Reward -: 1250c, 125 EXP

 Upon landing planetside, EDI notifies the team that mapping technology has
 been rendered inoperable by the climate (or something), so it's manual from
 here on. The main portion of this level is the volcanic canyon which has a
 lot of side ledges and promotories to leapfrog on. Pickup locations are just
 yellow circles on the ground, and due to the depth of this canyon, it's best
 to do whatever's nearby, then go all the way to the bottom's lavafront, and
 work back up again to get the rest. There's 10 places to scan total.

 At the end of the Hammerhead portion, press B-button to exit and go into the
 volcanic station. There's some things to find...

 - Wall Safe (250c)
 - Locker (125c)
 - 1500 Iridium

 ...but the real thing to do is activate the sensors. Surprise surprise, this
 causes volcanic instability! Take the longcut to the Hammerhead and, once
 outside, take the high path out of this joint. There's 1 scanpoint en route,
 making a grand total of 5000 Iridium obtained during this mission.

TUCHANKA: COMBUSTION MANIFOLD
�����������������������������
 Location: Near Fortack's lab
 Unlock -: Talk to mechanic about plight -or- find manifold first
 Reward -: 40 EXP
 
 When the krogan homeworld is first visited, a mechanic bemoans the fact he's
 got no combustion manifold for the vehicle he's fixing up. During Mordin's
 loyalty mission, before entering the Weyrloc base, a manifold can be found
 on a pile of junk. Simply return it to the krogan to complete the sucker.

TUCHANKA: KILLING PYJAKS
������������������������
 Location: Ratch's Wares
 Unlock -: Talk to Ratch about pyjaks
 Reward -: 40 EXP, Pyjak Meat available for purchase

 The friendly krogan shopkeep talks about how pyjaks -- those silvery monkey-
 -like creatures -- steal anything that isn't rooted down. This lets Shepard
 try his/her hand at the defense turret minigame by the chief scout. Here,
 the object is to kill pyjaks with explosions without letting them into the
 camp (basically just lead your target; there's lots of leeway). Complete 3
 waves successfully, then return to Ratch to complete the mission and get a
 discount on his stuff.

TUCHANKA: OLD BLOOD: MISSING SCOUT
����������������������������������
 Location: Weyrloc Base (during Mordin's loyalty mission)
 Unlock -: Find scout
 Reward -: 40 EXP

 During the romp in Weyrloc's illicit clinic, the team can find the chief
 scout's...uh, scout, in a holding cell. 

 [+2P] We were looking for you.
 [+2P] Mordin can help.
 [+2R] Just sit tight.
 [+2P] Can you get out?
 [+2R] I dealt with them.
 [+2P] I want to help.
 [+2P] Stay here. I'm trying to help!
 [+2R] [Lie] Relax. It's okay.
 [+5R] Forget it. I'm leaving.
 [+5P] It doesn't help your clan.
 [+5R] I see what's really going on.

 Treating the situation tenderly can result in para/gade points allowing Shep
 to goad the scout into returning to camp, while being hostile makes the
 drug-addled krogan rush to his demise. Talk with the chief back at base to
 finish the quest.

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __|  SHOP LIST                                             [SHPL]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 There's plenty of places to buy things in the game, despite only a handful
 of cities being available. Before purchasing, always try to use persuasiveness
 (or do a tiny quest) to secure that discount.

                                                               ______________
  ________________________ ________ __________________________| OMEGA MARKET |
 | SALE                   | CREDTS | FUNCTION                  ��������������|
 |������������������������|��������|�����������������������������������������|
 | Stimulator Conduits    |   4000 | Increases storm speed 10%               |
 | Model - Turian Cruiser |    500 | Normandy captain's cabin decoration     |
 | Sniper Rifle Damage    |  60000 | Squad sniper rifle damage +10%          |
 | Fornax                 |      5 | Alien porn...                           |
 |________________________|________|_________________________________________|
   ~17% Discount received by persuasiveness.

  [+5P] Convince me to shop here.
  [+5R] These prices are insulting.
                                                          ___________________
  ___________________________ ________ __________________| HARROT'S EMPORIUM |
 | SALE                      | CREDTS | FUNCTION          �������������������|
 |���������������������������|��������|��������������������������������������|
 | Visor                     |   2000 | Shepard's headshot damage +10%       |
 | Model Ship 13 - Geth Ship |   2000 | Normandy captain's cabin decoration  |
 | Capacitator Chestplate    |   4000 | Reduces shield regen delay 10%       |
 | Hack Module               |  30000 | Doubles time limit when hacking      |
 |___________________________|________|______________________________________|
  ~17% Discount only possible through "Struggling Quarian" sidequest

                                                             ________________
  ___________________________ ________ _____________________| KENN'S SALVAGE |
 | SALE                      | CREDTS | FUNCTION             ����������������|
 |���������������������������|��������|��������������������������������������|
 | Heavy Weapon Ammo         |  30000 | Heavy weapon ammo capacity +##%      |
 | NSD T6-FBA Couplings      |    500 | "Find F&A Couplings" sidequest       |
 | Heavy Skin Weave          |  90000 | Shepard's health +##%                |
 | Shotgun Damage            |  60000 | Squad shotgun damage +10%            |
 |___________________________|________|______________________________________|
   ~17% Discount received by persuasiveness, or if Harriot buys Kenn out

  [+5P] Convince me to shop here.
  [+5R] These prices are insulting.
                                                                _____________
  ___________________________ ________ ________________________| ZAKERA CAFE |
 | SALE                      | CREDTS | FUNCTION                �������������|
 |���������������������������|��������|��������������������������������������|
 | High-Grade Provisions     |    500 | "Find Ingredients" sidequest         |
 | Ascension Novel           |      5 | ------------------------------------ |
 | Revelations Novel         |      5 | ------------------------------------ |
 |___________________________|________|______________________________________|
  ~No discount available.
                                                     ________________________
  ___________________________ ________ _____________| CITADEL SOUVENIRS SHOP |
 | SALE                      | CREDTS | FUNCTION     ������������������������|
 |���������������������������|��������|��������������������������������������|
 | Space Hamster             |   9200 | Normandy captain's cabin decoration  |
 | Ilium Skald Fish          |    500 | Normandy captain's cabin decoration  |
 | Thessian Sunfish          |    500 | Normandy captain's cabin decoration  |
 | Model - Normandy SR1      |    500 | Normandy captain's cabin decoration  |
 | Model - Destiny Ascension |    500 | Normandy captain's cabin decoration  |
 | Model - Sovereign         |    500 | Normandy captain's cabin decoration  |
 |___________________________|________|______________________________________|
  ~17% discount

  [+5P] Want an endorsement?
  [+5R] [Accuse her of classism.]
                                                 ____________________________
  ___________________________ ________ _________| SIRTA FOUNDATION INVENTORY |
 | SALE                      | CREDTS | FUNCTION ����������������������������|
 |���������������������������|��������|��������������������������������������|
 | Medi-Gel Capacity         |  30000 | Medigel capacity +3                  |
 | Life Support Webbing      |   8000 | Shepard's health +10%                |
 |___________________________|________|______________________________________|
  ~17% discount

  [+5P] Want an endorsement?
  [+5R] Give me a discount.
                                                       ______________________
  __________________________ ________ ________________| SARONIS APPLICATIONS |
 | SALE                     | CREDTS | FUNCTION        ����������������������|
 |��������������������������|��������|���������������������������������������|
 | Tech Damage              |  90000 | Squad tech damage +##%                | 
 | Damage Protection        |  90000 | +##% squad shield/barrier/armor bonus | 
 |__________________________|________|_______________________________________|
  ~17% discount

  [+5P] Want an endorsement?
  [+5R] You should give me a discount.
                                                          ___________________
  __________________________ ________ ___________________| RODAM EXPEDITIONS |
 | SALE                     | CREDTS | FUNCTION           �������������������|
 |��������������������������|��������|���������������������������������������|
 | Sniper Rifle Damage      |  60000 | Squad sniper rifle damage +##%        |
 | Heavy Pistol Damage      |  60000 | Squad heavy pistol damage +##%        |
 | Submachine Gun Damage    |  60000 | Squad SMG damage +##?                 |
 | Off-Hand Ammo Pack       |   2000 | Increases spare ammo capacity +10%    |
 | Aegis Vest               |   2000 | Shepard's health +5%                  | 
 |__________________________|________|_______________________________________|
  ~17% discount

  [+5P] I'd like a discount.
  [+5R] Give me a discount.
                                                              _______________
  __________________________ ________ _______________________| RATCH'S WARES |
 | SALE                     | CREDTS | FUNCTION               ���������������|
 |��������������������������|��������|���������������������������������������|
 | Pyjak Meat               |      0 | Can be fed to varren                  |
 | Serrice Ice Brandy       |   1000 | "Serrice Ice Brandy" sidequest        |
 | Heavy Weapon Ammo        |  30000 | Heavy weapon capacity +##%            |
 | Stabilization Gauntlets  |   4000 | Shepard's shields +5%                 |
 | Death Mask               |   8000 | Paragon/Renegade points +10%          |
 | Asymmetric Defense Layer |   8000 | Shepard's health +5%                  |
 | Shield Harness           |   8000 | Shepard's shields +5%                 | 
 |__________________________|________|_______________________________________|
  ~Discount received if Shepard inquires about the pyjacks, and agrees to help
   Ratch make a dent in the local population. Down by the krogan chief scout,
   man the artillery and complete the 3-wave minigame sufficiently. Pyjack Meat
   becomes available after finishing the game. Also, Serrice Ice Brandy remains
   1000c despite the discount...
                                                         ____________________
  __________________________ ________ __________________| FORTACK'S DATABASE |
 | SALE                     | CREDTS | FUNCTION          ��������������������|
 |��������������������������|��������|���������������������������������������|
 | Assault Rifle Damage     |  60000 | Squad assault rifle damage +##%       |
 | Biotic Damage            |  90000 | Squad biotic damage +##%              |
 | Heavy Pistol Damage      |  60000 | Squad heavy pistol damage +##%        |
 | Shotgun Damage           |  60000 | Squad shotgun damage +##%             |
 |__________________________|________|_______________________________________|
  ~Fortack gives a discount once Grunt's loyalty mission is completed.

                                                         ____________________
  __________________________ ________ __________________| SERRICE TECHNOLOGY |
 | SALE                     | CREDTS | FUNCTION          ��������������������|
 |��������������������������|��������|���������������������������������������|
 | Biotic Damage            |  90000 | Squad biotic damage +##%              |
 | Bypass Module            |  30000 | Doubles time limit when bypassing     |
 | Tech Damage              |  90000 | Squad biotic damage +##%              |
 | Medi-Gel Capacity        |  30000 | Medigel capacity increased            |
 |__________________________|________|_______________________________________|
  ~17% discount received if smuggler helped in "Ilium: Gianna Parasini" quest
                                                          ___________________
  ___________________________________ ___________________| MEMORIES OF ILIUM |
 | SALE                              | CREDTS | FUNCTION  �������������������|
 |�����������������������������������|��������|������������������������������|
 | Prejek Paddle Fish                |   8000 | Captain's cabin decoration   |
 | Model - Alliance Cruiser          |    500 | Captain's cabin decoration   |
 | Model - UT-47 Kodiak Shuttle      |    500 | Captain's cabin decoration   |
 | Model - Athabasca Class Freighter |    500 | Captain's cabin decoration   |
 |___________________________________|________|______________________________|

                                                   __________________________
  __________________________ ________ ____________| GATEWAY PERSONAL DEFENSE |
 | SALE                     | CREDTS | FUNCTION    ��������������������������|
 |��������������������������|��������|���������������������������������������|
 | Heavy Skin Weave         |  90000 | Shepard's health +##%                 |
 | Submachine Gun Damage    |  60000 | Squad SMG damage +##%                 |
 | Damage Protection        |  90000 | +##% squad shield/barrier/armor bonus |
 | Assault Rifle Damage     |  60000 | Squad assault rifle damage +##%       |
 | Amplifier Plates         |   2000 | Shepard's power damage +5%            |
 |__________________________|________|_______________________________________|
  ~17% discount received if merchant intimidated during "A Troublemaker"
                                                            _________________
  ______________________________ ________ _________________| BARIA FRONTIERS |
 | SALE                         | CREDTS | FUNCTION         �����������������|
 |������������������������������|��������|�����������������������������������|
 | Star Chart - Hades Nexus     |    500 | Can access cluster in galaxy map  |
 | Star Chart - Minos Wasteland |    500 | Can access cluster in galaxy map  |
 | Star Chart - Pylos Nebula    |    500 | Can access cluster in galaxy map  |
 | Star Chart - Shrike Abyssal  |    500 | Can access cluster in galaxy map  |
 |______________________________|________|___________________________________|


 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __|  UPGRADES                                              [UPGR]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 A/S/B = Armor/Shield/Barrier

 NOTE: Damage Protection is glitched. It's supposed to raise A/S/B for allies
       by a percentage, but defaults once a planet's left or allies are swapped
       out. Basically, it only works for Shepard in the long term.


ALLY-SUGGESTED UPGRADES
�����������������������
  _________ ___________________________ __________ __________________________
 |  ALLIES | SUGGESTED UPGRADE         | ELEMENTS | EFFECT                   |
 |���������|���������������������������|����������|��������������������������|
 | Chakwas | Med Bay Upgrade           | 50000 Pl | Heals scars immediately  |
 | Garrus  | Thanix Cannon             | 15000 Pl | Saves ally in suicide m. |
 | Grunt   | Krogan Shotgun            | 15000 Pl | Grunt gets a Claymore    |
 | Jack    | Subject Zero Biotic Boost | 3000 ElZ | Jack Biotic Damage +20%  |
 | Jacob   | Heavy Ship Armor          | 15000 Pa | Saves ally in suicide m. |
 | Legion  | Geth Sniper Rifle         | 15000 Pl | Legion gets a Widow      |
 | Miranda | Advanced Mineral Scanner  | 15000 Ir | Can scan planets faster  |
 | Mordin  | Mordin Omni-tool          | 3000 ElZ | Mordin Tech DMG +20%     |
 | Samara  | Extended Fuel Cells       | 3000 ElZ | Fuel capacity +50%       |
 | Thane   | Modular Probe Bay         | 15000 Ir | Doubles probe capacity   |
 | Tali    | Multicore Shielding       | 15000 Pa | Saves ally in suicide m. |
 |_________|___________________________|__________|__________________________|
  * - Zaeed has no upgrade to suggest.

HEAVY PISTOL DAMAGE
�������������������
  _____ _____________ ____________________________________________ __________
 | LV# | EFFECT      | RESEARCH PROJECT UNLOCKED                  | ELEMENTS |
 |�����|�������������|��������������������������������������������|����������|
 | 1/5 | Damage +10% | ------------------------------------------ | -------- |
 | 2/5 | Damage +20% | AP Heavy Pistol (Dmg +50% v. Armor)        | 15000 Pa |
 | 3/5 | Damage +30% | Heavy Pistol Damage (Dmg x2 occasionally)  | 25000 Pa |
 | 4/5 | Damage +40% | ------------------------------------------ | -------- |
 | 5/5 | Damage +50% | ------------------------------------------ | -------- |
 |_____|_____________|____________________________________________|__________|

 |�| Far Rim: Recruit Tali [inspect weapon in 1st expansive battlesite]
 |�| 2175 Aeia: Jacob's loyalty mission [weapon at camp past female settlement]
 |�| Citadel: Thane's loyalty mission [computer during following portion]
 |�| Citadel: buy at Rodam Expeditions
 |�| Tuchanka: buy from Fortack's Database
  �
SUB MACHINEGUN DAMAGE
���������������������
  _____ _____________ ____________________________________________ __________
 | UPG | EFFECT      | RESEARCH PROJECT UNLOCKED                  | ELEMENTS |
 |�����|�������������|��������������������������������������������|����������|
 | 1/5 | Damage +10% | ------------------------------------------ | -------- |
 | 2/5 | Damage +20% | SMG Shield Piercing (Dmg +50% v shld/barr) | 15000 Ir |
 | 3/5 | Damage +30% | SMG Extra Rounds (Ammo Capacity +50%)      | 25000 Ir |
 | 4/5 | Damage +40% | ------------------------------------------ | -------- |
 | 5/5 | Damage +50% | ------------------------------------------ | -------- |
 |_____|_____________|____________________________________________|__________|

 |�| Omega: Recruit Archangel [bypassable room in merc base, pre-infiltration]
 |�| Ilium: Recruit the Assassin [on corpse near top of 1st tower]
 |�| Ilium: Miranda's loyalty mission [computer apx. 3 battles in]
 |�| Citadel: buy at Rodam Expeditions
 |�| Ilium: buy at Gateway Personal Defense
  �
ASSAULT RIFLE DAMAGE
��������������������
  _____ _____________ ____________________________________________ __________
 | UPG | EFFECT      | RESEARCH PROJECT UNLOCKED                  | ELEMENTS |
 |�����|�������������|��������������������������������������������|����������|
 | 1/5 | Damage +10% | ------------------------------------------ | -------- |
 | 2/5 | Damage +20% | Assault Rifle Penetration (DMG +25 v ASB)  | 15000 Ir |
 | 3/5 | Damage +30% | Assault Rifle Accuracy (Accuracy boosted)  | 25000 Ir |
 | 4/5 | Damage +40% | ------------------------------------------ | -------- |
 | 5/5 | Damage +50% | ------------------------------------------ | -------- |
 |_____|_____________|____________________________________________|__________|

 |�| Omega: Recruit the Professor [after 2nd battle, corpse behind barricade]
 |�| Far Rim: Recruit Tali [computer inside bunker that was blocked]
 |�| Omega: Samara's loyalty mission [on wall in Morinth's apartment]
 |�| Zorya: Zaeed's loyalty mission [computer on "Kill Vido" path]
 |�| Ilium: buy from Gateway Personal Defense
 |�| Tuchanka: buy from Fortack's database
  �
SHOTGUN DAMAGE
��������������
  _____ _____________ ____________________________________________ __________
 | UPG | EFFECT      | RESEARCH PROJECT UNLOCKED                  | ELEMENTS |
 |�����|�������������|��������������������������������������������|����������|
 | 1/5 | Damage +10% | ------------------------------------------ | -------- |
 | 2/5 | Damage +20% | Shotgun Shield Piercing (DMG +50% v S/B)   | 15000 Pl |
 | 3/5 | Damage +30% | Shotgun Extra Rounds (Ammo Capacity +100%) | 25000 Pl |
 | 4/5 | Damage +40% | ------------------------------------------ | -------- |
 | 5/5 | Damage +50% | ------------------------------------------ | -------- |
 |_____|_____________|____________________________________________|__________|

 |�| Purgatory: Recruit the Convict [in first room past Jack's cell]
 |�| Tuchanka: Grunt's loyalty mission [gift for successfully completing it]
 |�| Derelict Reaper (IFF mission) [inspect shotgun halfway through -- see map]
 |�| Omega: buy from Kenn's salvage
 |�| Tuchanka: buy from Fortack's Database
  �
SNIPER RIFLE DAMAGE
�������������������
  _____ _____________ ____________________________________________ __________
 | UPG | EFFECT      | RESEARCH PROJECT UNLOCKED                  | ELEMENTS |
 |�����|�������������|��������������������������������������������|����������|
 | 1/5 | Damage +10% | ------------------------------------------ | -------- |
 | 2/5 | Damage +20% | AP Sniper Rifle [DMG +50% v. Armor]        | 15000 Pl |
 | 3/5 | Damage +30% | Sniper Headshot Damage [+50% Headshot DMG] | 25000 Pl |
 | 4/5 | Damage +40% | ------------------------------------------ | -------- |
 | 5/5 | Damage +50% | ------------------------------------------ | -------- |
 |_____|_____________|____________________________________________|__________|

 |�| Korlus: Recruit the Krogan [computer about halfway through]
 |�| Citadel: Garrus' loyalty mission [console before final room]
 |�| Derelict Reaper: inspect shotgun in 2nd half of place (see walkthru map)
 |�| Omega: buy from Omega Market
 |�| Citadel: buy from Rodam Expeditions
  �
HEAVY WEAPONS AMMO
������������������
 Each upgrade: +15% Ammo Capacity

 |�| Freedom's Progress [inspect disabled YMIR mech at end of level]
 |�| Complete "N7: Blood Pack Base" sidequest -- awarded automatically
 |�| Tuchanka: Mordin's loyalty mission [computer before final room]
 |�| Zorya: Zaeed's loyalty mission [computer on "save workers" path]
 |�| Tuchanka: buy from Ratch's Wares
 |�| Omega: buy from Kenn's Salvage
  �
BIOTIC DAMAGE
�������������
  _____ _____________ ____________________________________________ __________
 | UPG | EFFECT      | RESEARCH PROJECT UNLOCKED                  | ELEMENTS |
 |�����|�������������|��������������������������������������������|����������|
 | 1/5 | Damage +10% | ------------------------------------------ | -------- |
 | 2/5 | Damage +20% | Biotic Duration (+20% Duration)            | 3000 ElZ |
 | 3/5 | Damage +30% | Biotic Cooldown (-20% Cooldown)            | 5000 ElZ |
 | 4/5 | Damage +40% | ------------------------------------------ | -------- |
 | 5/5 | Damage +50% | ------------------------------------------ | -------- |
 |_____|_____________|____________________________________________|__________|

 |�| Horizon [on dead collector in final settlement]
 |�| Ilium: Recruit the Justicar [computer in Elnora's office]
 |�| Pragia: Jack's loyalty mission [computer in final labs]
 |�| Tuchanka: buy from Fortack's Database
 |�| Ilium: buy from Serrice Technology
 |�| Project Firewalker: Prothean Site [terminal at dig site]
  �
TECH DAMAGE
�����������
  _____ _____________ ____________________________________________ __________
 | UPG | EFFECT      | RESEARCH PROJECT UNLOCKED                  | ELEMENTS |
 |�����|�������������|��������������������������������������������|����������|
 | 1/5 | Damage +10% | ------------------------------------------ | -------- |
 | 2/5 | Damage +20% | Tech Damage (+20% Damage)                  | 3000 ElZ |
 | 3/5 | Damage +30% | Tech Cooldown (-20% Cooldown)              | 3000 ElZ |
 | 4/5 | Damage +40% | ------------------------------------------ | -------- |
 | 5/5 | Damage +50% | ------------------------------------------ | -------- |
 |_____|_____________|____________________________________________|__________|

 |�| Omega: Recruit Archangel [in Archangel's base]
 |�| Migrant Fleet: Tali's loyalty mission [gift given if Tali's exonerated]
 |�| Disabled Collector Vessel [computer en route to penultimate battlesite]
 |�| Ilium: buy from Serrice Technology
 |�| Citadel: buy from Saronis Applications
 |�| Complete "Normandy Crash Site" DLC
 |�| Kasumi: Stolen Memory DLC [on merc corpse during escape portion]
  �
MEDIGEL CAPACITY
����������������
  _____ _____________ ____________________________________________ __________
 | UPG | EFFECT      | RESEARCH PROJECT UNLOCKED                  | ELEMENTS |
 |�����|�������������|��������������������������������������������|����������|
 | 1/5 | Capacity +1 | ------------------------------------------ | -------- |
 | 2/5 | Capacity +1 | Trauma Module (Unity fully heals allies)   | 15000 Pl |
 | 3/5 | Capacity +1 | Emergency Shielding (Unity restores shlds) | 25000 Pl |
 | 4/5 | Capacity +1 | ------------------------------------------ | -------- |
 | 5/5 | Capacity +1 | ------------------------------------------ | -------- |
 |_____|_____________|____________________________________________|__________|

 |�| Normandy: ask Dr. Chakwas if she needs anything
 |�| Omega: Recruit the Professor [hackable console in clinic]
 |�| Ilium: Miranda's loyalty mission [battlesite about halfway through]
 |�| Ilium: buy from Serrice Technology
 |�| Citadel: buy from Sirta Foundation
  �
DAMAGE PROTECTION
�����������������
  _____ _____________ ____________________________________________ __________
 | UPG | EFFECT      | RESEARCH PROJECT UNLOCKED                  | ELEMENTS |
 |�����|�������������|��������������������������������������������|����������|
 | 1/5 | A/S/B +10%  | ------------------------------------------ | -------- |
 | 2/5 | A/S/B +20%  | Redundant Field Generator (restores shlds) | 15000 Pa |
 | 3/5 | A/S/B +30%  | Hard Shields (Shepard shields -20% DMG)    | 25000 Pa |
 | 4/5 | A/S/B +40%  | ------------------------------------------ | -------- |
 | 5/5 | A/S/B +50%  | ------------------------------------------ | -------- |
 |_____|_____________|____________________________________________|__________|
  * - Redundant Field Generator may restore shields when they're brought down

 |�| Purgatory: Recruit the Convict [mech in cell Jack escapes from]
 |�| Disabled Collector Vessel [computer at bottom of looong ramp]
 |�| Complete "N7: Anomalous Weather Detected" quest
 |�| Citadel: buy from Saronis Applications
 |�| Ilium: buy from Serrice Technology
  �
HEAVY SKIN WEAVE
����������������
 Each upgrade: +10% Health [Shepard-only]

 |�| Horizon [dead Collector at first settlement]
 |�| Derelict Reaper [battlesite with 1st hackable door]
 |�| Found during "N7: MSV Strontium Mule" quest (final room)
 |�| Omega: buy from Kenn's Salvage
 |�| Ilium: buy from Gateway Personal Defense
  �
GETH SHIELD STRENGTH
��������������������
 Each upgrade: +25% Shields [Legion-only]

 |�| Migrant Fleet: Tali's loyalty mission [computer near start of Alarei]
 |�| Heretic Station: Legion's loyalty mission [curvy hallway towards the end]
 |�| Complete "Normandy Crash Site" DLC
  �
KROGAN VITALITY
���������������
 Each upgrade: +25% Health [Krogan-only]

 |�| Korlus: Recruit the Krogan [console in Okeer's lab]
 |�| Tuchanka: Mordin's loyalty mission [computer in filthy clinic area]
  �
 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| WEAPONS                                                [WEPN]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 Weapons are a fundamental part of battle, and no matter if one's a biotic or
 tech specialist, they can still pack heat like everyone else. Weapons are
 categorized by type and organized by when found, which is the typical order
 of worst to best. [DLC is exempt from this.]

ASSAULT RIFLES
��������������
 Used by: Soldiers + Garrus, Grunt, Legion, Morinth, Samara, Zaeed 
  __________________ _________ ______________________________________________
 | NAME             | CLP/MAX | OBTAIN                                       |
 |������������������|���������|����������������������������������������������|
 | Avenger          |  40/400 | -------------------------------------------- |
 | Vindicator       |  24/96  | [Omega: Recruit Archangel] Archangel's base  |
 | Revenant         |  80/480 | [Disabled Collector Vessel] Weapons training |
 | Geth Pulse Rifle |  40/480 | [Far Rim: Recruit Tali] On a corpse          |
Collector Assault Rifle28/280 | Collector's Edition DLC only                 |
 |__________________|_________|______________________________________________|
  * - Revenant is soldier-only
  * - Geth Pulse Rifle is Hardcore/Insanity difficulty only (replaces Tempest)

HEAVY PISTOLS
�������������
 Used by: All classes + Jack, Jacob, Miranda, Mordin, Tali
  __________________ _________ ______________________________________________
 | NAME             | CLP/MAX | OBTAIN                                       |
 |������������������|���������|����������������������������������������������|
 | Predator         |  12/60  | -------------------------------------------- |
 | Carnifex         |  06/18  | [Omega: Recruit the Professor] At the clinic |
 |__________________|_________|______________________________________________|

HEAVY WEAPONS
�������������
 Used by: Shepard [regardless of class]
  __________________ _________ ______________________________________________
 | NAME             | CLP/MAX | OBTAIN                                       |
 |������������������|���������|����������������������������������������������|
 | Arc Projector    |  --/10  | Cerberus Network DLC                         |
 | Avalanche        |  --/20  | Normandy research project                    |
 | Blackstorm       |  ??/??  | GameStop preorder bonus                      |
 | Cain             | --/100% | Normandy research project                    |
 | Firestorm        | --/1350 | Zaeed's loyalty mission (Zorya)              |
 | Grenade Launcher |  --/10  | [Lazarus Research Station] mandatory         |
 | Missile Launcher |  --/15  | Normandy research project                    |
 | Particle Beam    |  --/500 | [Horizon] third residential neighborhood     |
 |__________________|_________|______________________________________________|

SHOTGUNS
��������
 Used by: Soldiers, Vanguards + Grunt, Jack, Jacob, Tali
  __________________ _________ ______________________________________________
 | NAME             | CLP/MAX | OBTAIN                                       |
 |������������������|���������|����������������������������������������������|
 | Katana           |  05/10  | -------------------------------------------- |
 | Scimitar         |  08/16  | [Ilium: Recruit the Justicar] Eclipse Base   |
 | Claymore         |  01/10  | Grunt research project                       |
 | Eviscerator      |  03/12  | Cerberus Network DLC                         |
 |__________________|_________|______________________________________________|
  * - If Shepard can use shotguns innately, s/he can get weapons training for
      the Claymore on the Disabled Collector Vessel.

SNIPER RIFLES
�������������
 Used by: Infiltrators, Soldiers + Garrus, Legion, Thane, Zaeed
  __________________ _________ ______________________________________________
 | NAME             | CLP/MAX | OBTAIN                                       |
 |������������������|���������|����������������������������������������������|
 | Mantis           |  01/09  | -------------------------------------------- |
 | Viper            |  12/48  | [Ilium: Recruit the Assassin] Dantius Towers |
 | Widow            |  01/12  | Legion research project                      |
 | Incisor          |  12/84  | Digital Deluxe Edition DLC                   |
 |__________________|_________|______________________________________________|
  * - If Shepard can use sniper rifles innately, s/he can get weapons training
      for the Widow on the Disabled Collector Vessel.

SUBMACHINE GUNS (SMGs)
����������������������
 Used by: All non-Soldier classes + Miranda, Mordin, Morinth, Samara, Thane
  __________________ _________ ______________________________________________
 | NAME             | CLP/MAX | OBTAIN                                       |
 |������������������|���������|����������������������������������������������|
 | Shuriken         |  24/240 | -------------------------------------------- |
 | Tempest          |  50/450 | [Far Rim: Recruit Tali] Corpse halfway thru  |
 | Locust           |  20/240 | [Kasumi: Stolen Memory] In D.H.'s vault      |
 |__________________|_________|______________________________________________|

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| VI. FREQUENTLY ASKED QUESTIONS                         [FAQZ]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 [Q] - What's up with that star behind the Illusive Man?
 [A] - It represents the inner turmoil of Shepard's character -- the blueness
       represents paragon, redness represents renegade. It changes throughout
       the game depending on actions taken (if it wasn't obvious already).

 [Q] - [Suicide mission:] I hit the heat exchanger but the bar keeps rising!
 [A] - This happens when an H.E. is accidentally skipped. The only option is
       to go back to said H.E. and relieve the heat before the tech specialist
       is toasted.

 [Q] - I can't download the Sentry Interface from Dr. Pepper's website!
 [A] - As part of their ME2 promotion (which ends 12/31/10), there are three
       DLC equipment pieces to get: Umbra Visor, Recon Hood, Sentry Interface.
       However, the SI seems to have been removed from the options for some
       reason, at least at the time this author's writing. Here's how to get
       it:

       1) Put in your code normally
       2) Put in your details (they're not checked, so they don't matter)
       3) Navigate to the ME2 page where it lists the Umbra Visor & Recon Hood
       4) Right-click on "Claim This Prize" and copy the link it leads to
       5) Paste the URL into the browser
       6) Find the part that says "goodie=umbra_visor" or "goodie=recon_hood"
       7) Change the above portion to "goodie=sentry_interface"
       8) Submit!

       NOTE: The Sentry Interface URL-switching trick has been removed, so it
             can't be gotten anymore, seemingly.

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| VII. UPDATES & CONTRIBUTORS                            [UPDT]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
 02-11-10 --------------------------------+ Started walkthrough
 03-27-10 --------------------------------+ Finished walkthrough
 05-21-10 --------------------------------+ Updated Equalizer Pack info

THANKS TO...
������������
 � Mass Effect wiki, for some tech effects
 � Lita Gemini, for info on Kasumi as tech specialist
 � David Bernstein, for alternate method in Kasumi's DLC
 � Daveypots, for information on getting the Sentry Interface from Dr. Pepper

NOTES TO SELF/THINGS I NEED
���������������������������
 � Any general corrections are always appreciated
 � Reporter and Liara sidequests
 � Para/gadeness for Vertin dialogue? (Samara loyalty mission)
 � Any [???] portions of dialogue where the font color obscures what's written
 � Any missing LI-centric dialogue that has para/gade gains
 � Kasumi's loyalty quest: MaleShep replacement for flirting line

 __ __ ____ ____ ______________________________________________________________
|  '  |  __|__  |��������������������������������������������������������������
|     |  __|  __| VIII. LEGALITY                                         [LGLT]
|_|_|_|____|____|______________________________________________________________
                 ��������������������������������������������������������������
This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

 Allowed Sites:                       Disallowed Sites:

  � Gametalk.com                       � cheatcc.com
  � GameFAQs.com
  � MyCheats.com
  � Neoseeker.com
  � Gamesradar.com
  � Supercheats.com
  � Cheathappens.com
  � Honestgamers.com
  � Chaptercheats.com                           E-mail me for permissions ~
  � Cavesofnarshe.com                        shotgunnova (a+) gmail (d0t) com.
_______________________________________________________________________________
I'VE BEEN LIVIN' ON THE       Document � Shotgunnova, 1997-2010 (and countin'!)
EDGE SO LONG, WHERE THE                Mass Effect namesake � respective owners
WINDS OF LIMBO ROAR                               E N D   O F   D O C U M E N T