This guide is set at a width of 72 characters. For ease of use, make sure your browser is displaying all the numbers on the line below. 123456789012345678901234567890123456789012345678901234567890123456789012 o======================================================================o | | | Mass Effect | | | o======================================================================o Written by: Nathan Garvin Email: Theendbringer (at) Hotmail (dot) com. If you're going to email me about this guide, make sure you put "MASS EFFECT" in the title, or I'll probably end up deleting it as junk. I have no affiliation with Bioware, Microsoft, or any other parties involved with this game. This is a not-for-profit fan-made guide. If you wish to post, mirror, or quote this guide, feel free to do so. Credit would make me happy, an email would make me feel good. Let your conscience be your guide, just like all good people. Table of Contents o======================================================================o I. Introduction {INT001} II. General Gamplay Information {GGI001} III. Achievements {ACH001} IV. Character Creation {CHR001} V. NPC's {NPC001} MAIN WALKTHROUGH VI. Prologue: Eden Prime {WLK001} VII. Citadel I {WLK002} VIII. Artemis Tau {WLK003} IX. Citadel II {WLK004} IX. Feros {WLK005} X. Noveria {WLK006} XI. Virmire {WLK007} XII. Citadel III {WLK008} XIII. Ilos {WLK009} XIV. Citadel IV {WLK010} XV. Sidequests {SDQ001} XVI. Galactic Locations {GLC001} XVII. Miscellaneous {MSC001} XVIII. Updates/Thanks {UPD001} o======================================================================o | | | Introduction {INT001} | | | o======================================================================o I started on this guide-as I do with most FAQs-well after the game is out, probably even past the point of my FAQs being particularly relevent. In this case, the hype around Mass Effect 2 and the revelation of the sequel's copious carry-over gave me the inspiration to toss my hat in on this game, since it is billed as a trilogy that promises to form a continuous story that you shape over the course of all three games. It's been a long time since a game of this ambition has been released, and as an RPG fan, and somebody who enjoyed Mass Effect quite a bit, it seemed natural to want to start on the first of my own trilogy of FAQs. Better late than never, right? Writing the FAQ o======================================================================o Since the choices you make in Mass Effect, large and small, are supposed to carry over to Mass Effect 2, I decided I should replay the game to ensure I had the 'perfect' character with all the choices right, something that maxing out my original had muddied. As I was going to go through the game again, I figured I might as well right this FAQ around it. A common line of thought, I am sure. One problem persisted, however. I had all the achievements, with a level 60 character, with max Intimidate and Charisma. As far as I was concerned, a perfect character except for the dialogue options. Hardly fair to right a FAQ around, and with all the achievements, my play experience would be considerably different from a fresh players'. In the end I decided to load up my fiance's account and play on there, where I would have no troublesome achievements and past plays to throw off the experience and the accuracy of the FAQ. My Method o======================================================================o If I was going to recreate a 'perfect' character, some things would have to be done. First, I would have to be able to create the kind of character I wanted to play. Namely I would need access to bonus talents, or else I'd end up playing with a character that was fundamentally flawed. This isn't so terrible for a first time player, but for me, it just didn't make sense to play through the entire game with a character that wasn't up to snuff. So I farmed skills (namely Lift), a method which is described in the Achievements section of this guide. I then created my character with the bonus talent. Using this FAQ o======================================================================o Below I will list some of my quirks, organizational methods, and various other tidbits that will help you navigate this guide. For starters, during the main FAQ I'll break up major story missions and guide with a large heading like so: o======================================================================o | | | Large Heading | | | o======================================================================o During the FAQ, I'll break up different areas with a thick line: Thick line o======================================================================o Multiple parts of a mission in the same area will be broken up with a thin line. This breaks up the missions into a series of steps, and limits how much unbroken text you'll have to read at once. Nobody likes wordiness: Thin line ------------------------------------------------------------------------ Of course, I reserve the right to break my own rules during the FAQ.. mostly due to being scatter-brained and working on the FAQ in shifts over the course of time. Life and all. So cut me some slack. Besides, this organizational scheme is mostly for consistency and ease-of-use. Sequence of Events ------------------------------------------------------------------------ Unlike my other guides, this FAQ does hold your hand through the game. As I go through areas I will list what I do sequentially. To help streamline the guide and make your life easier, I've included a list of steps at the beginning of each section, so you can see in what order I am about to do things. Following Directions ------------------------------------------------------------------------ Sometimes I use the map to give directions. Simply hit (start) and go to your map section. It's just easier to tell somebody to 'head up the path on the eastern edge of the map' than it is to say 'head past the statue into the swamp, take a right at the large boulder, follow the path until it splits into two, then head right again, up a hill, over a small bridge, and follow the path as it makes yet another right, and take another right at the edge of the space station to go around-not through-the space station..' Other times it's pertinent to describe the scenary. In any event, it never hurts to give information in terms of the map, which isn't as open to interperation. I hate looking for land-marks when I follow guides, so I assume others do too. Besides, what I might consider a 'big red cliff' might not seem quite as big, or red, to you. Missions/Assignments ------------------------------------------------------------------------ In this section I'll list updates to your Missions and your Assignments, either under the heading ***MISSION*** or ***ASSIGNMENT***, as the situation warrants. Nothing too spectacular, it just tracks the progress of your quests and updates your objectives. Your missions and assignments are found in the Journal section of your menu (start). I wont often comment on what the 'best' outcome is, in many cases the 'best' outcomes are similar in regards to renegade or paragon status gained. Either way, you should be able to just look at the rewards and judge for yourself. Since I don't know what decisions will affect the sequel, it seems a bit premature to judge what the 'best' course of action in this game ultimately is. Dialogue/Alignment ------------------------------------------------------------------------ When there is a chance to increase your Alignment, I'll list the possible results under the ***ALIGNMENT*** heading. To my understanding, most conversations that raise your alignment can go either one of two ways-top option for a small amount of Paragon, bottom for a small amount or Renegade, usually a +2 bonus. When there's a chance to get one such bonus, there's usually the option to get the other.. just not both. Some more drastic options give you more, such as choosing to spare or to kill an NPC. I wont list the individual dialogue options that give you minor bonuses-if you're playing Paragon, choose the upper options, if you're playing Renegade choose lower-but I will cover more drastic options that significantly affect your alignment. Keep in mind not ALL top/bottom options are alignment based. Usually the ones on the left are topics. Just keep an eye on them. If it's a single word, it's usally asking about a question, if it's a phrase, it's a response, and might affect your alignment. Codexes ------------------------------------------------------------------------ After an event or conversation I'll list what Codexes become availiable under the heading ***CODEX***. I'll also list whether it's a primary or secondary codex, the category, and the title, just as they appear in your Codex section in the game. If you want to know whether you're up to date on Codexes, just check you Codex section and make sure you see all the ones I have listed as the walkthrough progresses. A complete list of Codexes found in the game will be found below, listed in the order in which the game puts them. (This is not strictly in chronological order.) Keep in mind you get a base of 10XP per Codex, so there is some incentive to find them.. besides filling in backstory and understanding the game better. Also keep in mind that you might be able to get some Codexes from a variety of sources, depending on what order you do things. If you do things differently, that's fine. I'm not going to find every source for every codex. Items ------------------------------------------------------------------------ Sometimes I will mention where to find crates/containers, and whatnot, especially early on. Most of the time I will not. Not only will I probably miss a few pick ups in any given play through, but I wont care. Item drops in Mass Effect are 1) random and 2) completely dependent upon your level. It can help early on to get some items, but it wont make or break a character, especially since items really don't ramp up until your level does. Putting it bluntly, Mass Effect does not have a smooth rate of level-to-drop improvements. It's entirely likely you'll go from having a rough time with a Lancer III assault rifle, to going on a killing spree with a Tornado V over the course of a single crate search. Also the difference between your Gladiator V armor to Colossus VIII will be equally drastic. In the end, no amount of searching, wishing, or hoping will make the game easier. You've just got to level up, and the drops will come. By the time you're in Colossus X armor with the Spectre weapons, the game is entirely different from how it started. There are no unique weapons, there are no killer drops. The only variation in getting items really depends on your licenses.. Credits, and How to (not) Spend Them ------------------------------------------------------------------------ Like your items, the credits you get from rewards and crates is entirely level dependant. This means two things: 1) early on when you need credits, you wont have them. And 2) leveling up and not bothering with credits is the best way to get more credits. My suggestion is don't bother with money crunching, and don't waste your credits at stores buying weak items you'll find in chests anyways. There are only three things you need to buy, Spectre weapons, licenses.. and with said licenses, armor. Save your money until you get 1,000,000 credits. At which point the Spectre weapons become availiable, and the game breaks. After you get access to Spectre weapons, feel free to spend your Creds at will. You'll likely get better armor through merchants before you'll get them through drops. Licenses ------------------------------------------------------------------------ Once in a while you'll get the chance to buy licenses, or you'll get them rewarded to you for quests. These affect what items the Quarter Master in the Normandy has for sale. The more the merrier, right? Wrong. Most licenses are chock full of crappy weapons and armor, the more poop you have the less chance the Quarter Master will have good stuff. I suggest only picking up the following licenses.. along with the reason why. Armax Arsenal Predator Armor Some people like Predator Armor better than Colossus Armor. I think they're crazy, as shields aren't subject to DR and hence tend to get evaporated quickly (especially in the later difficulties). DR over Shielding any day. Unless you're on a low difficulty, and the difference is DRASTIC. Personally I don't recommend this license, but I'll mention it, just in case some purists want to bother me about not including it later.. Geth Armory Battlemaster Armor This is the best armor in the game, for any character. Even though Colossus has an edge over it in DR and Shields, Battlemaster Armor blows Colossus out of the water when it comes to Tech/Biotic Protection. The Salarian merchant named Morlan will have this license for sale later in the game. You can find him in the Lower Markets on the Citadel. Kassa Fabrication Colossus Armor Best armor in the game for everbody who isn't a Krogan. You can get this license from the Requisition Officer in C-Sec later in the game. Serrice Council Savant Biotic Amp Best Biotic Amp in the game. You might not really need a license for this, as you can just rely on the drop to happen sometime. So, technically, you don't need this license either, even though it does provide the best biotic amp. You can get it from Commander Rentola on Virmire. Ariake Technologies Logic Arrest Tool/Nexus Arguably the best Omni-tool (as far as flat bonuses go) it gives a bit to everything.. although it's not as clear cut as the Savant Amp is for biotics. In any case, I wouldn't considered the license worth it for just this one item. You can get the license from Commander Rentola on Virmire. On the other hand, the Nexus tool is slightly weaker on shields, but it has an outstanding Tech Cooldown Bonus. It suffers in the Med Recharge Bonus department, but since I find first aid rather useless, I don't sweat it. Armali Council makes Nexus, which you can get from the Assignment "Asari Diplomacy" by charming or intimidating Nassana after telling her you killed her sister. Getting the Quarter Master to Sell the Good Stuff ------------------------------------------------------------------------ Chances are, you'll end up buying the best armor in the game for your characters (not to mention the best weapons) and the easiest way to do this is through the Quarter Master on the Normandy. After getting the licenses you want, simply go near the Quarter Master, save your game, and check his stock. If he doesn't have what you want, reload and try again. He resets his stock when you talk to him after docking. If you need to reset him (he's still selling the same old crap) return to the Citadel and land, exit the Normandy, and go back in. Go to another system and land on a planet, then return to the Citadel, and he should have restocked. Simply save/load until you get what you want. o======================================================================o | | | General Gameplay Information | | {GGI001} | o======================================================================o This part of the FAQ is for those of you who don't have their manuals.. or those of you who do, who want my insight onto some things. This is not a 'strategy' portion of the guide, it just explains some terms, how to get around, and gives a few tips on how to play. If you're familiar with the game somewhat, just continue onto character creation. The Controls o======================================================================o (A) Select/Confirm/Storm (B) Holster Weapon/Cancel (X) Unholster Weapon/Skip Dialogue (Y) Unholster Weapon/First Aid (RS) Rotate Camera (Click to Zoom with Sniper Rifle) (LS) Move (Click to Crouch) (Start) Menu (Back) Throw Grenade (Press again to Detonate) (D-Pad) Squad Commands (Up) Move (to position in reticle) (Down) Take Cover (hold position near Shepard) (Left) Target (Right) Rally (regroup) (RB) Use Mapped Power (Hold to access Power Wheel) (LB) Toggle Last Weapon (Hold to access Weapon Wheel) (RT) Fire (LT) Aim Gameplay (The HUD) o======================================================================o In hostile areas (or when your weapon is unholstered) you'll see the HUD displaying your mini-map (bottom right corner of screen), and your squad information (bottom left). Selected objects/enemies/NPCs in your reticle will show information (top center). Commands currently given to your squad are shown to the left of their name. Their health is the red bar to the right of their name, and their shields are the blue bars to the right of their health. Your stock of First Aid is listed to the left of the squad panel, below it is your Grenade stock. To the right of either is the button corresponding to either First Aid (Y) or Grenades (Back). Above your squad panel is your weapon icon (either sniper rifle, pistol, assault rifle, or shotgun) along with the weapons heat level. Gameplay (Equipment) o======================================================================o You can access your Equipment Menu by hitting (start) and selecting 'Equipment'. (X) shows you a list of upgrades you've collected for either weapons, armor, or grenades. Hitting (LB) toggles your helmet on and off, except while on worlds that pose a danger should the helmet be removed (extreme temperatures, lack of breathable atmosphere, etc). Pressing down on the (LS) gives you a description of the manufacturer of the item, and of the general type of item in question, if not that specific model. On the bottom of the screen your resources are listed. Remember that you can only carry 150 items, so when you start to fill up (the game will warn you) convert that crap to omni-gel, or sell it, if it will bring in any real money. Resources ------------------------------------------------------------------------ A list of your resources, as indicated from left to right. First Aid To the left is your First Aid, which can be used to heal your party. The character with the best First Aid skill has their skill applied for the usage of First Aid. Grenades Only usable by Shepard, these grenades came in useful on the first play, but afterwards, I rarely ever used them. Omni-Gel Omni-Gel has a variety of uses, namely for hacking, decrypting, or repairing the Mako. You can convert crap items and upgrades into more Omni-Gel. Reminds me that there's a pretty funny comic about Mass Effect on Penny Arcade.. Credits Your money. Weapons ------------------------------------------------------------------------ Below is a list of weapon attributes, which can be viewed while in the Equipment menu. Following that is a list of the best weapons in the game, so you have an idea of what's out there. Damage This is the damage your gun does (before DR is taken into consideration). Obviously the higher the better. Shots Before Overheat As you fire off weapons they begin to overheat. This is a constant worry early on, as most weapons over-heat in a few shots. Fire off your weapons and wait for them to cool down. If the gun overheats, it'll be unusable until it fully cools down. Some techs cause your weapons to (temporarily) malfunction, at which point you're better off just switching to a different gun. Towards the end of the game, you'll get weapons that can fire nearly indefinately (with the right upgrades installed). Of course, it's also possible to jam things in your guns that cause them to overheat in one shot. Just keep an eye on how upgrades affect your shots before overheat. Accuracy Rating This determines the size of your reticle. The bigger it is, the wider the spread of your bullets. Using some techs/biotics/abiltiies temporarily widens your reticle, making you less accurate. Different guns have different accuracies. You're always more accurate if you're not moving, if you're crouching (press LS), or when you're aiming (LT). HMWP X HMWSG X HMWA X HMWSR X Pistol Shotgun Assault Sniper Damage 294 378 384 336 Shots Before Overheat 29 7 77 2 Accuracy Rating 88 91 77 86 Armor ------------------------------------------------------------------------ Below is a list of armor attributes, which can be viewed while in the Equipment menu. Following that is a list of the best armors in the game, so you have an idea of what's out there. Damage Protection (DR) This is the percentage by which your armor ignores damage recieved. Obviously the higher the better. This does not apply to shields, only to how much damage you directly suffer. Shields Shields represent how much damage you ignore before you start losing Health. Shields are not protected by DR, so they tend to go away quickly. Tech/Biotic Protection This is your chance to resist or ignore the tech/biotic attacks set against you from time to time. Again, the higher the better. Colossus X Heavy Armor Medium Armor Light Armor Damage Protection: 79 71 65 Shields: 450 405 375 Tech/Biotic Protection 18 28 38 Predator X Heavy Armor Medium Armor Light Armor Damage Protection: 58 42 30 Shields: 540 486 450 Tech/Biotic Protection 34 42 50 Battlemaster X (Krogan) Heavy Armor Damage Protection: 75 Shields: 420 Tech/Biotic Protection: 51 Biotic Amp ------------------------------------------------------------------------ Below is a list of Biotic Amp attributes, which can be viewed while in the Equipment menu. Following that is a list of the best amp in the game, so you have an idea of what's out there. Duration Bonus This increases the duration of the Biotic by the percentage equal to the numeric value shown. Power Bonus This increases the variable effects of the Biotic by a certain percentage. Namely the Shields added, the Newton Force applicable, the damage, and radius affected. Cooldown Bonus This increases the cooldown rate of the Biotic by the percentage equal to the numeric value shown. Savant X Duration Bonus: 35 Power Bonus: 40 Cooldown Bonus: 40 Omni-tool ------------------------------------------------------------------------ Below is a list of Omni-tool attributes, which can be viewed while in the Equipment menu. Shield Bonus This is the percentage bonus you recieve to your overall shields. Tech Cooldown Bonus The percentage by which your cooldown time is reduced for Techs. Med Recharge Bonus The percentage by which the cooldown time between First Aid uses is reduced. Logic Arrest Tool X Shield Bonus: 25 Cooldown Bonus: 20 Recharge Bonus: 25 Nexus VIII Shield Bonus: 15 Cooldown Bonus: 46 Recharge Bonus: 5 Grenade Launcher ------------------------------------------------------------------------ Below is a list of Grenade attributes, which can be viewed while in the Equipment menu-but only on Commander Shepard. Damage This is the damage your grenades do. More is good. Explosive Impulse The concussive force the grenade has, presumably measured in newtons. The more force, the larger objects can be affected, and the more it affects smaller objects. Med Recharge Bonus The area of effect the grenade has (presumably measured in centimeters). Upgrades ------------------------------------------------------------------------ Upgrades can be somewhat confusing, as they use terms to describe them that simply aren't observable. Increasing a weapons' 'stability' certainly sounds good, but you never get to see a weapons' stability rating anywhere, so such benefits are somewhat subjective. Others, however-like shield interfaces-simply increase your overall shields, which is wholly observable. As some general advice, ignore weapon upgrades that improve damage at the expense of accuracy or heating early on. Simply put, early weapons have poor damage, and bad overheating and accuracy. For the nominal increase in damage, you're making that weapon significantly worse. I personally prefer upgrades that have bonuses I can observe with no drawbacks.. especially early on. Towards the later levels, weapons and upgrades become significantly stronger, and hence more prominent in gameplay. I'll just list what I consider to be the most useful upgrades below. Scram Rail X +26% Damage, -10% Heat Absorption At the later stage of the game, 26% damage will add nearly 100 points of damage to your weapon, which more than compensates for the heat. Frictionless Materials X +7% Damage, +28% Heat Damping Two good stats on one upgrade. I tend to use one of these in conjunction with the Scram Rail X for a 33% damage boost. Two Frictionless Materials in one gun is just not as efficient as taking 1/3 the shots to kill an enemy. Inferno Rounds X 21 damage/second for 5 seconds, -28% accuracy By this point in the game, you're accuracy is so high it's a non issue. Also, the 105 damage bonus ignores shields, and is as healthy a damage bonus as any out there. Plus, it's just easier to swallow over the -40% rate of fire Snowblind Rounds have, the crazy overheating of High Explosive Rounds, and the not-so crazy overheating of Sledgehammer Rounds. Medical Exoskeleton X +4.5 Health Regneration/Second +80% Toxin Resistance +23% Reduction in power cool down The health regeneration is almost equal to the maximum a Soldier can get, the toxin resistance.. well, it helps in a handful of cases, but the big draw is the 23% reduction in cool down times for all powers. The more you use powers, the better this is going to be. If you go down the Shock Trooper path, you don't really need one of these to keep Immunity up indefinately, but for everybody else, it's gold. Combat Exoskeleton X +35% Smash Damage, 35% Hardening, +90% Physics Threshold The melee damage isn't very great, but it's something. What's really important is the hardening and the physics threshold, especially on Colossus suits of armor, which are notoriously weak against tech/biotic attacks. This erases that problem. High Explosive X +37% Damage, +140 cm Radius, +37% Weapons Force For Grenades, it doesn't get much better than High Explosives. It pretty much makes your grenades better at everything they do. More hurt, more boom, more bang. Gameplay (Squad) o======================================================================o You squad screen shows the various statistics of your character. Around the portrait is your alignment (if Shepard). Your level, experience, and health are also listed in the middle, with your talents taking up the right half of the screen. In this screen you can spend your points to purchase various ranks in talents, and not much else. Decryption, Hacking, and other Timed Mini-Games o======================================================================o Any time you go to manually decrypt a door, crate, or whatnot, or any time you go to flag a mineral deposit, recover an artifact, or disarm some bombs you'll have to play a timed button-press game. You'll be given a screen displaying the four buttons on the face of the X-Box controller (A), (B), (Y), and (X). When they highlight you have a short amount of time to press that button. Get used to it, you'll be doing this a lot. Exploration Notes o======================================================================o A good bit of the game is finding planets that can be explored, and then exploring them, primarily in the Mako. On planets you can land upon, you'll find various resources to survey, structures to search, and baddies to slay. This is a terribly repetitive exercise, but it does net you experience and credits. Below I will list some information that I feel is important, take it as 'tips' or 'notes' on the various faces of exploration in Mass Effect. Hazards ------------------------------------------------------------------------ Some planets have environmental hazards.. usually heat/cold, but sometimes toxic. In any event, all this means is you'll have a meter that fills the longer you're exposed to the enviroment. Once this bar fills all the way, you (only Shepard) starts to take physical damage. Stay out too long, and you die. All this means is you have to get back into the Mako to let your bar empty. On planets with hazards, just stick closer to the Mako, and keep external bouts of combat to a minimum. Mako ------------------------------------------------------------------------ You'll be in the Mako for a good bit of your planetary exploration. It controls.. loosely.. and.. well, get used to it, because you'll be in it alot. It can be tempting to blast away everything from within the Mako, but under most circumstances I suggest against this tactic. Any kills you make while in the Mako will net you less experience. Also, the Mako isn't particularly good at taking cover, so it might well be easier to just fight outside of it. Don't worry, the Mako can't be destroyed so long as you're not inside of it. Also, nobody said you couldn't whittle enemies down in the Mako, and then finish them outside of it (Thresher Maws, Geth Colossi, Turrets.) The only exception? If the terrain is hostile, you might as well just fight in the Mako.. unless you can wrap up the fight quickly, near the Mako, and in phases. Planetary Exploration ------------------------------------------------------------------------ On a planet, you'll have a square of map to search. Some items are listed on your map, but a good number of things wont be. You'll have to explore to find everything on the map. My suggestion is to go near an edge of the map, so you have just a bit of the red boundary in your radar, and do a perimeter of the map. This should discover nearly anything hiding unmarked on your map. I will describe where things are in scant detail. The sight range of the Mako is fairly large, so giving you a general idea of where the item is should suffice. If something is in the upper right corner, I will denote this by saying "North-east corner." I know my east and west better than my right and left, you'll just have to endure. Scanning ------------------------------------------------------------------------ Searching planets, asteroids, and ships will sometimes give you the option to scan the object in question. Most of the time this will reveal some mineral or gas desposit. Other times you'll uncover an artifact, a Prothean Data Disc, or Matriarch's Writing. Either way, you get some experience and credit for each one you find, and you're given assignments to find a certain total throughout the game. Thresher Maws ------------------------------------------------------------------------ Giant worms that spit acid and one-hit-kill anything near them. They pop out of the ground, screech, and start attacking. Early on, the Mako has just enough fire power to take one down.. provided one doesn't surface UNDER you, and you keep moving. On foot, they can be more easily dealt with, as all you have to do is circle strafe and shoot.. granted it takes a while, but the experience is worth it. o======================================================================o | | | Achievements | | {ACH001} | o======================================================================o As the achievements you get in Mass Effect DO significantly affect gameplay, I feel they are worth noting earlier in the FAQ, as a dedicated player (read: loser) may feel it is well worth the effort to get them all. Don't worry, I just insulted us both. Or maybe just myself. "Smart" Achievements o======================================================================o At one time I bristled at the idea that this game had "smart" achievements, which essentially were simply achievements that unlocked in-game bonuses that carried on to all present and future characters. However, it is a rather good idea, and it did give some extra incentive for getting the achievements. It's a shame other games don't have such achievements.. In any event, some rewards are really quite good, like the ability to be able to start the game with a bonus talent tree, for example. I will list how to get the achievements, and what bonuses they provide below. Oh, and this is an achievement list, so it almost goes without saying, but to prevent any potential hate-mail.. ***SPOILERS*** Achievement Notes o======================================================================o The "Expert", "Mastery", and "Specialist" achievements unlock bonus talents for new characters, so they should be a priority to unlock. There are two things to keep in mind for these achievements. 1) They only count if Shepard is the one to make the kill/use the tech or biotic. So you cannot get the tech or biotic talents by using party members. You have to make a Shepard with the talents at hand. 2) The biotics and techs have to target something, but for many biotics you can just use them over and over again on breakable crates to get the achievement, which should make life easier. With weapons, obviously, and some techs/biotics they have to affect enemies. Keep in mind that this is a cumulative total. If you get into a fight, use your techs/biotics, kill things with the gun of choice, and save on a different slot. Reload a save prior to the fight and repeat until you have a total of 150 kills/75 uses logged. Bonus Talent Achievement Farming ------------------------------------------------------------------------ Generally I feel it's best to simply make an Soldier/Engineer/Adept and play through Eden Prime before seriously grinding the skills. The more points you put into the Adept/Engineer talents the better, as it increases the recharge time of the skills and speeds things up. Otherwise save all your points (or as many as possible) until the fight with Fist. Save before you get near the Chora's Den, put as many points as possible into the skill you want to grind, and abuse the hell out of it. When you're done, wash, rinse, repeat. On the planet Eletania, in the Hercules System of the Attican Beta, there are a number of non-aggressive indigenous animals that can be killed. These count towards weapon uses, and save/reloading can get you these talents fairly quickly, since they are fairly numerous, and one-hit-kills. o=o Search and Rescue 10G ------------------------------------------------------------------------ Requirement: Locate Liara in Artemis Tau Cluster. o=o Medal of Honor 100G ------------------------------------------------------------------------ Requirement: Complete Playthrough Unlock: Hardcore Difficulty Unlock: Character Levels 51-60 o=o Medal of Heroism 25G ------------------------------------------------------------------------ Requirement: Complete Feros o=o Distinguished Service Medal 25G ------------------------------------------------------------------------ Requirement: Complete Eden Prime o=o Council Legion of Merit 25G ------------------------------------------------------------------------ Requirement: Complete Virmire o=o Honorarium of Corporate Service 25G ------------------------------------------------------------------------ Requirement: Complete Novaria o=o Long Service Medal 25G ------------------------------------------------------------------------ Requirement: Complete Two Playthroughs Weapon Damage increased by 5% o=o Distinguished Service Medal 25G ------------------------------------------------------------------------ Requirement: Complete Hardcore Playthrough Unlock Insanity Difficulty and Gamer Picture o=o Medal of Valor 50G ------------------------------------------------------------------------ Requirement: Complete Insanity Playthrough Unlock Gamer Picture o=o Pistol Expert 10G ------------------------------------------------------------------------ Requirement: Log 150 Pistol Kills Marksman duration increases 25% o=o Shotgun Expert 15G ------------------------------------------------------------------------ Requirement: Log 150 Shotgun Kills Unlock Shotgun Talent Tree for all future characters on this profile o=o Assault Rifle Expert 15G ------------------------------------------------------------------------ Requirement: Log 150 Assault Rifle Kills Unlock Assault Rifle Talent Tree for all future characters on this profile o=o Sniper Rifle Expert 15G ------------------------------------------------------------------------ Requirement: Log 150 Sniper Rifle Kills Unlock Sniper Rifle Talent Tree for all future characters on this profile o=o Lift Mastery 15G ------------------------------------------------------------------------ Requirement: Use Biotic Lift 75 Times Unlock Lift Talent Tree for all subsequent characters on this profile o=o Throw Mastery 15G ------------------------------------------------------------------------ Requirement: Use Throw Biotic 75 Times Unlock Throw Talent Tree for all subsequent characters on this profile o=o Warp Mastery 15G ------------------------------------------------------------------------ Requirement: Use Biotic Warp 75 Times Unlock Warp Talent Tree for all subsequent characters on this profile o=o Singularity Mastery 15G ------------------------------------------------------------------------ Requirement: Use Biotic Singularity 75 Times Unlock Singularity Talent Tree for all subsequent characters on this profile o=o Barrier Mastery 15G ------------------------------------------------------------------------ Requirement: Use Biotic Barrier 75 Times Unlock Barrier Talent Tree for all subsequent characters on this profile o=o Stasis Mastery 15G ------------------------------------------------------------------------ Requirement: Use Biotic Stasis 75 Times Unlock Stasis Talent Tree for all subsequent characters on this profile o=o Damping Specialist 15G ------------------------------------------------------------------------ Requirement: Use Damping Field 75 Times Unlock Electronics Talent Tree for all subsequent characters on this profile o=o AI Hacking Specialist 15G ------------------------------------------------------------------------ Requirement: Use AI Hacking 75 Times Unlock AI Hacking Talent Tree for all subsequent characters on this profile o=o Overload Specialist 15G ------------------------------------------------------------------------ Requirement: Use Overload 75 Times Unlock Overload Talent Tree for all subsequent characters on this profile o=o Sabotage Specialist 15G ------------------------------------------------------------------------ Requirement: Use Sabotage 75 Times Unlock Sabotage Talent Tree for all subsequent characters on this profile o=o First Aid Specialist 15G ------------------------------------------------------------------------ Requirement: Use Medi-gel 150 Times Unlock First Aid Talent Tree for all subsequent characters on this profile o=o Damping Specialist 15G ------------------------------------------------------------------------ Requirement: Use Damping Field 75 Times Unlock Electronics Talent Tree for all subsequent characters on this profile o=o Neural Shock Specialist 15G ------------------------------------------------------------------------ Requirement: Use Neural Shock 75 Times Unlock Neural Shock Talent Tree for all subsequent characters on this profile o=o Scholar 25G ------------------------------------------------------------------------ Requirement: Find all primary Alien: Council Races, Extinct Races, and Non-Council Races codex entries o=o Completionist 25G ------------------------------------------------------------------------ Requirement: Complete the majority of the game Experience rewards increase by 5% o=o Tactition 25G ------------------------------------------------------------------------ Requirement: Complete Playthrough with Shield Damage Greater than Health Damage Shield strength increases by 10% o=o Medal of Exploration 50G ------------------------------------------------------------------------ Requirement: Land on an Uncharted World o=o Rich 25G ------------------------------------------------------------------------ Requirement: Exceed 1,000,000 Credits Access Spectre Gear through Normandy Requisitions Officer and C-Sec Requisitions Officer o=o Dog of War 25G ------------------------------------------------------------------------ Requirement: Log 150 Organic Enemy Kills Increase health by 10% o=o Geth Hunter 25G ------------------------------------------------------------------------ Requirement: Log 150 Synthetic Enemy Kills Increase shield strength by 10% o=o Soldier Ally 20G ------------------------------------------------------------------------ Requirement: Complete Majority of the Game with Alliance Soldier Squad Member Damage Reduction improves by 10% o=o Sentinel Ally 20G ------------------------------------------------------------------------ Requirement: Complete Majority of the Game with Alliance Sentinel Squad Member Lift and Throw recharge time improve by 10% o=o Krogan Ally 20G ------------------------------------------------------------------------ Requirement: Complete Majority of the Game with Krogan Squad Member Regenerate 1 health per second o=o Turian Ally 20G ------------------------------------------------------------------------ Requirement: Complete Majority of the Game with Turian Squad Member Damping and Overload recharge time improve by 10% o=o Quarian Ally 20G ------------------------------------------------------------------------ Requirement: Complete Majority of the Game with Quarian Squad Member Sabotage and AI Hacking recharge time improve by 10% o=o Asari Ally 20G ------------------------------------------------------------------------ Requirement: Complete Majority of the Game with Asari Squad Member Stasis and AI Barrier recharge time improve by 10% o=o Power Gamer 20G ------------------------------------------------------------------------ Requirement: Reach Level 50 All experience rewards increase by 10% o=o Extreme Power Gamer 50G ------------------------------------------------------------------------ Requirement: Reach Level 60 All experience rewards increase by 5% o=o Renegade 15G ------------------------------------------------------------------------ Requirement: Earn 75% of Total Possible Renegade Points o=o Paragon 15G ------------------------------------------------------------------------ Requirement: Earn 75% of Total Possible Paragon Points o=o Paramour 10G ------------------------------------------------------------------------ Requirement: Complete Romance Subplot o=o Spectre Inductee 15G ------------------------------------------------------------------------ Requirement: Become a Spectre o=o Charismatic 10G ------------------------------------------------------------------------ Requirement: Resolved impossible situation with Charm or Intimidate o======================================================================o | | | Character Creation | | {CHR001} | o======================================================================o Mass Effect is a shooter. I know, I know, I was surprised too. You do get a few fancy Biotics and Tech attacks, but most of the time, you'll be shooting. And even when you're using Biotics and Tech, it's usually only to make the shooting easier. Because of this, and the teensy fact that if Shepard dies it's game over, I tend to play a Soldier, although I have gone a fair distance through the game with some of the other classes. At least far enough to earn all the achievements for using their techs and biotics, in any case. The character I end up playing a female-ruthless-spacer. The armor in this game just doesn't flatter the male physique at all.. and the male Shepard voice acting is just.. Ugh. It's bad when the female sounds more manly, lets just leave it at that. In any event, I enjoy playing a tough-as-nails Shepard whose family tradition is military service and who is ruthlessly dedicated to victory at any cost. Class o======================================================================o Below is a listing of the classes availiable to you in the game, and my personal thoughts on them. Under each class you'll find the talents they begin the game with, which I will also comment on. I'll also include some suggestions for what might work best as bonus talents, when you get them. Soldier ------------------------------------------------------------------------ My personal favorite class. You're going to be doing a lot of shooting in the game, so you might as well be the best at it. They get the best armor, the best guns, and become the toughest-to-kill combatants in the game. If you throw on Lift as a bonus talent, you get one of the more dehabilitating biotics in the game, one that compliments the Soldier well. With a crazily high DR from talents and Colossus armor, and Immunity that recharges before its duration ends, the Soldier is very nearly invincible later on.. even in Insane mode. The Electronics talent is also worth consideration. Its shields are almost a non-issue, but the 30% damage vulnerability it confers on enemies is most certainly a good thing. Pistols, Shotguns, Assault Rifles, Sniper Rifles, Combat Armor, First Aid, Assasult Training, Fitness, Soldier*. Engineer ------------------------------------------------------------------------ The Engineer isn't even as combat saavy as the Adept, as they don't even have Barrier, and Electronics is a poor defensive substitute. In any event, their skills revolve around the Omni-tool, which can be used to affect machines and people using conventional weapons.. which pretty much includes everything in the game. Still, their attacks are more varied than a Adepts, even if they dont really have as much stand-alone effect. This is essentially a support character, and for the same reasons I wouldn't play an Adept, I wouldn't play an Engineer. There's a perfectly fine Infiltrator class out there that is more versatile. Pistols, Basic Armor, Decryption, Hacking, Electronics, Damping, First Aid, Medicine, Engineer*. Adept ------------------------------------------------------------------------ Essentially the 'mage' class.. Sorry, I'm incorrigibly fantasy-oriented. In any case, they use their biotics to win fights, and little else. I'll admit, I'm a little dissapointed with the biotics in this game, as they are mostly just varients of one another. One on a character is fine, I don't really see why a single class without fighting ability needs TWO telekinetic biotics.. Oh wait, make that three. Throw, Lift, and Singularity are all too alike for me. In effect, they all do the same thing; render an enemy completely helpless and open to as much punishment as you can deliver before the duration runs out. A good thing, really, but do you need three of them? I must admit, I would never play an adept. Not when you can slap one of those skills on a Soldier and have a killing machine that can further incapacitate the opposition, or simply play a Vanguard and get a fair complement of both biotics and combat skills. Pistols, Basic Armor, Throw, Lift, Warp, Singularity, Barrier, Stasis, Adept*. Infiltrator ------------------------------------------------------------------------ Ah, now this is better. It's hard for me to look at the Engineer when the Infiltrator is availiable. They get Sniper Rifles, medium armor, and Immunity, as well as the only real defensive consideration the Engineer had in Electronics. An Infiltrator can do everything the Engineer really needed to do-Decryption and Electronics-plus they're fairly hardy in a fight. Throw Assault Rifles on one and you've got a character that's pretty darn close to fighting as good as a Soldier. Pistols, Sniper Rifles, Tactical Armor, Fitness, Electronics, Damping, Decryption, First Aid, Infiltrator*. Sentinel ------------------------------------------------------------------------ This class allows you to do everything EXCEPT fight. Really, they don't even have the Pistols talent, so you'll be using a good bit of biotics and techs and hoping the computer will mop up. Barrier is somewhat of a poor concession for a complete lack of combat ability, as it wont hold up in Insane mode at all. If you give them the Assault Rifles talent as a bonus talent, the Sentinel becomes a rather powerful class. At the least you can incapacitate and then eliminate enemies on your own. Throw, Lift, Barrier, Stasis, Decryption, Electronics, First Aid, Medicine, Sentinel*. Vanguard ------------------------------------------------------------------------ This class has three offensive biotic abilities, making them potent even before you consider that they also have access to medium armor, barrier and shotguns. If they had Immunity.. well, it would probably be my favorite class. As it is, the Vanguard is still a powerful class, and their Adrenaline Burst gives them the ability to use their powers very frequently. I'm not sure what bonus talent I would give one.. either Singularity to round out their offensive biotics (and make the Adept even more obsolete) or Electronics, to give them some tech skills and even more shielding. Pistols, Shotguns, Assault Training, Tactical Armor, Throw, Lift, Warp, Barrier, Vanguard*. Talents o======================================================================o Every time you level up you gain health and talent points to distribute. Your class determines what talents you have access to. NEVER allow the computer to decide where you talents go. Granted, for a level 60 character there are only so many places to put talents, so it's hard to make a BAD character, you can still make better choices than the computer. Ranks and Talents ------------------------------------------------------------------------ Each talent consists of twelve ranks, which provide various bonuses. Each point buys one rank. Ranks that have the ^ icon improve the skill associated with that talent. For example, with Pistol the ^ icon indicates the improvement of the Marksman ability, and in the Lift talent it improves the Lift biotic. Ranks that have the + icon unlock another talent tree. For example, a + icon in Combat Armor unlocks the First Aid tree. As a general rule, the further into a talent you get the smaller the bonuses become. It's better to be proficient in many things, than a master at a few, so spread your points out. Variations ------------------------------------------------------------------------ Some NPCs have talent trees that vary from the ones I'll list below. For example, Wrex's Combat Armor talent is different from Shepards. Accurately, it can be said that the below talent trees are the 'human' versions, the ones which you will deal with as Shepard. The differences are minor.. sorta.. essentially the talent tree that is unlocked and when it is unlocked can be different with NPCs. Also, if you give yourself a bonus talent, don't expect to have it unlocking anything else. Also, different classes unlock different things and different times. I just listed all the unlocked trees, so don't be alarmed if your class doesn't unlock something that's on the lists below. Adept ------------------------------------------------------------------------ Bonuses to your cooldown time and resistance to enemy biotics. What's not to like? o=======o |Rank 1 |Recharge Time -4%, Biotic Protection +6% |Rank 2 |Recharge Time -6%, Biotic Protection +9% |Rank 3 |Recharge Time -9%, Biotic Protection +12% |Rank 4 |Recharge Time -10%, Biotic Protection +15% |Rank 5 |Recharge Time -12%, Biotic Protection +18% |Rank 6 |Recharge Time -14%, Biotic Protection +21% o=======o Assault Rifles ------------------------------------------------------------------------ The best weapon type in the game. It has the best rate of fire, good damage, and decent range, pretty much making it the only gun you need in the game. It's medium-range accuracy makes it more versatile than the shotgun, and with Overkill it has a surprisingly good long-range lethality. o=======o |Rank 1 |Unlocks Overkill |Rank 2 |Damage +5%, Accuracy +10% |Rank 3 |Damage +8%, Accuracy +14% |Rank 4 |Damage +10%, Accuracy +17% |Rank 5 |Damage +12%, Accuracy +20% |Rank 6 |Damage +14%, Accuracy +22% |Rank 7 |Damage +16%, Accuracy +24%, (Unlocks Sniper Rifles) |Rank 8 |Unlocks Advanced Overkill |Rank 9 |Damage +18%, Accuracy +26% |Rank 10|Damage +19%, Accuracy +28% |Rank 11|Damage +20%, Accuracy +30% |Rank 12|Unlocks Master Overkill o=======o Overkill Firing rifles generates 40% less heat, costs 20% less accuracy. Duration: 10 seconds Recharge: 45 seconds Advanced Overkill Firing rifles generates 50% less heat, costs 30% less accuracy. Duration: 12 seconds Recharge: 45 seconds Master Overkill Firing rifles generates 60% less heat, costs 40% less accuracy. Duration: 15 seconds Recharge: 45 seconds Assault Training ------------------------------------------------------------------------ This is a good talent on the virtue of its abilities. Adrenaline Burst is awesome for everybody, and if you're a Soldier, unlocking Fitness should be a priority. The actual bonuses of Assault Training.. eh, the weapon damage is nice, but fairly small, and the melee damage.. yes you CAN melee in this game, but it's impractical and inefficient. o=======o |Rank 1 |Weapon Damage +1%, Melee Damage +30% |Rank 2 |Weapon Damage +2%, Melee Damage +35% |Rank 3 |Unlocks Adrenaline Burst |Rank 4 |Weapon Damage +3%, Melee Damage +40% |Rank 5 |Weapon Damage +4%, Melee Damage +44%, (Unlocks Fitness) | |(Unlocks Tactical Armor) |Rank 6 |Weapon Damage +5%, Melee Damage +48% |Rank 7 |Weapon Damage +6%, Melee Damage +52% |Rank 8 |Unlocks Advanced Adrenaline Rush |Rank 9 |Weapon Damage +7%, Melee Damage +56% |Rank 10|Weapon Damage +8%, Melee Damage +60% |Rank 11|Weapon Damage +9%, Melee Damage +64% |Rank 12|Unlocks Master Adrenaline Rush o=======o Adrenaline Burst Resets the cooldown times on all your talents so they can be used immediately. Duration: 120 seconds Accuracy: 30% Advanced Adrenaline Burst Resets the cooldown times on all your talents so they can be used immediately. Duration: 90 seconds Accuracy: 30% Master Adrenaline Burst Resets the cooldown times on all your talents so they can be used immediately. Duration: 45 seconds Accuracy: 30% Basic Armor ------------------------------------------------------------------------ The worst armor talent to have, basic armor leaves you behind with only light armor. o=======o |Rank 1 |Damage Reduction +5%, Hardening +5% |Rank 2 |Damage Reduction +8%, Hardening +8% |Rank 3 |Unlocks Shield Boost |Rank 4 |Damage Reduction +10%, Hardening +10% |Rank 5 |Damage Reduction +12%, Hardening +12%, (Unlock Pistols) |Rank 6 |Damage Reduction +14%, Hardening +14% |Rank 7 |Damage Reduction +16%, Hardening +16%, |Rank 8 |Unlocks Advanced Shield Boost |Rank 9 |Damage Reduction +18%, Hardening +18% |Rank 10|Damage Reduction +19%, Hardening +19% |Rank 11|Damage Reduction +20%, Hardening +20% |Rank 12|Unlocks Master Shield Boost o=======o Shield Boost Restores 30% of your shield per second. Duration: 2 seconds Recharge: 45 seconds Accuracy: 30% Advanced Shield Boost Restores 40% of your shield per second. Duration: 2 seconds Recharge: 45 seconds Accuracy: 30% Master Shield Boost Restores 50% of your shield per second. Duration: 2 seconds Recharge: 45 seconds Accuracy: 30% Barrier ------------------------------------------------------------------------ If you don't have good armor or immunity, give 'em Barrier! Barrier gives a flat bonus to to your shields, which are good.. but damage reduction doesn't protect your shields. In later difficulties, even 2000 shields will last about two seconds. All in all, it's like Electronics.. but you don't always have the shield bonus, since Barrier is, after all, an ability. When you have Master Barrier, the duration last long enough for you to have Barrier indefinately, like a Soldier and Immunity. Unfortunately unlike Immunity enemies can blast through your Barrier protection. o=======o |Rank 1 |Unlocks Barrier |Rank 2 |Duration 10.5 seconds, Shielding 420 |Rank 3 |Duration 11 seconds, Shielding 440 |Rank 4 |Duration 11.5 seconds, Shielding 460, (Unlocks Stasis) |Rank 5 |Duration 12 seconds, Shielding 480 |Rank 6 |Duration 12.5 seconds, Shielding 500, (Unlocks Stasis) |Rank 7 |Unlocks Advanced Barrier |Rank 8 |Duration 17 seconds, Shielding 720 |Rank 9 |Duration 17.5 seconds, Shielding 740 |Rank 10|Duration 18 seconds, Shielding 760 |Rank 11|Duration 18.5 seconds, Shielding 780 |Rank 12|Unlocks Master Barrier o=======o Barrier Bolsters your shields with a biotic barrier that will absorb up to 400 points of damage. Will not block attacks that bypass shields. Duration: 10 seconds Recharge: 60 seconds Accuracy: 80% Advanced Barrier Barrier will absorb up to 700 points of damage. Improves the recharge time and accuracy cost. them for 3 damage/second. Duration: 16.5 seconds Recharge: 50 seconds Accuracy: 80% Master Barrier Bolsters your shields with a biotic barrier that will absorb up to 1000 points of damage. Duration: 23 seconds Recharge: 40 seconds Accuracy: 80% Charm ------------------------------------------------------------------------ This is a handy skill that gives you access to generally superior dialogue options, typically good-guy responses. Whatever you do, if you want to make a truly powerful Shepard, DO NOT SPEND ANY POINTS INTO CHARM. It can be maxed for free over multiple playthroughs without using any points. If you're a more casual gamer, playing a good guy through one playthrough, spend at will. If you harbor designs on making a level 60 character, ignore this skill. o=======o |Rank 1 |Sets Charm Score at 1, opens up new dialogue options |Rank 2 |Sets Charm Score at 2, opens up new dialogue options |Rank 3 |Sets Charm Score at 3, opens up new dialogue options |Rank 4 |Sets Charm Score at 4, opens up new dialogue options, | |Gives a 2% discount at stores |Rank 5 |Sets Charm Score at 5, opens up new dialogue options |Rank 6 |Sets Charm Score at 6, opens up new dialogue options |Rank 7 |Sets Charm Score at 7, opens up new dialogue options |Rank 8 |Sets Charm Score at 8, opens up new dialogue options | |Gives a 5% discount at stores |Rank 9 |Sets Charm Score at 9, opens up new dialogue options |Rank 10|Sets Charm Score at 10, opens up new dialogue options |Rank 11|Sets Charm Score at 11, opens up new dialogue options |Rank 12|Sets Charm Score at 12, opens up new dialogue options | | o=======o Combat Armor ------------------------------------------------------------------------ The best armor talent to have, Combat armor starts you out with medium armor, and upgrades to heavy. Otherwise, it's the same as any other armor. Shield boost, is.. well, it has its uses, and the usefulness of the ability is directly related to how much shields you have. o=======o |Rank 1 |Damage Reduction +5%, Hardening +5% |Rank 2 |Damage Reduction +8%, Hardening +8% |Rank 3 |Unlocks Shield Boost |Rank 4 |Damage Reduction +10%, Hardening +10% |Rank 5 |Damage Reduction +12%, Hardening +12% |Rank 6 |Damage Reduction +14%, Hardening +14%, (Unlocks First Aid) |Rank 7 |Damage Reduction +16%, Hardening +16%, Equip Heavy Armor |Rank 8 |Unlocks Advanced Shield Boost |Rank 9 |Damage Reduction +18%, Hardening +18% |Rank 10|Damage Reduction +19%, Hardening +19% |Rank 11|Damage Reduction +20%, Hardening +20% |Rank 12|Unlocks Master Shield Boost o=======o Shield Boost Restores 30% of your shield per second. Duration: 2 seconds Recharge: 45 seconds Accuracy: 30% Advanced Shield Boost Restores 40% of your shield per second. Duration: 2 seconds Recharge: 45 seconds Accuracy: 30% Master Shield Boost Restores 50% of your shield per second. Duration: 2 seconds Recharge: 45 seconds Accuracy: 30% Damping ------------------------------------------------------------------------ Well, you don't really NEED damping like you do decryption or electronics, but the radius boost it gives should interest any engineers, although we're only talking about 3 meters at the most here. Damping is a decent ability that deals 150 damage and can stun many enemies for three seconds.. which is just long enough to take one out. Another ability is definately not going to hurt an engineer, in any event. o=======o |Rank 1 |Unlocks Damping |Rank 2 |Radius +6% |Rank 3 |Radius +9% |Rank 4 |Radius +12% |Rank 5 |Radius +15% |Rank 6 |Radius +18% |Rank 7 |Unlocks Advanced Damping |Rank 8 |Radius +21% |Rank 9 |Radius +24% |Rank 10|Radius +27% |Rank 11|Radius +30% |Rank 12|Unlocks Master Damping o=======o Damping Does 50 damage in a 6 meter radius, enemies cannot use biotic/tech abilities for a short period (adds 30% cooldown time), stuns basic enemies for 3 seconds. Recharge: 60 seconds Accuracy: 60% Advanced Damping Does 100 damage in a 8 meter radius, enemies cannot use biotic/tech abilities for a short period (adds 45% cooldown time), stuns most enemies for 3 seconds. Recharge: 50 seconds Accuracy: 60% Master Damping Does 150 damage in a 10 meter radius, enemies cannot use biotic/tech abilities for a short period (adds 60% cooldown time), stuns all but the toughest enemies for 3 seconds. Recharge: 40 seconds Accuracy: 60% Decryption ------------------------------------------------------------------------ Not the best skill in the world, you still need it to, well, decrypt things. For the highest decrypting ability, you only need nine ranks in it, the last three only add minute bonuses to the Sabotage, Damping, and EMP abilities. The Sabotage ability itself is quite potent, however. 150~ damage in a 10 meter radius with an additional 100 damage of fire damage over 25 seconds isn't bad. o=======o |Rank 1 |Unlocks Sabotage |Rank 2 |Tech mine damage +10% |Rank 3 |Tech mine damage +14% |Rank 4 |Tech mine damage +18%, (Unlocks Electronics) |Rank 5 |Unlocks Advanced Sabotage |Rank 6 |Tech mine damage +20% |Rank 7 |Tech mine damage +22%, (Unlocks Hacking) |Rank 8 |Tech mine damage +24% |Rank 9 |Unlocks Master Sabotage |Rank 10|Tech mine damage +26% |Rank 11|Tech mine damage +28% |Rank 12|Tech mine damage +30% o=======o Sabotage Does 50 damage in a 6 meter radius, overheats enemy weapons, burns them for 2 damage/second. Duration: 15 seconds Recharge: 60 seconds Accuracy: 60% Advanced Sabotage Does 100 damage in a 8 meter radius, overheats enemy weapons, burns them for 3 damage/second. Duration: 20 seconds Recharge: 50 seconds Accuracy: 60% Master Sabotage Does 150 damage in a 10 meter radius, overheats enemy weapons, burns them for 4 damage/second. Duration: 25 seconds Recharge: 40 seconds Accuracy: 60% Electronics ------------------------------------------------------------------------ Another must-have engineer skill. Not because it's terribly good, mind you, just because you'll need it to get into things from time to time. The bonuses it gives are crap. The mako repairs just fine without much into this talent (should it even take much damage at all!) and 270 shields is the worst defensive compliment 12 ranks in a talent can buy. Still, you'll need to have somebody with nine ranks in it, and 180 shields isn't bad.. I guess.. Overload, on the other hand, is a great ability, as it will all but knock out most shields (600 points of damage) and deal a hefty 150 damage in a ten meter radius. Also, that 30% damage vulnerability is nice. o=======o |Rank 1 |Unlocks Overload |Rank 2 |Shields +30, Restores Hull +400 |Rank 3 |Shields +60, Restores Hull +600 |Rank 4 |Shields +90, Restores Hull +800, (Unlocks Damping) |Rank 5 |Unlocks Advanced Overload |Rank 6 |Shields +120, Restores Hull +1200 |Rank 7 |Shields +150, Restores Hull +1400 |Rank 8 |Shields +180, Restores Hull +1600 |Rank 9 |Unlocks Master Overload |Rank 10|Shields +210, Restores Hull +2000 |Rank 11|Shields +240, Restores Hull +2200 |Rank 12|Shields +270, Restores Hull +2400 o=======o Overload Does 50 damage in a 6 meter radius, does 200 damage to enemy shields, makes them 20% more vulnerable to damage for 10 seconds. Recharge: 60 seconds Accuracy: 60% Advanced Overload Does 100 damage in a 8 meter radius, does 400 damage to enemy shields, makes them 25% more vulnerable to damage for 10 seconds. Recharge: 50 seconds Accuracy: 60% Master Overload Does 150 damage in a 10 meter radius, does 600 damage to enemy shields, makes them 30% more vulnerable to damage for 10 seconds. Recharge: 40 seconds Accuracy: 60% Engineer ------------------------------------------------------------------------ What can I say? It reduces recharge time on your techs, and give you tech protection. Not bad. Not the best, but something a dedicated engineer would want. o=======o |Rank 1 |Recharge Time -4%, Tech Protection +6% |Rank 2 |Recharge Time -6%, Tech Protection +9% |Rank 3 |Recharge Time -9%, Tech Protection +12% |Rank 4 |Recharge Time -10%, Tech Protection +15% |Rank 5 |Recharge Time -12%, Tech Protection +18% |Rank 6 |Recharge Time -14%, Tech Protection +21% o=======o First Aid ------------------------------------------------------------------------ What a boner of a skill. There's nothing to recommend this one for. The amount you'll heal with first aid is pathetic, even at the highest level, and since that's all this tree does.. it's just pathetic. Don't bother unless you NEED ranks in it to unlock something else. If you have ANY regeration at all, this talent is completely and utterly useless. Really, this talent would only be useful if they tripled the healing amount. Alas, no big loss, I still wouldn't get it. o=======o |Rank 1 |Unlocks First Aid |Rank 2 |First Aid Heals 50 |Rank 3 |First Aid Heals 60 |Rank 4 |First Aid Heals 70 |Rank 5 |First Aid Heals 80, (Unlocks Medicine) |Rank 6 |Unlocks Advanced First Aid |Rank 7 |First Aid Heals 110 |Rank 8 |First Aid Heals 120 |Rank 9 |First Aid Heals 130 |Rank 10|First Aid Heals 140 |Rank 11|First Aid Heals 150 |Rank 12|Unlocks Master First Aid o=======o First Aid Restores 40 health for all wounded party members Recharge: 60 seconds Accuracy: 30% Medi-gel: 1 unit Advanced First Aid Restores 100 health for all wounded party members Recharge: 60 seconds Accuracy: 30% Medi-gel: 1 unit Master First Aid Restores 1800 health for all wounded party members Recharge: 60 seconds Accuracy: 30% Medi-gel: 1 unit Fitness ------------------------------------------------------------------------ An absolutely fantastic talent for those lucky few who have it. It's primary purpose is increasing health (which it will do to the tune of a whopping 30%.) But to make life better, it bestows the wonderful Immunity ability, which.. well.. makes you Immune. To bullets. And death. o=======o |Rank 1 |Health +10% |Rank 2 |Health +14% |Rank 3 |Health +17% |Rank 4 |Unlocks Immunity |Rank 5 |Health +20% |Rank 6 |Health +22% |Rank 7 |Health +24% |Rank 8 |Unlocks Advanced Immunity |Rank 9 |Health +26% |Rank 10|Health +28% |Rank 11|Health +30% |Rank 12|Unlocks Master Immunity o=======o Hacking ------------------------------------------------------------------------ Since a good many of the enemies you'll be fighting in Mass Effect are robots (geth) you'll get the chance to use this a bit. Generally, I prefer more direct methods of causing damage, but this can always stunt a large force of enemies. Mind you the key words in the ability names.. 'basic', 'more advanced' 'all but the toughest'.. without getting the better version of the ability, you wont be hacking anything but useless machines you could easily dust off anyways. The bonus you gain from this talent remains constant, so if you're an engineer, you might as well see it through to the end. o=======o |Rank 1 |Unlocks Hacking |Rank 2 |Recharge Time -6% |Rank 3 |Recharge Time -9% |Rank 4 |Recharge Time -12% |Rank 5 |Recharge Time -15% |Rank 6 |Recharge Time -18% |Rank 7 |Unlocks Advanced Hacking |Rank 8 |Recharge Time -21% |Rank 9 |Recharge Time -24% |Rank 10|Recharge Time -27% |Rank 11|Recharge Time -30% |Rank 12|Unlocks Master Hacking o=======o Hacking Drives basic robotic enemies berserk. Duration: 20 seconds Recharge: 60 seconds Accuracy: 80% Advanced Hacking Drives more advanced robotic enemies berserk. Duration: 25 seconds Recharge: 50 seconds Accuracy: 80% Master Hacking Drives all but the toughest robotic enemies berserk. Duration: 30 seconds Recharge: 40 seconds Accuracy: 80% Infiltrator ------------------------------------------------------------------------ The Infiltrator gets a bonus to their weapon cooling, and a bonus to tech explosion damage. Think about it though.. how good is a bonus on cooldown on sniper rifles? One shot and you're waiting, is 10% really going to make a big difference? Anyways, the 15% bonus you gain to your damage is nice, because it affects all your talents that deal explosive damage.. but 15%? That's only 25 damage for Sabotage if it is at rank 12, and that's the strongest such skill the Infiltrator has. If you're in doubt, at least get one rank and wait on the rest. o=======o |Rank 1 |Heat Buildup -5%, Tech Damage +5% |Rank 2 |Heat Buildup -6%, Tech Damage +7% |Rank 3 |Heat Buildup -7%, Tech Damage +9% |Rank 4 |Heat Buildup -8%, Tech Damage +11% |Rank 5 |Heat Buildup -9%, Tech Damage +13% |Rank 6 |Heat Buildup -10%, Tech Damage +15% o=======o Intimidate ------------------------------------------------------------------------ The opposite of charm, what goes for it, goes for intimidate, with the exception that intimidate responses tend to end with better lines, a more forceful approach, and more *ahem* permenant solutions. Again, if you want a level 60 shepard, and plan to do multiple play-throughs with the same shepard, DO NOT SPEND ANY POINTS INTO THIS TALENT. o=======o |Rank 1 |Sets Intimidate Score at 1, opens up new dialogue options |Rank 2 |Sets Intimidate Score at 2, opens up new dialogue options |Rank 3 |Sets Intimidate Score at 3, opens up new dialogue options |Rank 4 |Sets Intimidate Score at 4, opens up new dialogue options, | |Sell items to stores for 2% more credits |Rank 5 |Sets Intimidate Score at 5, opens up new dialogue options |Rank 6 |Sets Intimidate Score at 6, opens up new dialogue options |Rank 7 |Sets Intimidate Score at 7, opens up new dialogue options |Rank 8 |Sets Intimidate Score at 8, opens up new dialogue options | |Sell items to stores for 5% more credits |Rank 9 |Sets Intimidate Score at 9, opens up new dialogue options |Rank 10|Sets Intimidate Score at 10, opens up new dialogue options |Rank 11|Sets Intimidate Score at 11, opens up new dialogue options |Rank 12|Sets Intimidate Score at 12, opens up new dialogue options | | o=======o Lift ------------------------------------------------------------------------ A nice little bit of reverse-gravity type telekinesis, lift causes enemies within a radius to.. well.. lift up in the air. This has a number of effects, chiefly that while lifted, they are helpless. With a 12-second duration at the highest rank, that's a good little window. Also, with master lift, even geth colossi are affected, leaving turrets and thresher maws as just about the only unaffected enemies. When the duration ends, everything affected falls, and takes damage from said fall. A very nice biotic ability indeed. The mid-unlocking ranks are somewhat bonerific, as increasing the duration for .4 seconds is a lame way to spend a talent.. but getting master lift is worth it. Really, they could have increased something else, too.. the talents in between the unlocking ones simply feel like a waste-an obligatory expenditure to get to another rank. Ah well. Biases. o=======o |Rank 1 |Unlocks Lift |Rank 2 |Duration 6.4 seconds |Rank 3 |Duration 6.8 seconds |Rank 4 |Duration 7.2 seconds |Rank 5 |Duration 7.6 seconds |Rank 6 |Duration 8 seconds |Rank 7 |Unlocks Advanced Lift |Rank 8 |Duration 9.4 seconds |Rank 9 |Duration 9.8 seconds |Rank 10|Duration 10.2 seconds |Rank 11|Duration 10.6 seconds |Rank 12|Unlocks Master Lift o=======o Lift Lifts everything within 4 meters of the target into the air, rendering enemies immobile and unable to attack. Drops them when it expires. Duration: 6 seconds Recharge: 60 seconds Accuracy: 80% Advanced Lift Lifts everything within 5 meters of the target into the air, rendering enemies immobile and unable to attack. Drops them when it expires. Duration: 9 seconds Recharge: 50 seconds Accuracy: 60% Master Lift Lifts everything within 6 meters of the target into the air, rendering enemies immobile and unable to attack. Drops them when it expires. Duration: 12 seconds Recharge: 40 seconds Accuracy: 40% Medicine ------------------------------------------------------------------------ The brother of a boner skill, you can rightly expect this one to be a boner too. At least it has a moderately useful ability in it. Neural Shock isn't great, as it only works on organic enemies.. few of which are all that tough (Krogan Battlemasters being the exception). I dont suggest this skill, as there are just other, better talents out there. o=======o |Rank 1 |Unlocks Neural Shock |Rank 2 |Recharge Time -6% |Rank 3 |Recharge Time -9% |Rank 4 |Recharge Time -12% |Rank 5 |Recharge Time -15% |Rank 6 |Recharge Time -18% |Rank 7 |Unlocks Advanced Neural Shock |Rank 8 |Recharge Time -21% |Rank 9 |Recharge Time -24% |Rank 10|Recharge Time -27% |Rank 11|Recharge Time -30% |Rank 12|Unlocks Master Neural Shock o=======o Neural Shock Knocks out an organic enemy for 1 second, inflicts 40 toxic damage. Recharge: 45 seconds Accuracy: 60% Advanced Neural Shock Knocks out an organic enemy for 3 second, inflicts 80 toxic damage. Recharge: 45 seconds Accuracy: 60% Master Neural Shock Knocks out an organic enemy for 5 second, inflicts 120 toxic damage. Recharge: 45 seconds Accuracy: 60% Pistols ------------------------------------------------------------------------ Pistols are decent weapons.. and they really have to be, since a good number of classes are restricted to them. A high-level Marksman ability is pretty much like using an assault rifle for a limited time. Still, it's the weakest of the guns out there, even if it is more user-friendly in the beginning. For a Soldier, I only get enough points in it to unlock shotguns. It's woefully out-performed by high-end shotguns and assault rifles. o=======o |Rank 1 |Damage +5%, Accuracy +10% |Rank 2 |Damage +8%, Accuracy +14% |Rank 3 |Unlocks Marksman |Rank 4 |Damage +10%, Accuracy +17%, (Unlocks Shotguns) |Rank 5 |Damage +12%, Accuracy +20% (Unlocks Sniper Rifles) |Rank 6 |Damage +14%, Accuracy +22% (Unlocks Basic Armor) | |(Unlocks Shotguns) |Rank 7 |Damage +16%, Accuracy +24% |Rank 8 |Unlocks Advanced Marksman |Rank 9 |Damage +18%, Accuracy +26% |Rank 10|Damage +19%, Accuracy +28% |Rank 11|Damage +20%, Accuracy +30% |Rank 12|Unlocks Master Marksman o=======o Marksman Boosts accuracy 60%, increases rate of fire 1 round/second, reduces heat 30% to compensate. Duration: 10 seconds Recharge: 45 seconds Advanced Marksman Boosts accuracy 60%, increases rate of fire 1.5 rounds/second, reduces heat 40% to compensate. Duration: 13 seconds Recharge: 45 seconds Advanced Marksman Boosts accuracy 60%, increases rate of fire 2 rounds/second, reduces heat 50% to compensate. Duration: 16 seconds Recharge: 45 seconds Sentinel ------------------------------------------------------------------------ The Sentinel gets a cooldown time bonus from their class talent, which is nice, as it applies to all their basic skills. They also get bonuses to pistols here, which is sorely needed. Of course, if you get Assault Rifles as a bonus talent, you don't really need this, do you? o=======o |Rank 1 |Cooldown -3%, Pistol Damage +2%, Pistol Accuracy +4% |Rank 2 |Cooldown -3%, Pistol Damage +2%, Pistol Accuracy +4% |Rank 3 |Cooldown -3%, Pistol Damage +2%, Pistol Accuracy +4% |Rank 4 |Cooldown -3%, Pistol Damage +2%, Pistol Accuracy +4% |Rank 5 |Cooldown -3%, Pistol Damage +2%, Pistol Accuracy +4% |Rank 6 |Cooldown -3%, Pistol Damage +2%, Pistol Accuracy +4% o=======o Marksman Only available when using pistols Boosts accuracy 60%, increases rate of fire 1 round/second, reduces heat 30% to compensate. Duration: 10 seconds Recharge: 45 seconds Shock Trooper ------------------------------------------------------------------------ One of the options you get from completing the assignment UNC: Rogue VI, this talent makes a soldiers days among the living even longer, by generously extending ones health and damage protecton. o=======o |Rank 1 |Health +18%, Damage Protection +6% |Rank 2 |Health +20%, Damage Protection +8% |Rank 3 |Health +22%, Damage Protection +10%, Immunity Specialization |Rank 4 |Health +24%, Damage Protection +12% |Rank 5 |Health +26%, Damage Protection +14% |Rank 6 |Health +28%, Damage Protection +16%, Adrenaline Burst o=======o Specialization Shotguns ------------------------------------------------------------------------ Shotguns stand right behind assault rifles in terms of laying the smack down in Mass Effect. Everything you'd expect shotguns to do, they do. They're best used at close range, and a good shot can really go a long way towards putting an enemy down. Their rate of fire is slow, so it's really a play style choice whether you like them over assault rifles. Assault rifles take concentrated fire, and shotguns force you to get close and deliver a few well-placed shots. o=======o |Rank 1 |Damage +5%, Accuracy +10% |Rank 2 |Damage +8%, Accuracy +14% |Rank 3 |Unlocks Carnage |Rank 4 |Damage +10%, Accuracy +17% |Rank 5 |Damage +12%, Accuracy +20% |Rank 6 |Damage +14%, Accuracy +22% |Rank 7 |Damage +16%, Accuracy +24% |Rank 8 |Unlocks Advanced Carnage |Rank 9 |Damage +18%, Accuracy +26% |Rank 10|Damage +19%, Accuracy +28% |Rank 11|Damage +20%, Accuracy +30% |Rank 12|Unlocks Master Carnage o=======o Carnage Fires a blast of particles inflicting weapon damage +50% to any enemy within 2 meters of its impact point. Recharge: 45 seconds Accuracy: 40% Advanced Carnage Fires a blast of particles inflicting weapon damage +100% to any enemy within 2 meters of its impact point. Recharge: 45 seconds Accuracy: 40% Master Carnage Fires a blast of particles inflicting weapon damage +150% to any enemy within 3 meters of its impact point. Recharge: 45 seconds Accuracy: 40% Singularity ------------------------------------------------------------------------ Singularity is considered by many to be the best biotic ability.. and hey, it works just like Lift, except instead of lifting your enemies, it draws them towards a central point. I guess that's useful if you want to throw a bomb at the singularity point to hit a lot of enemies at once. Essentially, use it like Lift, but wait a few seconds until the enemies are clumped together and use more biotics/techs/grenades to take advantage of their relative proximity. o=======o |Rank 1 |Unlocks Singularity |Rank 2 |Radius 4.25 meters |Rank 3 |Radius 4.5 meters |Rank 4 |Radius 4.75 meters |Rank 5 |Radius 5 meters |Rank 6 |Radius 5.25 meters |Rank 7 |Unlocks Advanced Singularity |Rank 8 |Radius 6.5 meters |Rank 9 |Radius 6.75 meters |Rank 10|Radius 7 meters |Rank 11|Radius 7.25 meters |Rank 12|Unlocks Master Singularity o=======o Singularity Create a vortex at its impact point that draws objects towards it. Radius: 4 meters Duration: 4 seconds Recharge: 60 seconds Accuracy: 80% Advanced Singularity Improves duration and recharge time. Radius: 6.25 meters Duration: 6 seconds Recharge: 50 seconds Accuracy: 80% Master Singularity Improves the radius and duration. Radius: 8.5 meters Duration: 8 seconds Recharge: 40 seconds Accuracy: 80% Soldier ------------------------------------------------------------------------ Like Fitness, this is a fairly obvious essential Soldier talent. It adds two things which are very nice: health, and health regeneration. With a talent or two, it does so in a very generous amount. o=======o |Rank 1 |Health +4%, Regenerate 3 health per second |Rank 2 |Health +6%, Regenerate 3.5 health per second |Rank 3 |Health +8%, Regenerate 4 health per second |Rank 4 |Health +10%, Regenerate 4.5 health per second |Rank 5 |Health +12%, Regenerate 5 health per second |Rank 6 |Health +14%, Regenerate 5.5 health per second o=======o Sniper Rifles ------------------------------------------------------------------------ Sniper rifles are valid for their one draw over any other weapon: their range. No other gun can take the niche the sniper rifle has, so I tend to get to at least Advanced Assassination. That said, it's not a full use weapon, so it doesn't take the same importance as the other guns. You'll use pistols, shotguns, and assault rifles primarily, but sniper rifles are always good for auxillery purposes. o=======o |Rank 1 |Damage +5%, Accuracy +10% |Rank 2 |Damage +8%, Accuracy +14% |Rank 3 |Unlocks Assassination |Rank 4 |Damage +10%, Accuracy +17% |Rank 5 |Damage +12%, Accuracy +20% |Rank 6 |Damage +14%, Accuracy +22% |Rank 7 |Damage +16%, Accuracy +24% |Rank 8 |Unlocks Advanced Assassination |Rank 9 |Damage +18%, Accuracy +26% |Rank 10|Damage +19%, Accuracy +28% |Rank 11|Damage +20%, Accuracy +30% |Rank 12|Unlocks Master Assassination o=======o Assassination Next shot will inflict weapon damage +50%. Duration: 20 seconds Recharge: 45 seconds Advanced Assassination Next shot will inflict weapon damage +125%. Duration: 20 seconds Recharge: 45 seconds Master Assassination Next shot will inflict weapon damage +225%. Duration: 20 seconds Recharge: 45 seconds Spectre Training ------------------------------------------------------------------------ Spectre Training is a real mixed bag. It provides a lot of little bonus to many things. Unfortunately, not many of them are overly high bonuses. Increasing your accuracy regeration rate by tenths of a point? Anyways, the initial health boost warrants least a point into it. I never found the Unity ability to be very useful, but if something goes tragically wrong, it may well be worth getting at least the weakest version of it. o=======o |Rank 1 |Damage/Duration of all powers and attacks +1%, Health +5%, | |Accuracy +2%, Accuracy Regeneration/sec +0.4%. |Rank 2 |Damage/Duration of all powers and attacks +1.5%, Health +5.5%, | |Accuracy +3%, Accuracy Regeneration/sec +0.6%. |Rank 3 |Damage/Duration of all powers and attacks +2%, Health +6%, | |Accuracy +4%, Accuracy Regeneration/sec +0.8%. |Rank 4 |Unlocks Unity |Rank 5 |Damage/Duration of all powers and attacks +2.5%, Health +6.5%, | |Accuracy +5%, Accuracy Regeneration/sec +1%. |Rank 6 |Damage/Duration of all powers and attacks +3%, Health +7%, | |Accuracy +6%, Accuracy Regeneration/sec +1.2%. |Rank 7 |Damage/Duration of all powers and attacks +3.5%, Health +7.5%, | |Accuracy +7%, Accuracy Regeneration/sec +1.4%. |Rank 8 |Unlocks Advanced Unity |Rank 9 |Damage/Duration of all powers and attacks +4%, Health +8%, | |Accuracy +8%, Accuracy Regeneration/sec +1.6%. |Rank 10|Damage/Duration of all powers and attacks +4.5%, Health +8.5%, | |Accuracy +9%, Accuracy Regeneration/sec +1.8%. |Rank 11|Damage/Duration of all powers and attacks +5%, Health +9%, | |Accuracy +10%, Accuracy Regeneration/sec +2%. |Rank 12|Unlocks Master Unity o=======o Stasis ------------------------------------------------------------------------ Anybody play D&D? Remember Otiluke's Resilient Sphere? What a useless ass spell. Why use it when you could use Stoneskin, Ice Storm, Greater Invisibility, or something cool like that? Yeah. Well, Bioware played it, and its sci-fi equivilent is Stasis in Mass Effect. What a useless ass biotic. Why use it when you could use something like Throw, Lift, Warp, or Singularity? o=======o |Rank 1 |Unlocks Stasis |Rank 2 |Duration 13 seconds |Rank 3 |Duration 13.5 seconds |Rank 4 |Duration 14 seconds |Rank 5 |Duration 14.5 seconds |Rank 6 |Unlocks Advanced Stasis |Rank 7 |Duration 17.5 seconds |Rank 8 |Duration 18 seconds |Rank 9 |Duration 18.5 seconds |Rank 10|Duration 19 seconds |Rank 11|Duration 19.5 seconds |Rank 12|Unlocks Master Stasis o=======o Stasis Makes the target unable to move or attack, but also immune to damage. Squad members will not use Stasis unless it is selected from the Power Wheel. Duration: 12.5 seconds Recharge: 60 seconds Accuracy: 80% Advanced Stasis Improves the recharge time. Duration: 9 seconds Recharge: 50 seconds Accuracy: 60% Master Stasis Improves the recharge time. Duration: 12 seconds Recharge: 40 seconds Accuracy: 40% Tactical Armor ------------------------------------------------------------------------ The middle-ground of armor, this talent gives you access to medium armor, which is acceptable, if not ideal. o=======o |Rank 1 |Damage Reduction +5%, Hardening +5% |Rank 2 |Damage Reduction +8%, Hardening +8% |Rank 3 |Unlocks Shield Boost |Rank 4 |Damage Reduction +10%, Hardening +10% |Rank 5 |Damage Reduction +12%, Hardening +12% |Rank 6 |Damage Reduction +14%, Hardening +14%, | |(Unlocks First Aid), (Unlocks Fitness) |Rank 7 |Damage Reduction +16%, Hardening +16%, Equip Medium Armor |Rank 8 |Unlocks Advanced Shield Boost |Rank 9 |Damage Reduction +18%, Hardening +18% |Rank 10|Damage Reduction +19%, Hardening +19% |Rank 11|Damage Reduction +20%, Hardening +20% |Rank 12|Unlocks Master Shield Boost o=======o Shield Boost Restores 30% of your shield per second. Duration: 2 seconds Recharge: 45 seconds Accuracy: 30% Advanced Shield Boost Restores 40% of your shield per second. Duration: 2 seconds Recharge: 45 seconds Accuracy: 30% Master Shield Boost Restores 50% of your shield per second. Duration: 2 seconds Recharge: 45 seconds Accuracy: 30% Throw ------------------------------------------------------------------------ This biotic sends your enemies flying, dealing some nice damage and temporarily taking them out of the fight. Everybody takes so long to stand up.. lazies. Probably the third best biotic ability, after Singularity and Lift, which both disable enemies for much longer. If you use Singularity or especially Lift, you can use Throw to telekentically throw your enemies off cliffs for an auot-kill. Nice. Again, you gain your best bonuses from the ranks which level up your Throw biotic, making the 50 Newton bonuses in between levels seem like obligatory steps, rather than decent bonuses. Ah well. o=======o |Rank 1 |Unlocks Throw |Rank 2 |Newtons 650 |Rank 3 |Newtons 700 |Rank 4 |Newtons 750 |Rank 5 |Newtons 800 |Rank 6 |Newtons 850, (Unlocks Lift) |Rank 7 |Newtons 900, (Unlocks Lift) |Rank 8 |Unlocks Advanced Throw |Rank 9 |Newtons 1050 |Rank 10|Newtons 1100 |Rank 11|Newtons 1150 |Rank 12|Unlocks Master Throw o=======o Throw Throws enemies away from the caster with a force of 500 Newtons. Radius: 4 meters Recharge: 60 seconds Accuracy: 60% Advanced Throw Increases the force of Throw to 1000 Newtons. Radius: 5 meters Recharge: 50 seconds Accuracy: 45% Master Throw Increases the force of Throw to 1250 Newtons. Radius: 6 meters Recharge: 40 seconds Accuracy: 30% Vanguard ------------------------------------------------------------------------ A Vanguard gains bonuses to their biotic protection and to their pistol and shotgun damage. I suppose the biotic protection is fine, it'll certainly compliment their medium armor, but biotic damage or duration would have been nice. Still, better than cooldown time, since you'll have Adrenaline Burst anyways. The bonus to shotgun damage is especially welcome, and it somewhat encourages you to stick with those two weapons instead of adding assault rifles. o=======o |Rank 1 |Biotic Protection +6%, Damage +5% |Rank 2 |Biotic Protection +9%, Damage +6% |Rank 3 |Biotic Protection +12%, Damage +7% |Rank 4 |Biotic Protection +15%, Damage +8% |Rank 5 |Biotic Protection +18%, Damage +9% |Rank 6 |Biotic Protection +21%, Damage +10% o=======o Warp ------------------------------------------------------------------------ Warp damages enemies over time, and increases their damage protection. This is a good biotic if you have buddies nearby to take advantage of it, or if you're, say, a Vanguard. On the other hand, the damage Warp deals is so paltry that the real reason to use it is the damage vulnerability, and if you're an Adept, you'll be hard-pressed to take advantage of the vulnerability.. you know, sucky weapon selection and all. Still, against tougher enemies, like Colossi and Krogans, it can really speed things up. o=======o |Rank 1 |Unlocks Warp |Rank 2 |Duration 8 seconds |Rank 3 |Duration 9 seconds |Rank 4 |Duration 10 seconds, (Unlocks Barrier) |Rank 5 |Duration 11 seconds |Rank 6 |Unlocks Advanced Warp |Rank 7 |Duration, (Unlocks Singularity) |Rank 8 |Duration 14 seconds |Rank 9 |Duration 15 seconds |Rank 10|Duration 16 seconds |Rank 11|Duration 17 seconds |Rank 12|Unocks Master Warp o=======o Warp Inflicts 6 damage to the target every second, and lowers the target's damage protection by 50% Radius: 4 meters Duration: 7 seconds Recharge: 60 seconds Accuracy: 80% Advanced Warp Inflicts 8 damage to the target every second, and lowers the target's damage protection by 60% Radius: 5 meters Duration: 13 seconds Recharge: 50 seconds Accuracy: 80% Master Warp Inflicts 10 damage to the target every second, and lowers the target's damage protection by 75% Radius: 6 meters Duration: 20 seconds Recharge: 40 seconds Accuracy: 80% Alignmnet o======================================================================o In Mass Effect you have a choice between either playing as a Renegade or a Paragon, essentially evil and good. I'll be honest, there is little virtuous satisfaction in the game from what I've seen, and with the military background the Paragon path just comes off as playing an indecisive sissy. Renegade on the other hand is ruthless, coming off as uncompassionate and dedicated to getting the job done at whatever cost. Maybe I'm biased because of the Shepard I enjoy playing.. but it does just seem like the Renegade gets the best lines.. And pistol executions. Gaining Paragon/Renegade Points ------------------------------------------------------------------------ Actions you take (usually initated through dialogue options) affect your Paragon/Renegade status. The two are not combative, despite how it might sound. If you gain points of Paragon, you do not lose points of Renegade, so it's not strictly good/evil, as in most RPGs. Picking the upper option in dialogue is usually the Paragon response, and the lower is the Renegade response, whereas the middle is neutral. You can check your Paragon/Renegade status in your "squad" menu, the blue bar to the left of Shepard is your Paragon status, and the red bar to the right is your Renegade status. Only Shepard has an alignment, which is too bad, because it would be interesting if your characters reacted to your choices more.. maybe in the sequel, eh? Charm and Intimidate ------------------------------------------------------------------------ Charm and Intimidate represent your ability to affect people through your alignment. With Charm you can typically convince NPCs to see things your way, and with Intimidate you can threaten them into obedience. Your Paragon/Renegade levels affect your Charm/Intimidate skills. Note that Charming people tends to increase your Paragon, and Intimidating tends to increase your Renegade. Some NPCs can only be Charmed or Intimidated if you have enough points in the corresponding skill. Using Charm/Intimidate is often the best, most rewarding way to conclude an encounter with an NPC. Charm responses are usually on the top, and are colored blue. Intimidate responses are usually on the bottom, and are colored red. Free Maxing Intimidate and charm ------------------------------------------------------------------------ As your Renegade/Paragon level increases, it fills the bar you saw in your squad screen. Notice the bar is split into quarters. Every time you fill a quarter of either, you'll gain a point into Intimidate (Renegade) or Charm (Paragon) for free. On a 'perfect' character, you can go multiple play throughs picking one alignment, and if you get all the paragon or renegade points, you get a free four points to your charm or intimidate talents. If you use the infinite Paragon/Renegade points trick in Noveria*, you can speed the process up, but the quickest you can max both charm and intimidate without spending a single point still encompasses a good number of play throughs with that character. *The Noveria Cheat During the assignment where you're dealing with Lorik Qui'in, after you retrieved the OSD from the Synthetic Insights Offices, you'll be approached by a lady named Gianna, asking you to convince Qui'in to testify against Anoleis. Do so, and tell him to testify against Anoleis. If you have 5 ranks in either Charm or Intimidate, you can convince him, and recieve either +24 points in Paragon or +25 points in Renegade. Talk to him agains and ask about Matriarch Benezia. Now you'll get the option "Another Question". Select it, and it'll have the "Testify Against Anoleis" option again. Keep doing this until you've maxed out your Paragon/Renegade. My Character o======================================================================o As I mentioned above, I decided to play a Ruthless Spacer. My class is a Soldier, and after some grinding with a toss-away character, I start out with Lift as a bonus talent. I plan to play the game through as a Renegade, but over the multiple plays I'll do, I'll cover both options. Leveling Advice - Low Levels (1-10) ------------------------------------------------------------------------ You start out with three talents to spend, and unlike me you wont be saving up points for dialogue options. For a Soldier I suggest getting a point into Assault Rifles to net you an early damage/accuracy bonus. Also put a point into your class-specific skill (should be named the same thing as your class) for some early regeneration. Otherwise you simply will have to use Medi-gel to heal. When it becomes availiable throw points into Assault Training to unlock Adrenaline Burst, which instantly replenishes your cooldown time on all abilities.. essentially allowing you to use them an extra time per Adrenaline Burst cool down, a very handy thing indeed. On my Soldier I also put a point into Lift, just so it's an option. Leveling Advice - Mid Levels (11-30) ------------------------------------------------------------------------ For classes with multiple armor types, you should-by level 20 certainly- have access to the heaviest armor you can wear. Other than that I would suggesting getting nine ranks in decryption and electronics so you can handle any such task. For NPCs, leveling up their 'class' talent is often a good idea, as it adds a fairly wide spread amount of bonuses, and there's only six ranks. This is especially good for characters who gain regeneration from it. Other than that, work on unlocking abilities, even low-leveled ones, the more the merrier. It's better to have two weak biotic attack forms you can use than one strong one. At least that way you'll have something to use if your first attack doesn't work as expected, or if another threat comes up when the first ability is recharging. At least get one weapon ability (if applicable) so you have something to fall back on if the fight turns fierce(r). And if you have immunity and/or adrenaline rush.. be sure to get some form of those abilities unlocked. You dont need to max a weapon yet, or an armor, just make sure you have abilities to use. And remember, you get more out of a talent earlier in the tree, so diversifying will make a stronger character than specializing. Give Shepard one point into Spectre training. 5% health bonus is good.. after that, .5% isn't so great. Contrary to the previous rule, maxing immunity and adrenaline rush early are good ideas. The sooner you get master immunity, the sooner you have 80% damage resistance with a 20sec duraction and a 30sec cool-down.. two-thirds of the time you'll be nearly invulnerable. And a good adrenaline rush makes every talent more accessible. When you gain access to your specialty class, be sure to get up to rank 7 for the bonuses it will provide.. maxing it out sometime isn't a bad idea, either. Leveling Advice - High Levels (31-60) ------------------------------------------------------------------------ Max things out. Seriously. Turn what's good into great, and leave what's good enough alone. Lets look at decryption for example.. Getting to master sabotage is good-you need to anyways to do hard decryptions-but look at the last three ranks. You get a whopping 6% damage with the sabotage ability. That's nine points of damage. Is that really worth three talent points? Max your primary weapon. NPCs are lousy snipers, so why bother with it? Who really needs a shotgun AND an assault rifle? Do one, and do it well. Max your career talent, max your armor, max talent trees that end with an ability, it's usually worth it. If you have extra points after all that, go wild. o======================================================================o | | | NPCS | | {NPC001} | o======================================================================o I decided to put this section after the character creation section just so newcomers would be a little more familiar with the game before coming here. In any case, I'll explain the strengths and weaknesses of the NPCs you can recruit in the game as I see them. Ashley ------------------------------------------------------------------------ Everything you would expect from a Soldier, she has all the skills Shepard would have except Charm, Intimidate, a bonus talent (if applicable) and ..well, you'll find out. She can provide the muscle if you need it. She's also a possible romantic interest for Shepard if your Shep is male. Don't rely on both her and Kaiden though, if you plan to play the game through for Kaiden's achievement, look somewhere else for your muscle. Garrus ------------------------------------------------------------------------ Pretty much your standard Infiltrator, but with a few differences. Firstly, instead of pistols he has the assault rifle talent, which is a vast improvement. Also, instead of fitness, he has assault training, instead of immunity he'll get adrenaline rush, which.. well, immunity is awesome, but assault training isn't a terrible substitute. His survivability wont be as good as a Shepard-Infiltrator, but with the trade for assault rifles, he'll be pretty damn close offensively. If there's anything wrong with him, I'd say it's a shame to have to throw away so many talents into first aid to get electronics, but it's only a minor gripe. Kaiden ------------------------------------------------------------------------ If you don't want to have anything to do with Electronics or Biotics, Bioware was nice enough to give you Kaiden.. he's a waste of space when it comes to combat, but fortunately he will cover the essentials of decryption and electronics. Offensively, lift and throw are the only two abilities he's got, but defensively the fact that he has both barrier and electronics helps him somewhat. He's the romantic interest for Fem-Shep, and other than blue chicks, he's all you got in that department. Dont get too attached to both Kaiden and Ashley, as you will not be finishing the game with an all-human party. I really can't recommend him in any case, as Garrus will work just as well with electronics, but much MUCH better in combat, and Wrex is everything Kaiden is as a biotic, but with the best combat abilities in the game- a soldier Shep excluded. Liara T'Soni ------------------------------------------------------------------------ Your very own Adept! She has no weaponry proficiencies, and no armor proficiencies. She's about as inept in a straight-forward fight as you can be, so she's drastically confined to her biotics. As a slight consolation she has Electronics to give her some extra shielding, not to mention overload, and in case anybody wanted it (I don't) she has first aid, so at the least she can be a nearly complete collection of all the skills I don't like on my main character. She doesn't seem to fit well with either Garrus or Wrex, who each have a smattering of her abilties (plus great combat talents). And mixing her with Kaiden is sure to give you the weakest combat strength in the game. Also, unlike Kaiden, Tali, or Garrus, she won't fulfill your electronics/decryption needs by herself.. meaning you'll need one of them along as well. For that reason, they all seem like much more complete and powerful characters than Liara. She can be a romantic interest for either male or female shepard, and although her interactions with Ashley can be humorous, that's about all she's good for. Also on a personally biased note-she just annoys the hell out of me. She's the last NPC I would willingly take with me into any situation. Tali'Zorah nar Rayya ------------------------------------------------------------------------ What they don't have in numbers, planets, sovereignty, dignity, or military prowess, they make up for with long names. Your Quarian buddy seems like a waste of an NPC to me. Besides Kaiden and Liara, she's the most bland NPC out there, essentially just serving as a representative of one of Mass Effects alien races, instead of being an actual character. Anyways, gripes aside she fills the roll as your NPC Engineer, or 'Quarian Machinist,' as the case may be. She's got all the skills of a Engineer, but with one exception.. the normal Engineer skill medicine has been replaced with shotguns. This is in every way a favorable trade, as it adds some punch to a normally punch-less class. Mind you she still doesn't have the armor to be going out slaughtering things, but shotguns are still a good talent to have.. even if assault rifles would be more fitting for a character not suited for close combat.. Between quarian engineer and electronics, she'll have a fairly high number of shields, but that doesn't make her a slayer in harder difficulties. Think of her as a more offense-capable engineer. Granted, Garrus has her hopelessly out-gunned in the offensive/defensive arena.. and he does have slightly more personality too.. Ah hell, just go with Garrus, he's got everything you need from an engineer, and he can stand up longer in a fight, too. Wrex ------------------------------------------------------------------------ Wrex is a 'Krogan Battlemaster', a modified version of the Vanguard. He comes with both assault rifles and shotguns, he can wear heavy armor, and he can use four biotic abilities. Not to mention the fact that he gets fitness, which in turn grants him Immunity. Frankly, he's as strong of a character as there is in Mass Effect. The fact that his Krogan Battlemaster talent increases his regeration and physics resistances only enforces this. Get him some good Geth Armory heavy body armor, and a good gun, and he's unstoppable. Still, I don't recommend him for the first playthrough, as.. ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** ***SPOILERS*** On Virmire, you'll be forced into a tough spot with Wrex when he discovers that Saren's goons have found a way to remove the genophage, and are breeding Krogans to fight. Needless to say, he'll be somewhat conflicted. Only if you have a fairly high charm/intimidate will you be able to get through the mandatory conversation with him without killing him. There is another way, however. If he trusts you enough by Virmire, he will back down without a charm/intimidate option coming up. Getting his family armor is supposed to help with this, and possibly talking to him and learning his story. I know that including him in your squad is not a factor, so just talk to him after every story mission (Citadel, Artemis Tau, Feros, and Noveria) and during the confrontation on Virmire pick the paragon responses at each stage of the conversation. Party Selection o======================================================================o So who to use? The simple answer is to pick a good blend of abilities.. but as with most simple answers, it's flawed. You need a character with Decryption and Electronics. Once that requirement is satisfied, who else you pick is moot. Frankly, Garrus and Wrex are the two best NPCs in the game. Garrus will settle your Decryption and Electronics needs, and both can use assault rifles. Garrus can use medium armor, and Wrex gets the best heavy armor in the game. Both also have a slew of abilities to provide them with depth, and Adrenaline Rush (Garrus) and Immunity (Wrex). You can't go wrong! On your first play through, you may wish to leave Wrex behind, unless you plan to spend points on either charm or intimidate. In which case, Ashley makes a good substitute. In fact, my first party for this FAQ was Ashley and Garrus. If you already have Decryption and Electronics, feel free to replace Garrus, but aside from Wrex and Ashley, no other character is more powerful in a fight. No matter what you do, I'd suggest having one of those three in your party.. If you're a soldier yourself, Garrus is probably the indespensible pick. Wrex is the most powerful NPC in the game, and Ashley is a good filler, who won't annoy you by dying constantly. Remember, you can use NPC powers, but you can't keep them from being morons and force them to get under cover. Under these circumstances, it's probably best to get NPCs who will be able to survive direct fire. o======================================================================o | | | Prologue: Eden Prime | | {WLK001} | o======================================================================o Sequence of Events: 1: Initial conversation 2: Talk to Pressly 3: Talk to Jenkins/Dr. Chakwas 4: Talk to Nihlus Normandy: Command Deck o======================================================================o 1) You start out with a nice little cutscene, after which you're immediately put into a conversation with Joker and Kaiden. Pick the top options for some Paragon, and the low options for some Renegade. Apparently Joker doesn't trust Nihlus, a Turian Spectre. The conversation ends with Shepard being tasked to report to Captain Anderson in the comm room. ***MISSION*** Prologue: Find the Beacon//Speak to the Captain ***ALIGNMENT*** Paragon +2 Renegade +2 ***CODEX*** Primary- Aliens: Council Races//Turians Primary- Humanity and the Systems Alliance//Systems Alliance Secondary- Personal History Summary//Profile Secondary- Humanity and the Systems Alliance//Timeline ------------------------------------------------------------------------ 2) Note the mini-map on the bottom right of the screen. You can use this to find your objectives. In this case, Captain Anderson is opposite Joker, so head down the ship away from the cockpit. In the Navigation Room you'll hear Navigator Pressly arguing. Chat him up. He doesn't trust Turians either, and is suspicious about the pretenses of this being a shakedown run, considering how the Normandy is staffed. Hmm.. ***CODEX*** Primary- Humanity and the Systems Alliance//First Contact War Secondary- Ships and Vehicles//Starship Sensors ------------------------------------------------------------------------ 3) Continue on until you hear more arguing, this time between Corporal Jenkins and Doctor Chakwas. Jenkins is playing the gung-ho marine and Chakwas is arguing for restraint. ***ALIGNMENT*** Paragon +2 Renegade +2 ***CODEX*** Primary- Citadel and Galactic Government//Spectres ------------------------------------------------------------------------ 4) Head into the Communications Room and talk to Nihlus. He'll grill you a bit before Captain Anderson shows up, and reveals the truth. Ta-da, everybody in the back.. front.. was right, it's not just a shakedown run. Oh, also you're a candidate for becoming a Spectre. Not that it's a foregone conclusion or anything.. After talking a transmission from Eden Prime comes in. ***MISSION*** Prologue: Find the Beacon//Head to the Dig Site ***CODEX*** Primary- Aliens: Extinct Races//Protheans Primary- Planets and Locations//Region: Terminus Systems ------------------------------------------------------------------------ Sequence of Events: 1: Pick up upgrade kit 2: Jenkins 3: Rescue Ashley 4: Head to the dig site 5: Head to the research camp 6: Search the research camp 7: Head to the spaceport 8: Nihlus 9: Train station 10: Disarming Eden Prime: Surface o======================================================================o 1) Now you're in control of Shepard in a combat situation. First things first, I head into my inventory and toggle off my helmet with (LB). I didn't spend time customizing my Shepard so I could stare at a hemlet all game. Move ahead into the swamp and take a right until you find an upgrade kit (on your map it's the alcove north-east of where you started.) Head back the opposite way and go to head up the path on the western side of the map. ***CODEX*** Secondary- Weapons, Armor, and Equipment//Upgrades ------------------------------------------------------------------------ 2) A couple of 'Geth Recon Probes will come out and pop Jenkins. Poor Red-Shirt Jenkins. Anyways, inspect his body and respond as your alignment-whim dictates. ***MISSION*** Prologue: Find the Beacon//Continue to Dig Site ***ALIGNMENT*** Paragon +2 Renegade +2 ***CODEX*** Primary- Weapons, Armor, and Equipment//Kinetic Barriers ("Shields") ------------------------------------------------------------------------ 3) After dealing with Jenkins, continue to head north and deal with any probes you might find. when you get to the top of the hill loot the upgrade kit and follow the path right into the forest. Keep going forward, skirting along the western-most edge of the map to pick up the medical kit along the wall. Go far enough forward and you'll get a cutscene of a marine being chased by some probes. After the cutscene is done, save her from a pair of Geth Troopers. Initiate dialogue with her. Regardless of how you play through things, she'll end up joining your squad. Pump her for information and continue on. ***ALIGNMENT*** Paragon +4 Renegade +4 ***CODEX*** Primary- Aliens: Non-Council Races//Geth ------------------------------------------------------------------------ 4) Loot the crate and upgrade kit and head down the hill. You'll get a little tutorial on taking cover and have several more geth to waste. Loot the crate by the dig site, then head to the dig site and investigate. ***MISSION*** Prologue: Find the Beacon//Investigate Research Camp ***CODEX*** Primary- Weapons, Armor, and Equipment//Body Armor ------------------------------------------------------------------------ 5) Head up the hill to the east of the dig site. At the top you'll encounter a new variety of geth, the husk. They have some strong discharge attacks, so don't let them get too close. Make sure to grab the upgrade kit behind the geth spikes. ***CODEX*** Primary- Aliens: Non-Sapient Creatures//Husks ------------------------------------------------------------------------ 6) Search the two research trailers, the left one only has a pair of crates, but the right will introduce you to decryption and everybody's favorite mini-game. If you mess up, save/reload, or use up 25 omni-gel to open the door. Once you get in, the Dr. Warren will initiate dialogue. If you whack Manuel, you'll get a significant boost to your Renegade rating. ***MISSION*** Prologue: Find the Beacon//Head to Spaceport ***ALIGNMENT*** Paragon +2 Renegade +9 ------------------------------------------------------------------------ 7) Continue heading to the spaceport. You'll get a cutscene which will introduce you to Saren. Keep going until the terrain starts to head downhill. There are a new geth troopers and husks about. Kill them and head over to the trailer to the right. Loot the crate and decrypt the door. As soon as you do, Cole and his friends will talk with you. After you go to leave, one of Coles friends will spill the beans on some smuggled equipment. Get him to give you the gun. Cole also represents the first chance to use Charm or Intimidate, but since I'm not spending any points on them, I'll just have to ignore those options for now. Inside the trailer you'll encounter a storage locker that requires Electronics to open. Open the squad menu, select Kaiden, and level up Decryption to rank 4 in order to unlock Electronics. Purchase a single rank in it for now. ***CHARM/INTIMIDATE*** If you have 1 rank in either Charm or Intimidate, you can convince Cole to give you a Combat Sensor. If you have 2 ranks in either Charm or Intimidate, you can get Cole to give up Powell as his smuggling contact. ***ALIGNMENT*** Paragon +2 (Charm Cole once) Paragon +2 (Charm Cole twice) Renegade +2 (Intimidate Cole once) Renegade +2 (Intimidate Cole twice) ***ITEM*** Stinger II Combat Sensor I ------------------------------------------------------------------------ 8) Head up to the Spaceport now and investigate Nihlus' body. Powell will pop up from behind some crates and nearly get shot before initating dialogue. He'll tell you that Saren killed Nihlus. If you found out from Cole that Powell is his contact at the Spaceport, you can force him to give you some grenades he was stealing. ***MISSION*** Prologue: Find the Beacon//Take the Train ***CHARM/INTIMIDATE*** If you have 2 ranks in either Charm or Intimidate, you can get Powell to give you the experimental High Explosives he was stealing. ***ALIGNMENT*** Paragon +2 (Charm Powell) Renegade +2 (Intimidate Powell) ***ITEM*** High Explosives I ------------------------------------------------------------------------ 9) Pick up the medical kit south of Nihlus and the upgrade kit that in the fire east of where Nihlus died. Some Geth troopers will come up and harass you from the north. Head down the stairs and onto the train platform. Watch out for the geth destroyer, as it can shoot a missile that will do serious damage to you. Head up the platform killing Geth as you go. If you found any armor-piercing rounds by now, it might be worth your while to equip them onto a gun. Make sure to pick up the medical kit on the way. When you're done slaughtering geth activate the lift and watch a cutscene. ------------------------------------------------------------------------ 10) The Geth are planning to bomb the spaceport. Fun. All the bombs are shown on your mini-map, so finding them all in the five minutes isn't terribly stressful. The Geth snipers and storm troopers might be though. Disarm the bomb directly off the lift and head up the stairs. Follow the path until you can either go left or right. Take the bridge across to the right and deal with the Geth nearby. Don't forget you can hold down (A) in combat to storm (rush) if you're taking fire. You can also storm into an opponent, which will make you deal a powerful melee attack.. but I wouldn't suggest making this a common practice. Disarm the bomb in the corner and move up. There are two storm troopers and two snipers ahead, but I found that one Overkill from a secure position was enough for all of them. Be careful though, like the destroyers, storm troopers can shoot a missile that deals heavy damage. They can also put up annoying barriers that are easy enough to shoot through. Go up a little ways and disarm the third bomb, and head all the way to the end of this side of the station to disarm the fourth. As an amusing aside, the first time I played this game, I decided the best option was to sit back and use a sniper rifle to pick off the enemies. Lets just say that, not only was the computer a better shot than me, but trying to fire a sniper rifle without being proficient is like trying to tread a needle while drunk.. Anyways, after you're done here head to the area to the west. Pick up a crate on your way and head down some stairs. You'll have to fight a pair of troopers and some husks. Once they're dead, do some looting (avoid the beacon for now). There's a storage locker near some stairs, and another at the far south end of the complex. To the north there's a technical kit. Once you've looted all those, interact with the beacon for a cutscene. ------------------------------------------------------------------------ Sequence of Events: 1: Waking up 2: Talk to Dr. Chakwas 3: Search the Vehicle Bay 4: Talk to Joker Normandy: Quarters o======================================================================o 1) After some lengthy dialogue you're back in control of Shepard. Before talking to Joker however, there are some things to do. Search the Medi-gel dispenser before heading out of the room. ***MISSION*** Prologue: Find the Beacon//Speak to Joker ***CODEX*** Primary- Citadel and Galactic Government//Citadel Secondary- Citadel and Galactic Government//Citadel Station Statistics Primary- Weapons, Armor, and Equipment//Medi-Gel ------------------------------------------------------------------------ 2) Head outside and talk to the people in this level.. Dr. Chakwas has some information on biotics. After you've gotten her Codexes, head down the elevator to the vehicle bay. ***CODEX*** Primary- Technology//Biotics Secondary- Technology//Biotics: Biotic Amps ------------------------------------------------------------------------ 3) There are a few things you can do down here. Check the Field Integrity Monitor in the engine room for a Codec, and the M35 Mako for another. Next talk to the Requisitions Officer. Most of the stuff he has is junk, and well out of your price range, but you might want to pick up the Grenade Upgrade and Medigel Upgrade. Take the elevator back up and head up to the Command Deck. ***CODEX*** Primary- Ships and Vehicles//Vehicles: M35 Mako Primary- Technology//Mass Effect Fields Primary- Technology//Omni-tool ------------------------------------------------------------------------ 4) Go into the comm room and examine the FTL Comm Link. In the Navigation room examine one of the consoles named NAVMANUAL 1.4.1. After you've found those two Codexes, go talk to Joker. ***CODEX*** Secondary- Humanity and the Systems Alliance//Systems Alliance: Military Jargon Secondary- Technology//Communications o======================================================================o | | | Citadel I | | {WLK002} | o======================================================================o Sequence of Events: 1: Search Udina's Office 2: Search the Volus and Elcore office 3: Search the Reception area 4: Search the C-Sec HQ 5: Visit the Consort 6: Talk to Avina #2 7: Visit the Emporium 8: Visit the Bank 9: To the Citadel Tower Citadel: Presidium o======================================================================o 1) When you're back in control decrypt the computer console in Udina's Office to get the Assignment "Unusual Readings", and access to the Hydra System of the Argos Rho cluster. ***MISSION*** Citadel: Expose Saren//Go to the Tower ***ASSIGNMENT*** Unusal Readings//Investigate System ***ALIGNMENT*** Paragon +2 Renegade +2 ***CODEX*** Primary- Citadel and Galactic Government//Citadel Council ------------------------------------------------------------------------ 2) Exit Udina's Office and take a right to the Volus and Elcor Office. Inside you'll find Xeltan, a troubled Elcor, Calyn, and Din Korlack. Talk to the latter two, since you can't help Xeltan just yet. ***CODEX*** Primary- Aliens: Non-Council Racers//Elcor Primary- Aliens: Non-Council Racers//Volus ------------------------------------------------------------------------ 3) Exit the Volus and Elcor office and head down the hallway, passing Udina's office, and exiting the door to the lef t. Go down the stairs and talk to the Embassy Receptionist for some Codexes. Head opposite the receptionist and talk to Avina for another Codex. ***CODEX*** Primary- Aliens: Council Races//Asari Secondary- Citadel and Galactic Government//Citadel Station: Presidium Ring Primary- Technology//Computers: Virtual Intelligence (VI) ------------------------------------------------------------------------ 4) Head up the stairs opposite the ones leading to the embassies and go into the door across the hall. Search the consoles-the Diplomatic Archives-for a pair of Codexes. Leave the room and continue down the hallway, entering the C-Sec HQ to the left. Talk to Executor Palin for another Codex, and be sure to decrypt the computer for the assignment "Strange Transmission" which gives you access to the Century System in the Hawking Eta cluster. Exit C-Sec and head back to the reception area. Go across the bridge to the Consort Chambers. ***ASSIGNMENT*** Strange Transmission//Find the Commune ***CODEX*** Secondary- Citadel and Galactic Government//Citadel Conventions Secondary- Citadel and Galactic Government//Treaty of Farixen' Secondary- Citadel and Galactic Government//Citadel Station: Citadel Security Services (C-Sec) ------------------------------------------------------------------------ 5) Nelyna will initiate dialogue with you. When you leave, the Consort decides she wants to meet with you after all. No three months for Shepard! Go speak with her and she'll give you the assignment "Citadel: Asari Consort". ***ASSIGNMENT*** Citadel: Asari Consort//Speak with General Septimus ------------------------------------------------------------------------ 6) Leave the Consort's building and take a left. Keep going until you find an Avina terminal near a large statue. Talk to Avina and learn some history. ***CODEX*** Primary- Aliens: Extinct Races//Rachni Secondary- Aliens: Non-Council Races//Krogan: Krogan Rebellions ------------------------------------------------------------------------ 7) When your ignorant burden has been lightened a bit head right and across the way you'll find the Emporium, run by a Hanar shopkeeper.. a jellyfish alien. You can buy a number of human and non-human items, but most of it is out of your price range. You can also pick up the Sitta Foundation License here.. but it's really not worth it. ***CODEX*** Primary- Aliens: Non-Council Races//Hanar Secondary- Technology//Credits ("Creds") ------------------------------------------------------------------------ 8) Leave and turn left and enter the next door you see. Talk to Barla Von. ***CODEX*** Secondary- Citadel and Galactic Government//Citadel Station: Wards ------------------------------------------------------------------------ 9) Locate on your map the Citadel Tower (on the far western edge) and head over there. Outside is a third Avina terminal. After talking, head into the elevator opposite Avina. Head out of the elevator when it stops and go up some stairs to interrupt a conversation between Palin and Garrus. Continue in the same direction and go up some more stairs, where Anderson is waiting. You can't sway the council here, but you can say somethings to affect your alignment. Be sure to ask Anderson about his past with Saren after the hearing. You now have two more misisons, "Citadel: Shadow Broker" and "Citadel: Garrus". Since Barla Von is closer, lets deal with him first. ***MISSION*** Citadel: Shadow Broker//Go See Barla Von Citadel: Garrus//Speak to Harkin Citadel: Expose Saren//Investigate Saren ***CODEX*** Primary- Aliens: Non-Council Races//Keepers Primary- Technology//Mass Relays Primary- Aliens: Council Races//Salarians ------------------------------------------------------------------------ Sequence of Events: 1: Scanning keepers-the Citadel Tower 2: Presdium Prophet 3: Talk to Barla Von 4: Scanning more keepers-the Presidium 5: Flux and Wards access Citadel: Tower o======================================================================o 1) Now that we have more tasks than we know what to do with, lets get some more! Head down the stairs and talk to the salarian named Chorban, who is tinkering with a Keeper. Agree to help him out to get the assignment "Citadel: Scan the Keepers." You have 21 keepers to scan, each of which will get you some creds and xp. Start with the one right in front of you. Head right past Rear Admiral Kahoku to scan keeper #2, turn around and head back up to the council chamber, the third keeper is in the far south-west corner behind the pillars. Head back down the stairs and stick to the left, past the pillars, to find keeper #4. Now head back to the Presidium. ***ASSIGNMENT*** Citadel: Scan the Keepers//Scan the Keepers ------------------------------------------------------------------------ 2) Scan the keeper right by the Avina terminal, then head left. Before taking the bridge (right) to Barla Von, there's a hanar arguing with a C-Sec officer. Talk to the C-Sec officer to get the assignment "Citadel: Presidium Prophet". Now talk to the hanar. You can also agree to help the hanar. Either way, you have one of three options.. buy the hanar its permit, intimidate (either the hanar or turian) or charm (again, either one). If you buy the hanar off, you'll get medi-gel, and 10xp. In any case, when you're done with that situation head off to talk to Barla Von at the bank. ***CHARM/INTIMIDATE*** If you have 7 points of charm, you can convince the the C-Sec officer to lay off. If you have 4 points of intimidate you can convince the C-Sec officer to leave the hanar alone. The hanar will give you some medi-gel, and go on preaching. If you have 4 points of charm you can convince the hanar to leave peacefully. He will give you some omni-gell for your effort. If you have 6 points of intimidate you can convince the hanar to stop being a pain in the ass. ***ALIGNMENT*** Paragon +8 (Charm hanar/C-Sec Officer) Renegade +9 (Intimidate hanar/C-Sec Officer) ***ASSIGNMNET*** Citadel: Presidium Prophet//Talk to Hanar Citadel: Presidium Prophet//Talk to the Hanar Citadel: Presidium Prophet//Resolve the Dispute Citadel: Presidium Prophet//Complete ------------------------------------------------------------------------ 3) Barla Von will spill the beans on a krogan mercenary who was hired to deal with Saren, which unlocks the mission "Citadel: Wrex". You can get another codex from him, too. ***MISSION*** Citadel: Wrex//Speak to Wrex ***CODEX*** Primary- Aliens: Non-Council Races//Krogan ------------------------------------------------------------------------ 4) Any mission you pursue now requires you to head to the wards.. but before that, lets sweep for keepers to scan. Number seven is in the emporium, take the stairs to the back and turn left to find the little guy. Leave the emporium and take a right to find keeper #8. Head to the front of the consort's chambers, where you'll find keeper #9. Head across the bridge to the embassies. You'll find a keeper in the volus and elcor office, one in the room across from the C-Sec HQ, and one on the walkway behind the embassy lounge. I now loop around back to the elevator near where the hanar prophet is/was, scan keeper #12, who is by the stairs leading down, and head down to the wards. ------------------------------------------------------------------------ Citadel: Flux and Wards Access o======================================================================o 5) Head down the tunnel towards the next elevator. Take a left into the last room before the elevator and scan the keeper before continuing on to the Wards. ----------------------------------------------------------------------- Sequence of Events: 1) Talk to Emily Wong 2) Flux 3) The Markets 4) Chora's Den Citadel: Upper Ward o======================================================================o 1) Go straight ahead into the door opposite the elevator to enter into a large open area. Head to the opposite side of the area (south on map) to investigate the 'Scenic View' for a cutscene. Take your happy bunch of FNGs to the west and talk to Emily Wong. Agree to help her out for the assignment "Citadel: Reporter's Request." ***ASSIGNMENT*** Citadel: Reporter's Request//Look for Information ------------------------------------------------------------------------ 2) North of Emily Wong are some stairs to Flux. Take them and continue to Flux. Head up to the bar and talk to Rita. Agree to help her with her sister for the assignment "Citadel: Rita's Sister." You can talk to Doran, but he doesn't really have anything vital to add. Head upstairs and scan the keeper. Also investigate the 'Suspicious Gambling Machine' before you go to get the assignment "Citadel: Signal Tracking." ***ASSIGNMENT*** Citadel: Rita's Sister//Talk to Jenna Citadel: Signal Tracking//Track the Signal ------------------------------------------------------------------------ 3) Leave Flux and head back down to the large open area. Take a right after the stairs to go to the Upper Markets. There's a keeper to scan in the north-western corner, near a 'Volus Shopper.' Talk to Expat and ask about Feros and Noveria for some Codexes. You can also a second Medigel Upgrade from him, if you have the creds, and the Elkoss License.. which I don't suggest. Last thing to do is talk to Conrad Verner, which starts the assignment "Citadel: The Fan." Head down the stairs to the Lower Market. If you've got the creds, Morlan is selling a Grenade Upgrade, and another Medigel Upgrade, as well as the Elanus License. Head through the market to Chora's Den. ***ASSIGNMENT*** Citadel: The Fan//Conrad Verner ***CODEX*** Primary- Planets and Locations//Planets: Feros Primary- Planets and Locations//Planets: Noveria ------------------------------------------------------------------------ Citadel: Lower Wards o======================================================================o 4) On the approach to Chora's Den you'll get attacked by two assassins. They can be rough on a new Shepard, but lift goes a long way towards neutralizing them. They won't be here if you have Garrus or Wrex in your party. Anyways, head on into the Den. Talk to Jenna to progress that assignment, then talk to Septimus. Keep on his case and you can resolve this without charm or intimidate. He'll also offer you the assignment "Citadel: Xeltan's Complaint." Make sure you also talk to Harkin, which was your point in coming here. He'll tell you some gossip about Anderson, and tell you that Garrus is in the Med Clinic. Time to pay him a visit. On your way out a turian will bump into you and tell you to meet him at the C-Sec Academy. All in good time. ***MISSION*** Citadel: Garrus//Go to the Med Clinic ***ASSIGNMENT*** Citadel: Asari Consort//Speak with Sha'ira Citadel: Rita's Sister//Return to Rita Citadel: Rita's Sister//Talk to chellick Citadel: Xeltan's Complaint//Speak to Xeltan ***CHARM/INTIMIDATE*** If you have 4 points of either charm or intimidate, you can get the general to stop being such a whiner. ------------------------------------------------------------------------ Citadel: Upper Wards o======================================================================o 5) Leave Chora's Den and go up the stairs rather than going back through the market. Run through the Alleyway and scan the keeper on your way through. Once you get into the large open area, head over to the Med Clinic area, investigating the 'View of Nebula' opposite the door, and scanning the keeper beyond the Med Clinic-by the Citadel Rapid Transit. Now enter the Med Clinic. The good doctor is being harassed by a thug, which Garrus promptly drops, provoking a fire fight. Drop the remaining thugs and talk to Garrus/Michel. Accept Garrus into your party. It's now time to head to the C-Sec Academy and acquire Wrex. ***MISSION*** Citadel: Expose Saren//Take Down Fist Citadel: Garrus//Complete ***ALIGNMENT*** Paragon +2 Renegade +2 ***CODEX*** Primary- Aliens: Non-Council Races//Quarians Secondary- Citadel and Galactic Government//Citadel Station: Sepent Nebula ------------------------------------------------------------------------ Head out of the Med Clinic and take a right to go down the stairs nearby. A Volus and a human nearby will be talking, which should trigger you to recieve a Codex. Head down the stairs, investigate the 'Public Extranet Terminal' scan the keeper, and talk to Officer Lang if you wish. Enter the door and go into the elevator. ***CODEX*** Secondary- Ships and Vehicles//Starships: Dreadnought Secondary- Technology//Communications: Administration ------------------------------------------------------------------------ Sequence of Events: 1) Recruit Wrex 2) Jahleed's Fears 3) Chatting with Chellick 4) Traffic Control 5) C-Sec Requisitions 6) Talk to Chorban 7) Make the Pickup 8) Jahleed's Secret 9) Take Down Fist 10) Save the Quarian Citadel: Security o======================================================================o 1) Go up the stairs to the left to trigger a cutscene involving Wrex. Get Wrex to join your party and then go up the stairs he was standing near to reach the C-Sec Offices. ***MISSION*** Citadel: Wrex//Complete ------------------------------------------------------------------------ 2) In the first room on the right you'll find Jahleed talking to a C-Sec officer. He thinks his business partner-Chorban-is trying to kill him. Offer to help him and he'll give you the assignment "Citadel: Jahleed's Fears." ***ASSIGNMENT*** Citadel: Jahleed's Fears//Talk to Chorban ------------------------------------------------------------------------ 3) Now go into the last room on the left, before the stairs. Inside you'll find your good friend Chellick. You can either charm/intimidate him into getting Jenna out of the Den, or you can do a little job for Chellick. Since I don't have the talents to charm or intimidate him, I deal. ***CHARM/INTIMIDATE*** ***ASSIGNMENT*** Citadel: Rita's Sister and Chellick//Make the Pickup ------------------------------------------------------------------------ 4) Head up the stairs to Traffic Control. Search the three 'Tracking Terminals', the 'Weapons Locker', and scan the keeper. ***CODEX*** Primary- Weapons, Armor, and Equipment//Small Arms Secondary- Ships and Vehicles//Starships: Cruisers Secondary- Ships and Vehicles//Starships: Fighters Secondary- Ships and Vehicles//Starships: Frigates ------------------------------------------------------------------------ 5) Head back down to the Atrium and go down the stairs opposite those that lead to the C-Sec Offices to reach the Requisitions Office. Scan the keeper and talk to the Requisitions Officer. He can sell you the Aldrin License, and later you can get Specter Gear from him. ------------------------------------------------------------------------ Citadel: Lower Wards o======================================================================o 6) Now it's time to head back to the markets-you might as well, since Chora's Den is right next to it. Taking the rapid transit is as good as any other way to get there, unless you're dying for some scenery. You can now either bother with Jax or Chorban, in whatever order pleases you. I start with Chorban. Chorban spills the beans without much fuss. You can agree to stop researching for him, or to keep on going.. If you stop, you get a large boost to your Paragon. You might as well stop working for Chorban, seeing as how the rewards are better with Jahleed if you do, not counting the Paragon. Either way, to finish this assignment, you need to talk to Jahleed. ***ASSIGNMENT*** Citadel: Jahleed's Secret//Talk to Jahleed ***ALIGNMENT*** Paragon +8 ------------------------------------------------------------------------ Citadel: Security o======================================================================o [Ignore this if you charmed/intimidated Chellick] 7) Now it's time to deal with Jax. You really only have two choices, go through with the deal, or leave a few corpses in your wake. Either way, head back to the C-Sec Academy after you're done. If you go through with the deal you get a nice reward from Chellick when you get back, including omni-gel, grenades, a weapon mod, a large boost to your Paragon rating, and the standard experience and credits for completing a quest. On the other hand, if you waste Jax, you get the multiple joys of shooting things, and pissing off Chellick. Also, you get a huge Renegade bonus by doing things this way. ***ASSIGNMENT*** Citadel: Rita's Sister is Safe//Complete ***ALIGNMENT*** Paragon +8 Renegade +9 ------------------------------------------------------------------------ 8) Talk to Jahleed. If you agreed to help Chorban, you're stuck with helping Jahleed. If you turn him in, the quest ends and you get some credits and experience. If you get him to bribe you out of turning him in, you'll get significantly more credits. You can also get him to bribe you, and keep scanning for him by choosing the top or middle options after choosing the 'Payment' option. If you charm/intimidate him, nothing really changes except you get some paragon/renegade points as well as the reward. ***ASSIGNMENT*** Citadel: Jahleed's Set Free//Complete ***CHARM/INTIMIDATE*** If you have 7 ranks of intimidate, you can scare Jahleed into going legit. ***ALIGNMENT*** Paragon +2 Renegade +2 ------------------------------------------------------------------------ Citadel: Lower Wards o======================================================================o 9) Head down to Chora's Den to find the place locked down and swarming with enemies. Take things slowly, as a barrage of shotgun fire at a low level will put an end to your meddling quick-like. Watch out for the Krogan Bouncer, as he's a fairly compotent fighter. (I save my Lift for him.) After they're dead head into the back and waste two more enemies and rob the weapons locker. Go through some more doors to come into conflict with Fist, who will activate two turrets that pretty much demand you take cover at lower levels. One Overkill should suffice, and once you destroy both turrets, or down Fist, the fight ends. Either way, after the fighting Fist surrenders. If Wrex is in your party, the conversation will only go on so long before Wrex kills Fist. Otherwise it's up to you to let him go, or to execute him-Shepard style. No matter what you choose, you get no goodie points for it, so I shoot Fist-if Wrex doesnt do it for me. Make sure to pick up the 'Optical Storage Disc' and loot the wall safe before you leave. ***MISSION*** Citadel: Expose Saren//Save the Quarian ***ASSIGNMENT*** Citadel: Reporter's Request//Deliver Information ***ALIGNMENT*** Renegade +2 ------------------------------------------------------------------------ 10) You have four minutes to reach the Quarian.. which is actually a great deal of time, so don't kill yourself getting there. Remember to fire in bursts if you've got an assault rifle to clear the baddies in the Den. Head into the Alleyway through the door to the left of the door that leads to the Lower Market (remember scanning that keeper here?) Once you trigger the cutscene the timer is off, and you can deal with the assassins at your leisure. Once they're all dead, taking ensues, and you end up back at Udina's Office. Turn's out the Quarian's evidence is.. overly convenient, but damning none-the-less. After all the chatter Tali ends up in your party, and you've got a date with the Council.. ***MISSION*** Citadel: Expose Saren//Return to the Tower ***CODEX*** Secondary- Aliens: Non-Council Races//Quarians: Pilgrimage ------------------------------------------------------------------------ Sequence of Events: 1) Speak to Xeltan 2) Homecoming 3) Speak with Sha'ira 4) Expose Saren Citadel: Presidium o======================================================================o 1) ..But since you're so close, you might as well finish up that business with Xeltan (Volus and Elcor Offices) and the Consort. Go into the office and talk to Xeltan. Pick the top option both times, as the 'renegade' responses don't net you any points. Now head out of the embassies. ***ASSIGNMENT*** Citadel: Xeltan Convinced//Complete ***ALIGNMENT*** Paragon +2 ------------------------------------------------------------------------ 2) As you head down the stairs you'll find Samesh Bhatia. If you listened to some of the stuff on the elevator, you might have heard about his wife.. Anyways, he wants you to try and help him get his wife's body back for cremation. Soo... take a detour to the Embassy Lounge and talk to Clerk Bosker. You have a number of approaches for this assignment. You can talk to Bosker and find out they're using the body for research, then tell the husband that you cant fix it. There's no reward for this path whatsoever, so it's not even worth doing. Alternatively you can talk to Bosker and charm/intimidate him into giving the body back. Finally, you can talk to Bosker, and go back to Bhatia and charm/intimidate him. ***ASSIGNMENT*** Citadel: Homecoming//Talk with Diplomat Citadel: Homecoming//Make a Decision Citadel: Homecoming//Complete ***CHARM/INTIMIDATE*** If you have 2 points of either charm or intimidate you can convince Bosker to release the body. If you have 3 points of either charm or intimidate you can get Bhatia to come to terms with the military using her body for research. ***ALIGNMENT*** Paragon +8 (Charm Bhatia/Bosker) Renegade +9 (Intimidate Bhatia/Bosker) ------------------------------------------------------------------------ 3) Now go over to the Consort's Chambers and talk to Sha'ira. If you dealt with the Xeltan before coming here (you should have) you'll get a 'small trinket' that will come in handy later. Also, if you choose all the 'renegade' responses, you'll get an extra little treat as well. You might have heard about it, it was on FOX News.. anyways.. NOW it's time to see the council, so head on to the Tower. You know the way. ***ASSIGNMENT*** Citadel: Asari Consort//Complete ***ALIGNMENT*** Paragon +2 Renegade +2 ------------------------------------------------------------------------ Citadel: Tower o======================================================================o 4) The tune is a little different with the Council this time. Long story short, the Council concedes Saren's complicity, while ignoring the Reapers. You play the maniac who knows the truth but isn't listened to. In any case, you become a Spectre (surprise..) and everybody is still annoyed with everybody else. ***MISSION*** Citadel: Expose Saren//Speak to the Ambassador ***ALIGNMENT*** Paragon +2 Renegade +2 ------------------------------------------------------------------------ Sequence of Events: 1) Talk to Kahoku 2) Talk to Garoth 3) Deliver Information 4) Dr. Michel 5) Talk to Morlan 6) Flux Redux 7) Signal Tracking 8) Helena Blake 9) Docking Bays 10) Normandy Citadel: Tower o======================================================================o 1) Now that you've progressed the story a bit, prepare to be burdened by more assignments. Head down the stairs and take a right to find Rear Admiral Kahoku. He basically asks you to abuse your newfound freedom as a Spectre to do work for him. This unlocks the Sparta System in the Artemis Tau cluster. ***ASSIGNMENT*** UNC: Missing Marines//Find Recon Team ------------------------------------------------------------------------ 2) Talk to Garoth and accept to look for his brother, unlocking the assignment "UNC: Privateers" as well as the Strenuus System in the Horse Head Nebula cluster. If you refuse to help him, you get renegade, and if you're super sweet and agree right off the bat, you get paragon. You can always refuse, then accept, so you don't really lose anything either way. ***ASSIGNMENT*** UNC: Privateers//Go to the Strenuus System ***ALIGNMENT*** Paragon +2 Renegade +2 ------------------------------------------------------------------------ Citadel: Upper Wards o======================================================================o 3) Now it's time to pay Emily Wong a visit. Take the elevators down to the Wards. You might hear some reports on the elevators that give you even more assignments. All the better if you do. On the way from the elevator from the Presidium to the elevator to the Wards, head into the first room on the left and investigate the 'Signal Source'-one of the glowing blue things on the wall-to update the assignment "Citadel: Signal Tracking." When you finally get to the large room in the upper ward, talk to Emily, who is at the same spot she was originally at. You can choose to decline your previous deal, which will make Emily none too happy, but more importantly, yeilds no reward. You can also make good by delivering Fist's OSDs for a monetary reward. Of course, you can charm/intimidate her into giving you MORE credits, which is even better. ***ASSIGNMENT*** Citadel: Reporter's Request//Complete Citadel: Signal Tracking//Follow Signal to the Presidium UNC: Hostage//Board Freighter UNC: Missing Survey Team//Find Missing Researchers ***CHARM/INTIMIDATE*** If you have 1 measly talent in charm or intimidate, you can convince Emily to increase your reward. Either way, the reward is the same, plus some renegade points if you're mean. ***ALIGNMENT*** Renegade +2 (Intimidate Emily) ------------------------------------------------------------------------ 4) Now we should go visit Dr. Michel, who has managed to get herself into trouble again. Agree to help her for the assignment 'Citadel: Doctor Michel. Head to the Lower Market. ***ASSIGNMENT*** Citadel: Doctor Michel//Talk to Morlan ------------------------------------------------------------------------ Citadel: Lower Markets o======================================================================o 5) Talk to Morlan. He'll appear confused. A blackmailer will come up, leaving you with a couple of solutions. You could always kill him, but this isn't the best solution this time. I know, I'm saddened too. Alternatively you can charm/intimidate the blackmailer. Any other option results in a fight. When the blackmailer is dealt with, report back to Dr. Michel and ask about Banes. ***ASSIGNMENT*** Citadel: Doctor Michel//Talk to Doctor Michel Citadel: Doctor Michel is Safe//Complete ***CHARM/INTIMIDATE*** If you have at least 6 in charm, you can appeal to the krogan's sense of morality. If you have at least 4 ranks in intimidate you can convince the blackmailer down an alternate path-one that doesn't end with a bullets in him. ***ALIGNMENT*** Paragon +8 (Charm Blackmailer) Renegade +9 (Intimidate Blackmailer) ------------------------------------------------------------------------ Citadel: Upper Wards o======================================================================o 6) Now I go visit Flux. On your way in, a naughty salarian gets evicted.. with predujuice. Go talk to him and agree to help him cheat at Quasar. Go play some games. I'm not going to explain in depth, since it's simple odds and arithmatic. Suffice to say you want to get as near to a score of 20 as possible with going over or you'll bust. The closer you get, the more creds you win. Anything less than a 17 nets you a loss on that round. Win five rounds and you're good to go. Win seven games and Doran will confiscate the device. Of course you could always just give him the device for some creds. If there is honor among thieves, go talk to Schells when you have the device's quota. Now head back to the Presidium to wrap up "Signal Tracking." ***ASSIGNMENT*** Citadel: Schells the Gambler//Speak to Schells Citadel: Schells the Gambler//Scan the Machines Citadel: Schells the Gambler//Speak to Schells Citadel: Schells has his Data//Complete ------------------------------------------------------------------------- Citadel: Presidium o======================================================================o 7) Go to the bank and investigate the electronics behind Barla Von. Now head over to the emporium and head to the back, going right this time. Ivestigate the 'signal source' to initiate dialogue with a rogue A.I. Whatever you do, the A.I. is dead-set on self-destructing, and taking you with it. When it does so, simply enter Y-X-Y-A-X-A-A to disarm it, and take its stolen credits for yourself. ***ASSIGNMENT*** Citadel: Signal Tracking//Complete ***CODEX*** Primary- Technology//Computers: Artificial Intelligence (AI) ------------------------------------------------------------------------ 8) Between the emporium and the bank you'll find Helena Blake, who wants you to eliminate two of her fellow criminals. If you're noble and refuse her, you still get the assignment, and a good bit of paragon to boot. If you choose the renegade option, you get a tid bit of renegade. ***ALIGNMENT*** Paragon +8 Renegade +2 ------------------------------------------------------------------------ Citadel: Docking Bay o======================================================================o 9) Now head to the Docking Bay, which is directly across from the elevator connecting C-Sec and the Presidium. You'll see Anderson and Udina outside the Normandy. Talk to them to find out Anderson has been sacked, and you now have control of the Normandy. You'll be given the lionshare of missions in the game, and sent upon your merry way to explore the galaxy.. Finally! After all that, you finally get into the meat of the game. Talk to Anderson before you head out to get some more info on Banes, and two Codexes. Following this guide, you should have been rewarded with the Scholar Achievement at this point. Also check the exterior of the Normandy in dock for some more Codexes. ***MISSION*** Citadel: Expose Saren//Complete Find Liara T'Soni//Go To Artemis Tau Noveria: Geth Interest//Go To Noveria Feros: Geth Attack//Go to Feros ***ALIGNMENT*** Paragon +2 Renegade +2 ***CODEX*** Primary- Aliens: Non-Council Races//Batarians Primary- Planets and Locations//Uncharted Worlds Primary- Weapons, Armor, and Equipment//Mass Accelerators Secondary- Ships and Vehicles//Weapons: Ablative Armor ------------------------------------------------------------------------ Sequence of Events: 1) Give a little speech 2) Command Deck 3) Quarters 4) Engineering Normandy o======================================================================o 1) You now have a great bit of space you can explore, and exploring will invariably only open up more systems and assignments. You can go to either Feros, Noveria, or the Artemis Tau cluster to continue the story. To finish up your party, the Artemis Tau cluster is the most obvious stop, and it is what I will do first (story-wise). Of course, there are a number of planets to explore, resources to find, and fights to pick. You can find assignments/exploration information later on in the guide, if you wish to simply cruise about space. Honestly, after all that story and leashed gameplay, I can't wait to go scope out some planets, and it is what I do next (chronologically). For organizational purposes, however, I will continue the FAQ with the Artemis Tau cluster. Regardless, the next step is to head into the Normandy. You get to make a little speech, and then it's time to explore a bit. ***ALIGNMENT*** Paragon +4 Renegade +4 ------------------------------------------------------------------------ 2) Search to the left of Joker and 'Look Outside' for a Codex. Talk to Joker for a few more Codexes. As you head up near the Galaxy Map, you'll trigger another Codex. ***CODEX*** Primary- Citadel and Galactic Government//Citadel Space Primary- Ships and Vehicles//Normandy Secondary- Planets and Locations//Stations: Arcturus Station Secondary- Ships and Vehicles//FTL Drive: Appearance ------------------------------------------------------------------------ 3) Now head down the stairs into the Quarters and search the computer in the Captain's Office for a Codex. Examine one of the Sleeping Pods for another, and Shepard's Locker for the final one on this level. ***CODEX*** Secondary- Humanity and the Systems Alliance//Systems Alliance: Military Ranks Secondary- Humanity and the Systems Alliance//Systems Alliance: N7 Secondary- Ships and Vehicles//Starships: Crew Considerations ------------------------------------------------------------------------ 4) Take the elevator down to Engineering. Talk to Wrex, Tali, and Engineer Adams, all of whom have Codexes for you. Now head up to the Command Deck, talk to Pressly for another Codex, and activate the Galaxy Map. You have access to the Serpent Nebula (the Citadel's location), the Horse Head Nebula (Noveria), Attican Beta (Feros), and Artemis Tau (Liara's Dig Site). Also the following optional areas should be open to you: Exodus cluster, Argos Rho, Gemini Sigma, Hades Gamma, Voyager Cluster, Armstrong Nebula, Kepler Verge, and Hawking Eta. While you're exploring, you may pick up the following Codexes: when you scan your first planet, when you get your first Prothean Data Disk, when you find your first Turian Clan Insignia, when you find your first League of One Medallion. You'll also get some new exploration-based assignments relating to the resources and artifacts you find. I highly suggest exploring, unless you are renting the game, or borrowing it, or for some other reason are just too busy to handle the 'meat' of the game. For more information about exploration, look towards the beginning of the guide in the 'exploration' section. ***ASSIGNMENT*** UNC: Asari Writings UNC: Prothean Data Discs UNC: Valuable Minerals ***CODEX*** Primary- Ships and Vehicles//FTL Drive Primary- Ships and Vehicles//Military Ship Classifications Secondary- Aliens: Council Races//Salarians: League of One Secondary- Aliens: Council Races//Turians: The Unification War Secondary- Aliens: Non-Council Races//Krogan: Genophage Secondary- Aliens: Non-Council Races//Quarians: Economy Secondary- Aliens: Non-Council Races//Quarians: Government Secondary- Aliens: Non-Council Races//Quarians: Migrant Fleet Secondary- Humanity and the Systems Alliance//Human Dipolomatic Relations Secondary- Humanity and the Systems Alliance//Systems Alliance: Geological Survey Secondary- Aliens: Extinct Races//Protheans: Data Disks o======================================================================o | | | Artemis Tau | | {WLK003} | o======================================================================o Sequence of Events: 1) Therum, Surface 2) Refinery 3) To the Ruins 4) Therum, Ruins 5) Therum, Mines 6) Normandy 7) Next? Therum, Surface o======================================================================o 1) Head over to the Attican Beta Cluster, Knossos System, and land on the planet Therum. You'll do a good bit of the groundwork in the Mako. Just follow the.. well.. the only path you can take and avoid the lava. Along the way you'll hear/see a geth dropship pass overhead and leave you some company. As always, killing things out of the Mako nets you more experience. You'll also get a Codex on geth armatures, which if you're like me, you've slaughtered by the dozen by now. You'll have to fight a pair of armatures initially, which is no big deal, no matter how you go about killing them. ***CODEX*** Secondary- Aliens: Non-Council Races//Geth: Armatures ------------------------------------------------------------------------ 2) After a ways you'll come across a Refinery, the front gate of which is guarded by a trio of turrets. The game wants you to head up the wrap around to the north-which you have to do anyways. If you're gutsy, you can kill the turrets anyways, and head around. This path is guarded by one measly turret. Inside the Refinery grounds you'll fight numerous geth troopers and a few destroyers. Kill them all and search the buildings for loot, and to open the gates to continue on. ------------------------------------------------------------------------ 3) Once done, get back in the mako and continue north past the Refinery. A quartet of armatures and some geth ground forces lie ahead of you. The amatures can effectively snipe at you while being for all intents and purposes out of your range. Get close to them and eliminate them. As with most things, I feel being on foot is easier than fighting in the Mako. It's just a bigger, less maneuverable target than Shepard personally. Also by this point in the game, my firepower out-classes the Mako too, but that might just be me. In any event, I just use the Mako to get close to the fight, mop up on foot, and drive to the next skirmish. Even After you reach the ledge the final two of the four amatures are on you still have a bit of fighting to go. To the south lie rocket troopers and a geth colossus, which are solely intended to cause life to be hell for the Mako. They largely succeed, but being on foot makes you a difficult target for them. Drive through the tunnel and kill the geth on the other sides. Go into another tunnel, exterminate the geth, and out the otherside, where yet more geth await reprogramming. Therum: Ruins o======================================================================o 4) Immediately up ahead, the path becomes too narrow for your old Mako. Good riddance. Continue on foot and dispatch a group of geth. Continue on to find more geth, this time with sniper support. Continue up until you reach the Mining Camp. When you get to the Mining Camp, you'll get a little cutscene introducing geth stalkers.. essentially fast-moving snipers. Another geth dropship will come and leave you some company, including an amature. If you're not up to a full-strength assault, head to the opposite side of the building from the geth (should be to your left from where the cutscene ends.) This should get you some cover from the geth amature, and split them up a bit. When all the geth are dead, head up into the mine shaft. ***CODEX*** Secondary- Aliens: Non-Council Races//Geth: Hoppers Therum: Ruins//Mines o======================================================================o 5) Head deeper into the mine, killing the troopers and sniper that lie in between you an the elevator. On route to the next elevator, you'll get attacked by a trio of assault drones. Take the next elevator down, but keep in mind-it's a one-way trip. Travel down the ruined walk way until Liara T'soni initiates dialogue. Talk to her to find out you need to get past the barrier she's trapped in to shut it off. Easy as goblin pie. Go the opposite direction from Liara and exterminate any geth in the way. Go to the 'Mining Laser Controls' and enter the following sequence: A, X, B, Y, to get it to fire. Now the way to Liara is clear. Go down the ramp you created, operate the lift, and go up to Liara. She insists in speaking to you again. Set her free and more talking ensues. Go up the elevator, and when you reach the top, you've got some geth, and a krogan battlemaster to deal with. Note that if you do not pick the paragon option the first time he speaks to you, "This ruin's coming down", you will lose out on a fairly sizable chunk of experience. He can be pretty tough at lower levels, focus on the geth first, and use whatever biotics/techs you have to disable him. After he's dead Shepard and company make a run for it to escape the collapsing mine. Normandy: Post-Artemis Tau o======================================================================o 6) You'll get to chat it up with the crew for a bit. After that's done, Joker will ask if you want to be patched through to the council. None of your choices here matter to your alignment, which is sort of silly, so answer however you please. ***CODEX*** Secondary- Aliens: Extinct Races//Protheans: Cipher Anyways, search the terminals near Navigator Pressly to pick up a Codex, and check the two 'Heat Load Monitors' on your way to the cockpit for more. Inside the cockpit, search the 'Gunnery Station' for another Codex. ***CODEX*** Primary- Ships and Vehicles//Space Combat Secondary- Ships and Vehicles//Space Combat: Combat Endurance Secondary- Ships and Vehicles//Starships: Heat Management Secondary- Ships and Vehicles//Weapons: GARDIAN In the Quarters, you can talk to Liara to learn more about the Asari. (Mmmm.. Codexes..) Kaiden will also give you a Codex on this level. ***CODEX*** Secondary- Aliens: Council Races//Asari: Culture Secondary- Technology//Biotics: Training Now it's time to head to Engineering. I'm sure you can access some of these Codexes earlier, but for the sake of organization, lets just assume you did it here. Talk to Garrus again to learn more about him, C-Sec, Spectre candidacy.. blah blah blah, you get two Codexes from it. If you read up on it.. just as an asides, it's painfully obvious that the Turians were based around the idea of the Roman empire-post Marian reforms. Legions being reconsituted instead of replaced strikes similar to the Teutoburg Legions destroyed, XVII, XVIII, and XIX. Instead of being reformed, they were retired, Rome never again had Legions XVII, XVIII, or XIX. Also, Romans recorded their legion's histories individually, like the Turians. They were famously 'heavy infantry', and they-like the Turian Codexes say-relied on others (non-Romans) to provide auxillery support, namely in the form of archers, light infantry, and cavalry. The Marian reforms allowed the recruitment of non-patricians into the military, serving for a period of time. After non-Roman legions retired, they were given land, and made Roman citizens. Sounds awfully close, eh? Now if the Turians had Eagles.. Anyways, you can also get Garrus to talk about a past incident at C-Sec that needs resolving. Ashley and Wrex also have a Codexes for you. Go into the engine room and check out the 'Core Charge Status'. ***ASSIGNMENT*** Garrus: Find Dr. Saleon ***CODEX*** Secondary- Aliens: Council Races//Turians: Biology Secondary- Aliens: Council Races//Turians: Culture Secondary- Aliens: Council Races//Turians: Military Doctrine Secondary- Humanity and the Systems Alliance//Terra Firma Party Secondary- Aliens: Non-Council Races//Krogan: Culture Secondary- Aliens: Ships and Vehicles//FTL Drive: Drive Charge ------------------------------------------------------------------------ 7) Once you're done pestering folks in the Normandy, it's time to head to your next destination. I prefer to tackle Feros next, so if you're looking just to get through the story, head there. Before I do any more story, however, I make a return trip to the Citadel, and take care of some business there. o======================================================================o | | | Citadel II | | {WLK004} | o======================================================================o Sequence of Events: 1) Inspection 2) Interview 3) Intercession 4) Investigation 5) Intervention 6) Infatuation 7) Interjection 8) Normandy 1) As soon as you get out of the Normandy, you'll see Rear Admiral Mikhailovich standing around, just waiting to cause trouble. He wants to 'inspect' the Normandy, essentially stepping on your toes a bit. This is a somewhat interesting scenario, if you think about it from a story-line perspective. The Normandy is an Alliance vessel (created with help from the council) and therefore is technically under Alliance jurisdiction. Shepard too is an Alliance officer, and the rank of Rear Admiral is at least three ranks above Shepard's (assuming Lieutenant Commander.) But as a Spectre, you really have some merit for not allowing Mikhailovich to assert his authority over you. What it comes down to is whether you consider your Shepard to place more authority with the Alliance, or with the Council.. or if you're just a Renegade for the hell of it, to use this technicality to tell a superior officer to shove off. Either way, there are a number of paragon/renegade options here. If you go renegade all the way and decide to not allow the Admiral to make his inspection, you'll gain a few points of renegade. If you allow him to inspect your ship, you'll get the option to charm/intimidate him.. always the best course of action. ***CHARM/INTIMIDATE*** (about the 'ineffeciency of the Normady's design..) If you have at least 6 ranks in charm you can defend the Turian logic behind the Normandy's design. If you have at least 6 ranks in intimidate you can tell the Admiral that your crew isn't inexperienced. (about the prohibitive cost of the Normandy..) If you have at least 5 ranks in charm you can point out the Normandy's usefulness. If you have at least 5 ranks in intimidate you can insult the Admiral's lack of vision. (about the aliens onboard your ship..) If you have at least 7 ranks in charm If you have at least 7 ranks in intimidate you can defend your right to choose your crew. (any final remarks..) If you have at least X ranks in charm If you have at least X ranks in intimidate ***ALIGNMENT*** Renegade +2 ------------------------------------------------------------------------ 2) Head up the elevator to C-Sec. When you get out, you'll be bothered by a reporter named Khalisah Al-Jilani, who wants an interview. If you flat-out turn her down, you get nothing but a journal update. If you belt the reporter, you'll get some renegade. In any event, more charm/intimidate options ahead. She'll try to sway whatever you say negatively.. against aliens, anyhow. If you're renegade, that should suit you fine. If you walk out of the interview, you'll get some paragon. You'll get more experience and creds if you charm/intimidate, but you can get those anywhere. Don't play along with the reporter. ***ASSIGNMENT*** Citadel: The Fourth Estate ***CHARM/INTIMIDATE*** (about placing the Citadel's needs before the needs of Earth..) If you have at least 2 ranks in charm you can defend the council's authority. If you have at least 2 ranks in intimidate you can defend your loyalty to humanity. (about the Normandy..) If you have at least 3 ranks in charm you can mention the Turian's involvement in the Normandy's design. If you have at least 4 ranks in intimidate you can ignore the input of the Turians into the Normandy's design. (about handing Earth's most advanced warship over to the citadel..) If you have at least 6 ranks in charm you can defend that the Normandy is still commanded and crewed by humans. (This skips the option below.) If you have at least 5 ranks in intimidate you can assert your-and the Alliances-command over the Normandy. (This skips the option below.) (This option pops up only if you answered neutral on the question before.) (about humanity getting the respect it deserves from the galactic community..) If you have at least 8 ranks in charm you can say humanity will gain respect when it earns it. If you have at least 7 ranks in intimidate you can remark that the way to gain the respect of the galaxy is to do so through military prowess. ***ALIGNMENT*** Paragon +2 Renegade +2 ------------------------------------------------------------------------ 3) Head up to the Presidium, near the bank. A man named Michael will be arguing with a lady named Rebekah (I hate when they spell it with a 'k'...) Anyways, talk to them. Michael wants the lady to get gene therapy for her baby to possibly prevent a genetic heart defect the babies now-deceased father had. Rebe-KAH is worried that the therapy might hurt the baby. Listen to the argument, and choose either her side or Michaels. Do whatever you wish, Michael is easier to charm, Rebe-KAH is easier to intimidate. Just make sure you get that juicy bonus to paragon/renegade, whatever you choose. ***ASSIGNMENT*** Citadel: Family Matter ***CHARM/INTIMIDATE*** (Michael) If you have at least 2 ranks in charm you can convince Michael that it is Rebe-KAH's decision. If you have at least 3 ranks in intimidate you can tell Michael that yelling isn't solving anything. (Rebe-KAH) If you have at least 3 ranks in charm to convince Rebe-KAH to give the baby a better chance than the father had. If you have at least 2 ranks in intimidate you can tell Rebe-KAH to not endanger the baby.. doesn't SOUND very renegade, now does it? But, you do point your finger at Rebe-KAH in a very menacing and overly aggressive sort of way.. so, I guess. ***ALIGNMENT*** Paragon +8 (charm Michael or Rebe-KAH) Renegade +9 (intimidate Michael or Rebe-KAH) ***CODEX*** Secondary- Humanity and the Systems Alliance//Genetic Engineering ------------------------------------------------------------------------ 4) Now take a trip to the Citadel Tower. Near the stairs leading up to the council chamber, you'll find your old friend Emily Wong. This time she wants you to plant a bug in the Citadel Traffic Control Station, which you can reach via C-Sec. Agree to help (or not) to start the assignment. You get nothing for not accepting.. so you might as well. Head back to C-Sec and into the Traffic Control room. You can plant the bug in the upper-right corner of the room, in an 'Inconspicuous Location.' Go back to Emily and talk to her. Dont pick the renegade option and you'll score some paragon points for your 'good deed.' ***ASSIGNMENT*** Citadel: Planting a Bug ***ALIGNMENT*** Paragon +2 ------------------------------------------------------------------------ 5) Take the elevator on the Presidium down to the Wards. In the area 'Citadel: Flux and Wards Access' you'll find a man named Zabaleta. He'll hit you up for some money. If you don't give him any, you'll get some renegade points. If you give him the money, you'll get some paragon. Either way, this starts up an assignment. Oh boy! ***ASSIGNMENT*** Citadel: Old, Unhappy, Far-Off Things ***ALIGNMENT*** Paragon +2 (give Zabaleta money) Renegade +2 (call him a drunk) ------------------------------------------------------------------------ 6) Our old friend Conrad is back again, if you want to move the assignment, Citadel: The Fan further. It will be covered in the side quest section. ------------------------------------------------------------------------ 7) Since I've done every side-quest availiable up until now, my Shepard is crazily wealthy, all my characters in play have Spectre weapons, and I am able to purchase the Kassa Fabrication license from the Requisitions Officer in C-Sec, and the Geth Armory license from Morlan in the Lower Market. I do so while on the Citadel, and when I head back to the Normandy, I save in front of the Quarter Master, and reload until he gives me what I want.. a suit of Colossus Heavy Armor. It's only Colossus IX, but this is vastly, enormously, even stupidly more powerful than my Onyx IV. I shell out 600,000 credits and put on what will likely be the best armor I find in this play through.. Now I have Spectre VII weapons, and Colossus IX armor.. and I haven't even gone to Feros or Noveria, much less Virmire! Needless to say, I shant have any trouble from anything from here on out. Just for kicks, lets compare what I was wearing, to what I will wear for the rest of this playthrough: (Previously) (Currently) Armor Onyx IV Colossus IX Heavy Armor Heavy Armor Damage Protection: 39 78 Shields: 126 420 Tech/Biotic Protection 0 16 Yeah.. ------------------------------------------------------------------------ 8) Now head back to the Normandy. If you want to continue the assignment with Zabaleta, go into the comm room to talk to mom. It will be covered more in the side-quest section. Otherwise, it's time for Feros. o======================================================================o | | | Feros | | {WLK005} | o======================================================================o Sequence of Events: 1) Reach Zhu's Hope 2) Clear the Tower 3) Talking to the Blakes' 4) Food Problem 5) Power Problem 6) Water Problem 7) Talk to Folks 1) Head out of the Normandy and talk with a man named David. He'll tell you that the colony's leader, Fai Dan, wants to speak with you. As soon as he's done talking, he gets wasted by a geth missile, and it's time for some shooting. Waste the largely ineffectual geth ahead of you. Continue on ahead (there's really no way to get lost) until you reach some stairs. You'll get attack by some geth stalkers. Keep going and you'll reach the colony of Zhu's Hope. Move through the colony until you reach Fai Dan.. none of the colonists have anything particularly interesting to say just yet anyways. You'll find Fai Dan arguing with a lady named Arcelia Silva Martinez. Talk to him and you'll be shortly attacked by more inept Geth. ------------------------------------------------------------------------ 2) Since nobody will talk further until the geth are gone, head on to the north and clear the tower of geth. Your destination is marked on your map with an '!'. Go north, up the stairs, and then to the west, killing geth as you go. When you get to the large open room marked as your destination, you'll come under attack from shock troopers, recon drones, and snipers. After they're dead, more troopers and a destroyer will drop in. After that the dropship above leaves, and it's time to report back to Fai Dan. Chat Fai Dan up and he'll reveal a number of problems in Zhu's Hope, along with the location of the geth HQ. You can get some paragon/renegade points depending on how you respond to Fai Dan. (Saying you don't care about the colonists is probably not a paragon response, eh?) ***ASSIGNMENT*** Feros: Geth in the Tunnels ***ALIGNMENT*** Paragon +2 Renegade +2 ------------------------------------------------------------------------ 3) Now that the initial fighting is done, it's time to explore Zhu's Hope. If you're expecting to find an interesting city.. well, not so much, but there are assignments to pick up, and a place to drop off your loot. We'll cover everything there is to do in Zhu's Hope at this point here. Head east from where Fai Dan is and go into the structure labeled 'Zhu's Hope'. Whatta crappy city. Go into the room on the right with the Blakes' inside (no relation to Helena, I presume.) Talk to Calantha, how you respond determines whether you get Renegade, Paragon, or no alignment points. Her husband has little of interest to say. Search the 'Public Extranet Terminal' for a Codex. ***ALIGNMENT*** Paragon +2 Renegade +2 ***CODEX*** Secondary- Technology//Communications: Methodology ------------------------------------------------------------------------ 4) Head east some more within the structure to find Davin Reynolds. He'll tell you about the colony's food problem, and a somewhat primitive way to neutralize it. ***ASSIGNMENT*** Feros: Varren Meat ***CODEX*** Primary- Aliens: Non-Sapient Creatures//Varren ------------------------------------------------------------------------ 5) Continue east out of the structure, and head as though you're going back to your ship. Talk to May O'Connell, who is tinkering with something. ***ASSIGNMENT*** Feros: Power Cells ------------------------------------------------------------------------ 6) Head down a little ways from May to talk to Macha Doyle, who is monitoring a terminal attached to a pipe. She'll tell you about the colony's water problem. ***ASSIGNMENT*** Feros: Water Restoration ------------------------------------------------------------------------ 7) Now head back up around the structure. There's a salarian merchant named Ledra that you'll go past, but he has little of interest to sell. If you do not already have the top of the line Spectre Gear, some of the Haliat weaponry can be pretty good.. still, not good enough to buy a license for it, and in any event, unless you jumped right into the story you're probably well on your way to getting to 1,000,000 credits anyhow. Go up around the structure instead of taking the stairs and going around to Fai Dan and talk to Hana Murakami. Now go around and talk to Fai Dan if you want to talk to him about the colonist's strange behavior. You know, the focusing single-mindedly on a problem they can't resolve, or always refering you to Fai Dan when you ask about the colony. That stuff. His answer will leaving you wanting, so head off to complete your tasks. Feros: Tunnels o======================================================================o Sequence of Events: 1) To the Tunnels 2) Through the Tunnels 3) Geth in the Tunnels 4) Meating some Varren 5) Ian and back again. 6) Making Zhu's Hope Whole. 1) If you look at your map, find the yellow arrows furthest north named 'Stairs down to Tunnels'. That's where you're heading. You'll fight some geth before you reach the tunnels, nothing you can't handle though. ------------------------------------------------------------------------ 2) Head across the bridge and go into the side-tunnel with all the convienently placed concrete barriers. Just in case somebody gets into a fire fight here. Kill the geth and activate the first two Water Valves, one at the beginning of the tunnel, and the other at the end, both near the stairs out. ------------------------------------------------------------------------ 3) Head down the tunnel some more until you get to a bridge on your right, which you should take. A door is in front of you. Immediately after the door opens aim up, as two geth snipers are waiting on a ledge to ruin your day. There is also a trooper ready to shower you with death directly opposite your position, and there are no good places to take cover (with the exception of retreating out the door.) Continue down the hallway and into a room where three Krogans await you. From now on, there's a tactic for dealing with Krogan-do not take cover. Krogan are not stationary fighters, and tend to charge your position. They are also fond of shotguns, regenerating health, using immunity, and getting up close to melee, which shields DO NOT AFFECT. Keep moving, and try to keep your distance. Krogan Battlemasters are just about the only thing that can kill you in later levels on higher difficulties.. aside from geth colossi, that is. Once they're dead, shoot up the geth transmitter. ***ASSIGNMENT*** Feros: Geth in the Tunnels//Inform Fai Dan ------------------------------------------------------------------------ 4) Now head back and take the door opposite the bridge (look at your map, it's there.) You'll get a cutscene introducing you to Varren. Take them all out, and head up the ramp to find and eliminate the Varren Alpha. Loot the place. The vehicle at the top of the ramp (one of the two things on fire in this room) has a 'Fuel Compartment' you can scavange power cells from. Two birds, eh? ***ASSIGNMENT*** Feros: Power Cells//Deliver Cells to May O'Connell Feros: Varren Meat//Inform Davin Reynolds ------------------------------------------------------------------------ 5) Go back to the tunnels and head north, into another side-tunnel with geth friends. This time a sniper and a destroyer join the fun. The last Water Valve is right next to the stairs, which you'll probably run past in your slavering quest to annhiliate the geth. Make sure to get it though. Exit the tunnels, head north, and talk to Ian Newstead. He's uh, a little strange. Geth will interrupt your little conversation, and Ian will resort to babbling from then on out. Now head back, exterminate any geth you encounter that have taken up residence behind you, and return to Zhu's Hope. ***ASSIGNMENT*** Feros: Water Restoration//Inform Macha Doyle ------------------------------------------------------------------------ 6) Talk to everbody who set you out on a task, leaving Fai Dan for last. Tell Davin Reynolds the Alpha is dead for some Paragon, and some loot. Demand more loot for some Renegade, and of course, more loot. Next give May the power cells for more goodies. Then it's Macha Doyle's turn. Now talk to Fai Dan. That's a buttload of Paragon you just got (with a sprinkling of Renegade.) Don't worry if you're playing a Renegade character.. it's not bad to get some good points if you make money while doing it, eh? Now it's time to head up to the Prothean Skyway.. you know, a highway in the sky? Ugh. It's the elevator before the stairs to the Tunnels. ***ALIGNMENT*** Paragon +8 (Tell Gavin the Alpha is dead) Paragon +8 (Giving May O'Connell the Power Cells) Paragon +8 (Talk to Macha Doyle) Paragon +8 (Tell Fai Dan about the Transmitter) Renegade +2 (Demanding more loot from Gavin) Feros: Prothean Skyway o======================================================================o Sequence of Events: 1) To the Weigh Station 2) Upper Weigh Station 3) To ExoGeni 4) ExoGeni Main Level 5) ExoGeni Midden 6) Infiltrating ExoGeni 7) ExoGeni Upper Level 8) Back to the Weigh Station 9) Back to Zhu's Hope 10) Combating the Thorian 11) Normandy-Post Feros 1) As soon as you exit the elevator, there will be trouble. Kill the paltry geth attacking, and get in your Mako. How it got there is beyond me.. I personally will do my fighting outside of the Mako, and just use the old hunk of junk to get from place to place. Oh, and don't be cute and drive off the ledge. Apparently plummeting hundreds of feet counts as a critical mission failure. Who knew? This includes jumping off the road to land on another road below it. Why the hell would you put a road you can land on, if it kills you to land on it? Who knows. There will be all kinds of geth blocking your way. Armatures, rocket troopers, the usual. There are also tunnels that can be accessed on the sides of the roads, which contain a few more geth and some loot. Feros: Upper Weigh Station o======================================================================o 2) When you reach the end of the skyway you'll go through a Mako-sized door and you will recieve some radio chatter that bears investigating. Exit the Mako and head down a ramp to find some Exo-Geni stragglers. A lady named Juliana Baynham and a corporate jerk named Ethan Jeong will converse with you. Juliana wants you to look for her daughter, Lizbeth, Ethan want to be a jerk. There's also a man playing by a computer named Gavin Hossle, who wants you to get some data for him. Agree to help him if you don't suck. ***ASSIGNMENT*** Feros: Data Recovery. Feros: ExoGeni Approach o======================================================================o 3) Continue on to the second part of the Skyway and kill the geth baddies you find. Halfway up the geth will break out some of their bigger boys, including some juggernaughts and an armature. The road eventually ends near the ExoGeni headquarters. Feros: ExoGeni Main Level o======================================================================o 4) Exit the Mako and head inside, killing geth as you go. Head up a ramp and go to a decrypted door. Inside is a lootable, and a geth armature, which is playing possum. If you haven't been making a practice of killing these guys outside the mako.. well, just have immunity on, use lift if it's high enough of a level, and try to not get hit by its cannon. Feros: ExoGeni Midden o======================================================================o 5) Opposite this room is a ledge you can drop down, one of your party members should chime in that it's a one-way trip. Kinda annoying. It's not so high that any of your party members couldn't realisticly just reach up and grab the ledge.. but it's impossible to get back up. Really, you're a genetically enhanced elite marine, but if you have to scale an eight foot obstacle-it's over. Head down the only route availiable. As you enter the larger room, you'll be shot at by Lizbeth Baynham. Didn't expect to find her so soon, didja? Talk to her to find out there's a Thorian that the geth are after here, but you can't go back.. obviously, there's a humongous mountain of a wall blocking you- not like you're soldiers or something, or you don't have team-mates who can hoist you up-so you need to disable the energy barriers the geth put up, which is being powered by a geth ship. Again, it's not like you don't have your own ship-a state of the art turian/human designed frigate which could easily out-class a geth dropship. But alas, you're trapped, and there's no way to contact your crew. Except for radios and whatnot that you've used before.. Okay, enough knifing the plot. Still, couldn't they have like, made you fall down a hole, or found some other excuse to make you run through this building? After the conversation, some Varren will attack. And where there are Varren, there are bound to be Krogan. Head south and through a door. Feros: ExoGeni Main Level o======================================================================o 6) You'll hear a Krogan Commander yelling at a VI as you go up the stairs. Waste him and talk to the VI, which will reveal a good deal of information about ExoGeni, Zhu's Hope, and the Thorian. Head around the cornere, down another tunnel, up some more stairs, and into a room with a large number of cables in it. You'll have to drop down a ledge, and kill some geth. Head into a tunnel and follow it until it opens into a larger room, where some geth await. After the opposition is dispatched, you have two paths to follow, either head right, or left form the passage blocked by the energy field. The path to the right leads up some stairs to a sleeping area for some Krogan. Kill them, and loot the storage locker. Also, you'll find Gavin Hossle's Console here. Now head down the path to the left of the energy field. Feros: ExoGeni Upper Level o======================================================================o 7) Go up the stairs and follow the tunnel until you come into a larger room replete with geth to slaughter. After they're dead, hack into the ExoGeni terminal to get some confidential information, which gets you an assignment. ***ASSIGNMENT*** Investigate Facility Head up the stairs and cross over to the other large room filled with geth. Seeing a pattern here? Kill them and loot. Investigate a 'Server Node' for a private log, which gets you yet another optional assignment. Of note, the Cerberus group is involved, which should particularly be interesting. Now you have to shut the Shuttle Bay Doors to sever one of the claws keeping the geth ship anchored to the building. If you read the repair bill, you'll get explanation enough. You need to get the doors PSI to between 31 and 34. You then get a number of valves, 5, 7, 17, 11, and 13. Do a little math.. (ouch, my brain.. aches from under use..) And get the result 17+11+5=33, or 7+11+13=31. They even give you a little meter near your radar in case you are too moronic to add. ***ASSIGNMENT*** Investigate Samples You'll get a little cutscene, and afterwards, a transmission from Joker. Now head back the way you came and go through where the energy barrier was. Lizbeth will be waiting for you, waiting to chat. Now there are geth repopulating the highways. Hey, Bioware might not have created a whole lot of game, but damned if they don't get a lot of use out of what they made. ***ALIGNMENT*** Paragon +2 Renegade +2 Feros: Upper Weigh Station o======================================================================o 8) On your way back, near the Weigh Station, you'll get a transmission from Juliana. Go down and investigate. Jeong seems to be going out of control, and he starts up a conversation with Shepard that is just the epitome of friendly. This can end a number of ways. Most gratifying is responding to Jeong with the epitome of bullet-in-the-brain, which is pretty much any response that isn't charm or intimidate. How you respond to Jeong doesn't matter for alignment, but accepting or refusing the anti-Thorian grenades does-either way, you end up with the grenades. As usual, you get much better rewards for using charm/intimidate. The only downside is that Jeong lives with charm/intimidate.. If you have at least 10 ranks in Intimidate, you can convince Jeong that he's better off not risking his life screwing with the first human Spectre. ***ALIGNMENT*** Paragon +2 (Accept the grenades) Renegade +2 (Refuse the grenades) Paragon Renegade +27 (Intimidate Jeong) Feros: Zhu's Hope o======================================================================o 9) Head back towards Zhu's Hope. You now have a fundamental decision to make about your alignment.. well, perhaps I'm over-hyping it a bit. Either disable the citizens of zhu's Hope or kill them. This will greatly increase your Paragon/Renegade meter, so long as you stick to your guns.. or grenades. To disable the civilians, equip your grenades with the Anti-Thorian Gas I upgrades. After killing your first Thorian Creeper, your party members will talk to you. You have an opportunity here to tell them either to waste everything, or to try and keep the colonists alive. If you want to save the colonists, tell your party or you'll have to worry about them the whole way through the colony. When you go through the door, you'll see a number of Thorian Creepers waiting for you. These baddies work alot like geth husks, as in they have to run up to you to do any damage.. Shotguns work nice, needless to say. By the barriers near the elevator are four colonists for your saving/slaughtering fun. Go through the colony, killing creepers and doing whatever with the colonists. Near where Fai Dan was you'll get an upgrade kit that will replenish your grenades, so you shouldn't have too much of a problem with running out of grenades. Run up to the creepers to activate them, and then move away from the colonists so you don't accidently shoot them. Of course, if you're trying to kill them all, this is a lot easier. Head over to the Freighter Crane Controls and activate it. This will move the ship and give you access to the Thorian. Fai Dan will come out from hiding and kindly save you the trouble of shooting him by doing it for you. Head down the stairs to the left of the terminal you just activated. ***ALIGNMNET*** Paragon +32 (+2 per colonist alive) Renegade +32 (+2 per colonist killed) Feros: Thorian Lair o======================================================================o 10) Okay, now that you've made your way through the geth and the colonists it's time to deal with the colonists. Head down the only path you can take, down the stairs until you find the Thorian. It'll shit out a Thorian Asari for you to chat with-she actually looks pretty imposing, too. Like, perhaps this is how the Asari should have looked in the first place.. Anyways, this conversation ends up with gunfire, as all good ones do. She's a vanguard with a shotgun, so be prepared to deal with her, some creepers, and whatever biotics she wants to throw at you. Once she's dead, head through a door to the right of the Thorian to find a Thorian Neural Node. Do the only natural thing and shoot the hell out of it. The Thorian screams, and you need to continue on. Get used to it. Head up some stairs and the Thorian will expell another Asari Clone. How does it keep giving her armor and guns? Oh well. Kill her, go down a hallway and take a door to the left. Go up a ramp and destroy another neural node. Another Asari clone comes out to get shot, and go through another door to the left. Follow the passage and kill a third neural node protected by a number of creepers which will gradually awaken to attack you. Just how are they invulnerable while they're crouching? Who knows. Magical bullet protection. Go through another doorway to the left.. the hell is this, Nascar?.. and go up another ramp over which the fourth neural node hangs. When it's dead, a door at the top of the ramp will open and you'll get to kill the Asari again. Immediately head left and in the open doorway is the fifth neural node. Continue past where the node was and go up some stairs. Kill the Asari Clone again, go through a tunnel, and find her another time, guarding the sixth and final node. Once it's gone, the Thorian plummets, and the actual Asari escapes from a nasty Thorian pod. Of course she'll immediately become chatty. She'll give you the cipher, and you'll get a choice, whether to waste her, or let her go. ***ALIGNMENT*** Paragon +8 (Let Shiala go) Renegade +9 (Execute Shiala) ***CODEX*** Primary- Ships and Vehicles//Sovereign Secondary- Aliens: Council Races//Asari: Military Doctrine Normandy: Post-Feros o======================================================================o 11) Head back to the Normandy, where the crew will have another lovely sit down. Liara decides to be annoying and express concern for Shepard, which will end with her playing the damsel in distress again. Really, she's always getting woozy for no reason. So cliche.. Anyways, when that's done, you'll get to have another chat with the Council. This time, there's actually a point to talking to them. Every time you answer with a paragon response, you'll gain paragon points, every time you answer with a renegade response, you'll gain renegade points. Answer renegade the first time, and paragon the next two times for the best alignment score. (If you disconnect you get nothing.) ***ALIGNMENT*** Paragon +2, +4, or +6 Renegade +2 Now to do some things about the Normandy. Talk to Liara for a Codex. If you've talked to her enough, she might start seriously talking about a relationship. Ugh. Same goes for Ashley and Kaiden, but less ugh. Talk to Kaiden for another Codex. Head down to Engineering and talk to Wrex, Ashley, and Garrus for more Codexes. ***CODEX*** Secondary- Aliens: Council Races//Asari: Religion Secondary- Aliens: Council Races//Turians: Government Secondary- Aliens: Non-Council Races//Krogan: Military Doctrine Secondary- Humanity and the Systems Alliance//Systems Alliance: Military Doctrine Secondary- Technology//Biotics: Life as a Biotic After you have all the Codexes you can get, you can either do sidequests, or head off to Noveria. If this is your 2nd story mission, nothing new will have happened at the Citadel (provided you did all the assignments availiable after Artemis Tau.) If you are skimping on sidequests, or you are doing story missions in a different order, you might have new assignments availiable in the Citadel. As for me, I decide to tackle the two new assignments you can pick up in Feros, which are located in the Maroon Sea Cluster. After that, it's Noveria. o======================================================================o | | | Noveria | | {WLK006} | o======================================================================o After I've done the ExoGeni quests, I head to Noveria. Once again, you don't seem to be welcomed with opened arms. Everybody hates you, get used to it. Before I leave the Normandy, I visit the quartermaster and pick up a suit of Silverback X for Garrus.. it's not the best, but it's much better than the Silverback V he DID have. I also sell off my loot. Noveria: Port Hanshan Docking Bay o======================================================================o Sequence of Events: 1) Rent-a-Cop Shakedown 2) Giana Parasini 3) Merchant Opold 4) Administration 5) Lilihierax 6) Mallene Calis 7) Talking to Rafael 8) Lorik Qui'in 9) Synthetic Insights 10) To the Garage 1) Go to enter Noveria. On the way you'll be bothered by some rent-a-cop trying to exert her authority. Any Shepard with balls would bristle at this. No matter what you do, they'll try to secure your weapons. Obviously, this isn't going to go well. Luckily for them, Giana Parasini loves them, and saves them a bullet-related death. ***ALIGNMENT*** Paragon +2 Renegade +2 ------------------------------------------------------------------------ 2) Head inside and go up the stairs, where Giana Parasini will talk to you. It doesn't matter what you say-you'll get information that our friend Matriarch Benezia is here. You know, blue chick, mother of Liara? Uh.. you saw her after Eden Prime?.. The only chick in the game with more than a B-cup? Even if they are scaley and gross.. anyways, if you don't have Liara in your party, one of your NPCs will suggest getting her. Either way, you have to get Anoleis to give you clearance to go after her. Continue down the stairs to the right and up the elevator. ***MISSION*** Noveria: Leave Port Hanshan//Administrator Anoleis Noveria: Matriach Benezia//To Peak 15 Noveria: Port Hanshan Plaza o======================================================================o 3) Go into the shop to the right and talk to the hanar shopkeep named 'Merchant Opold.' He'll ask you to bring an item through customs for him. Unlike some assignments, if you say 'no' he'll leave the offer open to you. Nice of him, eh? You can buy some crappy licenses here, which I wouldn't suggest, and a Megigel upgrade. He can also sell you some good non-human armors. (Colossus, Predator, for example.) so you might want to save/load to get him to stock some. If you accept the assignment, you can ask who the recipient is. You'll have to Charm/Intimidate the hanar to get him to tell you though. There's no immediate reward for this, but if you DO Charm/Intimidate the hanar, you can go to the Hotel.. and then again, you can always turn the 'evidence' over to Anoleis, which will be covered last of all the options. ***CHARM/INTIMIDATE*** If you have at least 6 ranks in Charm you can convince the hanar that it would be stupid to help smuggle for a potential enemy. If you have at least 4 ranks in Intimidate you can threaten to not help if he doesn't tell you. ***ASSIGNMENT*** Noveria: Smuggling//Retrieve the Package If you didn't Charm/Intimidate, you need to go pick up the package now, which is in a crate outside the Normandy handily named "Opold's Package." You can turn the package over to Opold now, decide to keep it for yourself (it's a random level-based weapon mod, the likes of which you've likely sold by the dozen by now) or if you found out who the buyer is, you can take it to them (see below.) If you give it to Opold, he'll give you a measely 250 credits. You can haggle for more with Charm/Intimidate.. but even then you only get 500 credits. ***CHARM/INTIMIDATE*** If you have at least 5 ranks in Charm you can point out that the hanar needed you to make any profit. If you have at least 6 ranks in Intimidate you can insult the hanars' reward. Head over to the Hotel, go up the stairs, and talk to a Krogan named Inamorda. He'll ask you to sell the package to him directly, bypassing Opold and getting more money. Bring the package back, and he'll offer you 500 credits. Charm/Intimidate him and he'll offer more.. up to 750 credits. Any way you cut it, you'll get some Renegade points for cutting out Opold. ***CHARM/INTIMIDATE*** If you have at least 6 ranks in Charm you can tell him it's worth more than 500 credits. If you have at least 4 ranks in Intimidate you can threaten him with bodily harm. ***ALIGNMENT*** Renegade +2 Finally, if you give Anoleis the upgrade, he'll thank you, and give you 200 credits, and a pass to leave the port. I prefer to not help him, since I don't like him. And he puts conditions on your behavior with Benezia.. which doesn't do a damn thing, but still.. cocky little lizard.. Err.. But this is a way you can go about it. You can also Charm/Intimidate him into letting you keep the mod. ***CHARM/INTIMIDATE*** If you have at least 7 ranks in Charm you can say you'll impound it.. for safety and stuff. If you have at least 5 ranks in Intimidate you can say you can't leave the mod in the hands of a civilian. ------------------------------------------------------------------------ 4) Go to the 'Administration Office' and ask Giana to let you see Anoleis. You can also question her about things, if you want. Anoleis will have some alternative quest options for you after you trigger them elsewhere. Namely, you can give him Opold's upgrade instead of various other alternatives (see above) and you can also bring Lorik's OSD to Anoleis instead of Lorik. Both of which are covered in their proper places. ------------------------------------------------------------------------ 5) Now go to the elevator near 'Synthetic Insights' and talk to Lilihierax for another missions. When you're done talking to him go up to the 'Hotel' elevator. ***MISSION*** Noveria: Peak 15//Mysterious Rumors Noveria: Port Hanshan Mezzanine o======================================================================o 6) As soon as you enter the large room in front of you, an Asari will ask for a moment of your time. Fortunately, unlike most NPCs, she's not pushy enough to force you into a conversation. How considerate. She wants you to talk to a man representing Binary Helix named Rafael Vargas and plant a bug on him. Short story even shorter, she wants you to keep a conversation going with him long enough for her device to do its job. If you go all-Paragon, you'll get a large amount of Paragon points. ***ASSIGNMENT*** Noveria: Espionage//Keep Him Talking ***ALIGNMENT*** Paragon +8 (Pick the option "Not this time" to forfeit the assignment.) Paragon +2 (Take the assignment, then quit, picking the "This is wrong option.") Up the stairs you can listen to a Salarian Businessman talk about something fishy going on in Synthetic Insights. Uh. Okay. ------------------------------------------------------------------------ 7) Now it's time to talk to Rafael.. if you accepted the assignment. Go over to him and initiate conversation. You can rat out Mallene. We'll cover that first. Go back to Mallene and either tell her the truth. She will ask why, after which you can either answer with a Paragon or Renegade response for a few points in either. If you lie to her, you'll get a good amount of Renegade, and then get the chance to Charm/Intimidate her. ***CHARM/INTIMIDATE*** If you have at least 3 ranks in Charm you can get Mallene to give you more money for your dis-service. If you have at least 4 ranks in Intimidate you can threaten to rat her out to Vargas. OR... if you try to go through the conversation with Vargas, you'll have to succeed at a number charm/intimidate challenges to keep him talking long enough to succeed. If you don't succeed at enough and he catches on, you'll fail to accomplish your goal. If you succeed at two Charm/Intimidates, you can just talk through the rest. Claim your reward and Charm/Intimidate Mallene for more money.. and some Paragon and Renegade. Keep in mind that if you keep either Charming him or Intimidating him, the next Charm/Intimidate will be easier. For example, if you Charm him the first time, the second question will require a six Charm, whereas the second Intimidate will require eight Intimidate. I would like to point out that, no matter how satisfying it would be, you can't rat Mellena out AFTER you completed the assignment.. but then again, I guess there wouldn't be much point. ***CHARM/INTIMIDATE*** About the Citadel having salarians provide enhancements.. If you have at least 3 ranks in Charm you can tell him you renegotiate terms yearly.. Blah. If you have at least 3 ranks in Intimidate you can tell him to stop wasting your time. When he's telling you the specs of the product.. If you have at least 6 ranks in Charm you can say you never heard of a technique that reduces muscle degeneracy. If you have at least 6 ranks in Intimidate you can tell him that his product isn't good enough. When he tells you he can work in a sensor enhancement package.. If you have at least 9 ranks in Charm you can ask him about distribution. If you have at least 9 ranks in Intimidate you can tell him not to try and rip you off. ***ALIGNMENT*** Renegade +9 (Lie to Mallene about telling Vargas) Renegade +2 (Complete the assignment and Charm/Intimidate Mallene.) ------------------------------------------------------------------------ 8) A little ways further in you'll find a seated Turian named Lorik Qui'in. He'll tell you that Anoleis is corrupt, and his goons are ransacking his offices (Synthetic Insights) for the evidence Qui'in has on him. Wee. Head back down the elevator and take the elevator to Synthetic Insights. Note that you can go upstairs and decrypt a 'Security Control Unit' and disable the Synthetic Insights Securty. Noveria: Synthetic Insights Offices o======================================================================o 9) When you arrive, two ERCS Guards will try and stop you. If you don't use Charm/Intimidate, a fight ensues.. which isn't really a bad thing. Either way there's going to be fighting.. this just gives you a chance to get rid of some of your enemies peacefully.. and to get some Paragon or Renegade. You'll want to head upstairs to get to the computer that has the info you want. It'll be identified as 'Lorik Qui'in's Computer'. On your way out, Kaira Stirling-one of the hussies who was giving you trouble earlier-will come out. Answer her with either a Paragon or a Renegade response to get some alignment points. Wrex in particular has a good comeback for her.. Ah.. Wrex. Kill her cronies and leave. ***CHARM/INTIMIDATE*** If you have at least 6 ranks in Charm you can call the Guards out on the fact that Anoleis paid them. If you have at least 8 ranks in Intimidate you can point out that you can kill them. ***ALIGNMENT*** Paragon +2 Paragon +8 Renegade +2 Renegade +9 Now you have a choice.. either give the OSD to Lorik, or to Anoleis. Considering I just shot up a dozen of his cronies, I'm more disposed towards Lorik. Gianna will be waiting for you outside of the elevator. She'll tell you to talk to her before you give the evidence to Qui'in. You have three choices: Go to meet Gianna, give the evidence to Qui'in, or give the evidence to Anoleis. All Gianna wants is for Qui'in to testify against Anoleis. So, three altered options. Get Qui'in to testify, give Qui'in the data without testifying, or give the data to Anoleis. If you Charm/Intimidate, you'll get a whopping amount to either. If you just hand the evidence over (or if you take advantage of the dialogue and do both) you can Charm/Intimidate him into giving you more loot. ***CHARM/INTIMIDATE*** If you have at least 5 ranks in Charm you can tell Qui'in he'll be a hero. If you have at least 5 ranks in Intimidate you can threaten to turn the evidence over to Anoleis if Qui'in doesn't testify. If you have at least 8 ranks in Charm you can tell him that he owes you. If you have at least 7 ranks in Intimidate you can tell Qui'in that you saved him from a nasty prison shower scene. ***ALIGNMENT*** Paragon +24 Renegade +25 If you decide to be Anoleis' crony, you can always give him the OSD for the pass you're after, and some substantial Renegade points. You can also Charm/Intimidate him for more, of course. You don't get anything out of Charming him though.. in fact, you sacrifice what Renegade points you would have otherwise recieved. With Intimidate you can get your pass, and still screw over Anoleis. And you get the Renegade boost for doing so. ***MISSION*** Noveria: Leave Port Hanshen Noveria: Lorik Qui'in ***CHARM/INTIMIDATE*** If you have at least 4 ranks in Charm you can tell Anoleis that all you care about is finding Benezia. If you have at least 4 ranks in Intimidate you can threaten Anoleis, and keep the evidence. ***ALIGNMENT*** Renegade +9 Regardless of how you get your pass, who you side with, when you get it head to the Garage. ------------------------------------------------------------------------ 10) Shortly after entering you'll be ambushed by some geth. After they are slag, Maeko Matsuo will enter. Talk to her and get in the Mako. Time to go hunting old blue ladies. Noveria: Aleutsk Valley o======================================================================o Sequence of Events: 1) To Peak 15 2) Garage 3) Bugs 4) More Bugs 5) Mira 6) Landline 7) Reactor 8) Decontamination in Progress 1) Okay.. I'm not going to go into detail over this area, really. We've done this too many times, you and I. Your goal: Get from point A to point B in the Mako, killing Geth as you go. Get out of the Mako to get more experience, and don't stay out too long.. Cold Hazard, and all. As you might expect from Artemis Tau and Feros, you'll have to deal with rocket troopers, armatures, turrets.. nothing you haven't faced before. You'll eventually reach a building with conveniently placed rubble in front of the door, forcing you to hoof it. Noveria: Peak 15 Garage o======================================================================o 2) Once you get inside you'll be attacked by some geth and krogans. Kill them. Once they're dead, an announcement will broadcast telling you that the VI interface is offline until the reactor is started up again. Head up some stairs and through a door. One of your party members will mention some turrets facing the wrong way. Head into the Security Room. For some loot, then go up an elevator. Noveria: Peak 15 Administration o======================================================================o 4) Go through a door to the outside and kill some geth. When they're dead, you'll get a cutscene showing off some new foes.. the Rachni. What sci-fi game would be complete without bug aliens? In one of the rooms investigate a terminal called 'Gravitic Weapons Research' for a Codex. Go through some more doors and up another elevator. ***CODEX*** Secondary- Ships and Vehicles//Weapons: Disruptor Torpedoes Noveria: Peak 15 Mira Core o======================================================================o 5) Exit the elevator and blast the little bugs you see. Go further into the room, run around the round thingy, and access the Mira Core. The core will lower, giving you access to the memory core, which you can either repair manually, or by using 100 Omni-gel. To fix it manually, you have to play a little 'game' where you need to move all four of the blue blocks under the 'X' button to the ones under the 'Y' and 'B' buttons. I'll be honest, I'm not sure I've actually really figured this out.. how the rules for it work anyways, but I did get the soluton, so just follow this, and you'll be fine. Steps Move To X ----> B X ----> Y B ----> Y X ----> B Y ----> X Y ----> B X ----> B B ----> X X ----> Y B ----> X B ----> Y X ----> B B ----> X B ----> Y X ----> B X ----> Y B ----> Y ..or just use 100 Omni-gel. It's not like it's good for anything else. Now you get to talk to Mira, a VI. You'll eventually find out that you need to reactivate the tram to get over to where Benezia is. To do that, you'll need to reactive the reactor and the landlines. Anyways, talk to the VI all you want, then get to work. Turn around and head through the door, up some stairs, and into an elevator. ***MISSION*** Noveria: Peak 15 Noveria: Peak 15 Roof o======================================================================o 6) Leave the elevator and continue until you reach an outdoor area. It's swarming with rachni, so get to exterminating. When that's done, head towards the ! on your mini-map and activate the 'Landline.' Now head back to the main room and head into one of the previously-locked side doors, through some tunnels, and into an elevator. You'll probably get attacked by some rachni on your way, but it's nothing serious. ***MISSION*** Noveria: Reconnect Landlines Noveria: Peak 15 Reactor Core o======================================================================o 7) Head out of the elevator into a small room and do some looting. You can go down either side tunnel, each takes you to the same place, and each has a geth destroyer waiting for you. In the more open area are some geth stalkers. Head to the middle and activate the reactor. Nobody said powering a Helium-3 reactor had to be hard.. unlike transfering memory logs for a VI. There is also a side-ramp that leads to a room up top where you can score some extra loot. Now head back to the main room again, and go into the formerly locked door across the room. You can expect another rachni to pop up.. it almost seems like they were trying to be scary on Noveria.. I don't know, keep going until you reach.. another elevator. ***MISSION*** Noveria: Reactor Repair Noveria: Peak 15 Tram o======================================================================o 8) Off the elevator, go to the door on your right and access Mira. She'll tell you about some plasma jets that can make short work of the rachni in the tunnel ahead. You can also ask about the Hot Labs and Rift Station. You have a couple of options now. You can open the door yourself (average decryption), activate the plasma jet failsafes (hard decryption), or get Mira to open the door for you. The best experience reward comes from using the failsafe, so I suggest doing that. Once done, head through decontamination and onto the tram. ***MISSION*** Noveria: Contamination Noveria: Rift Station Lower Level//Main Level o======================================================================o Sequence of Events: 1) Security 2) Medical Bay 3) Dr. Zev 4) The Quarantine Labs 5) Damned Asari.. 6) No Good Deed.. 7) Benezia 8) Genocide 9) The Hot Labs 10) Normandy 1) Head through this area and find the elevator to the Science Station. Once there, you'll come across a security barricade, where a Captain Ventralis will be waiting. Talk to him, you can score some paragon or renegade points depending on your responses. When you're done talking to him, a pair of rachni will attack. Dispose of them, and you can talk to Ventralis some more. When you're done, head north-east from the barricade and enter the 'Medical Bay'. Oh, you can skip the following parts (2-6) by heading past the area marked 'Security'. Of course, this bypasses some side quests, killS some NPCs, and is just lazy. For shame. You'll shoot your way through ERCS Guards and turrets on your way to the Secure Lab, and you can resume following the FAQ at Sequence #7. ***CHARM/INTIMIDATE*** You can ask him about the security of Rift station, which makes him respond touchily. You can charm/intimidate for information on the security system, which may come in handy later. Either one you use, you get the same info, just different dialogue. At least three points of charm/intimidate should do it. ***ALIGNMENT*** Paragon +2 Renegade +2 ------------------------------------------------------------------------ 2) There are lots of people you can talk to, including a taciturn Asari named Alestia Iallis, an Elcor named Petozi (who doubles as a merchant, should you need to unload some loot), and a Salarian named Dr. Palon. None of which do much besides add some flavor at this point. If you go into the 'Guard Barracks', you can snag some loot. Head to the west and go down some stairs. ------------------------------------------------------------------------ 3) Talk to Dr. Zev Cohen and get him to spill the beans on the sick folks. He'll tell you the sickies were exposed to a toxin, and as usual you can charm/intimidate for more info. Of course, you don't get any points for anything, so it really doesn't matter.. You can also mess around with the Mira terminal, but she has little information to offer. After you're done with that, talk to Captain Ventralis again, who lets you have access to the Quarantine Lab with little fuss. If you return to Dr. Zev, you can try and charm/intimidate him to give you his maintenance pass. If you aren't able to do so, you'll just have to go save his buddies.. which will net you experience, so it's not all bad. Head to the elevator marker on your map labeled 'Elevator to Quarantine Lab.' ***MISSION*** Noveria: Quarantine ***CHARM/INTIMIDATE*** If you have at least 8 ranks in Charm or Intimidate, you can get Zev to spill the beans. For what good it does you. If you have at least 5 ranks in Charm, you can offer to protect them in exchange for the card. If you have at least 4 ranks in Intimidate, you can threaten to shoot your way into maintenence. ------------------------------------------------------------------------ 4) You'll exit into the 'Scientist Barracks', within which you can find Han Olar. He'll provide more backstory, and tell you how to get into maintenance if you don't already know. To the north, you'll find maintenance, to the south, you'll find the Quarantine Lab. If you have the maintenance pass, you can skip the rest of this section, if not, go bug the ERCS Guard outside the door to the lab. He's impolite-to say the least-especially if you don't have the captain's permission to enter. ------------------------------------------------------------------------ 5) Enter the Quarantine Lab and go into the rooms to the right before you make the cure to pick up some loot. In the first room, in the far-left corner is a terminal that will allow you to 'Make Cure.' To make the cure, hit the highlighted button when the bar above fills to a point in between the two guide triangles. Once that's done, you'll be confronted by the Asari from downstairs. Leave the lab and head back to Dr. Cohen. Han Olar will chat with you along the way, and tell you the geth came from maintenance. Give the cure to Dr. Zev, and he'll thank you and give you the maintenance pass. You can try to extract more out of him via charm/intimidate. Either way, you get a whopping amount of Paragon for being such a nice guy/gal. As a note, this is where I unlocked the Completionist and Soldier Ally achievements. ***CHARM/INTIMIDATE*** If you have at least 4 ranks in Charm, you can convince him to give you some Medi-gel. If you have at least 7 ranks in Intimidate, you can.. do the same thing you could've done with Charm, but more meanly. ***ALIGNMENT*** Paragon +24 ------------------------------------------------------------------------ 6) Now head back up to the Scientist Barracks and go north to reach the Secure Lab. En route you'll be attacked by a Rachi in a natural cave formation. You'll reach a junction where the route from the restricted access area and the maintenance tunnels link up, and yes, you can go back through the restricted area to pick a fight with the ERCS Guards to milk this place for all its worth. Head to the 'Secure Lab' to move forward. ------------------------------------------------------------------------ 7) You'll be confronted by Benezia when you reach the 'Secure Lab'. She'll characteristically tell you that her and Saren were breeding the Rachni to set them loose on their enemies. There is a bit more dialogue if you have Liara in your party, but a fight ensues nonetheless. Benezia is pretty much invulnerable as the fight begins. She'll use her 'Power Level' to summon bad guys, in multiple rounds. Don't waste your time shooting Benezia, instead waste her guards. She'll hit you with biotics and pistol fire during, but by this point in the game, it's more an annoyance than a threat. First she'll summon some Asari commandos. Next it will be some geth troopers, then some geth snipers. After they are dead, you'll chat with Benezia a bit more. She'll give you an OSD with the location of the Mu relay on it, then attack again. This time, you can-and should-hurt her. She'll have some more commandos come out, to help her, but once they're dead, the battle is over. ------------------------------------------------------------------------ 8) Now you get to deal with the rachni queen. This would be a bit of a fight, I imagine, if it wasn't sealed in a containment tube. As it is, the big bug is at your mercy. It'll do what all big ugly aliens do in this game, and take control of an asari in order to speak to you. It'll tell you that the rachni are rampaging because they were isolated and trained for warfare-as opposed to all the perfectly sane ones that nearly overran Citadel space two thousand years ago. The rachni queen will ask to be released, but you're also in the position to eliminate her, and the rachni race with her. No matter who you have in your party, one will always pick each side. Obviously a paragon/renegade choice here. Do what you will, but I for one, do not think the idea of rachni on the loose bodes well for the sequel. Besides, it's not like you haven't-and won't later-encounter rachni in space. You're not quite done with this place yet. Do some looting and head down the eastern side of the map, towards the area with two elevators. Take the elevator that leads to the 'Hot Lab.' ***MISSION*** Noveria: Death of a Matriarch Noveria: Rift Station ***ALIGNMENT*** Paragon +24 Renegade +25 ------------------------------------------------------------------------ 9) Head into the room opposite the elevator to talk to Yaroslev Tartakovsky. He'll fill in more backstory, and tell you about setting off a neutron purge to destroy the remaining rachni. Ask him about how to set off the purge, and a rachni will waste him. Kill the rachni and get the codes off of his body. Go into the room opposite the elevator and activate the Mira Terminal. Give her the code, which initiates a two-minute countdown. A horde of rachni appear between you and the exit, but most of the bogies on your radar are for show. You can easily empty the room of rachni and make it down the elevator in good time. If you stand in the doorway, you can simply pick them off without letting the bigger rachni melee you. Head down the elevator and to the tram. ***MISSION*** Noveria: The Hot Labs Normandy: Post-Noveria o======================================================================o 10) Back to the Normandy again, and another chance to wrangle with the council. Now.. if you happened to be pursuing a romance, you'll get encountered by the other two potential members of the love triangle, either Ashley or Kaiden and Liara. You've got to tell one of them off, so make your pick. This is one part of the game, I'll concede, is better if you're male shepard. Unfortunately, he still finds a way to come off acting like a retarded teenager. In any case, make sure you pick the special friend you want. You won't get another chance. Go around talking to folks, you can delve deeper into some of their histories and get some more Codexes. You'll get the Codexes listed below by talking to the following characters, in order: Kaiden, Garrus, and Wrex. I find Wrex's new story to be particularly interesting.. Ah, Wrex. When you're done head to the galactic map and head to the Sentry Omega cluster, Hoc System, and land on Virmire. ***CODEX*** Secondary- Aliens: Council Races//Salarians: Biology Secondary- Aliens: Council Races//Turians: Religion Secondary- Aliens: Non-Council Races//Krogan: Biology o======================================================================o | | | Virmire | | {WLK007} | o======================================================================o Now, provided you've done two of the following three events: Artemis Tau, Feros, or Noveria, the next time you go to your galatic map in the Normandy you'll get a message from the council, informing you about the situation on Virmire. After which, you can freely travel to Virmire at any point in time.. either before or after your last original story mission. Virmire is a bit more.. climactic than the other missions, so I save it for last. ***MISSION*** Virmire//Go to Virmire Race Against Time//Find the Conduit ***ALIGNMENT*** Paragon +2 Renegade +2 ***CODEX*** Primary- Planets and Locations//Planets: Virmire Secondary- Aliens: Council Races//Salarians: Special Tasks Group Virmire: Landing Zone o======================================================================o Sequence of Events: 1) The first Gatehouse 2) Gatehouse 2 and 3 3) The Salarian Camp 1) You'll start out on the surface of Virmire beside the Mako, with an initial goal of taking out some AA towers so the Normandy can land. Sounds simple enough, get in the Mako and blast your way through the bad guys! Follow your map the only direction you can go, destroying enemies on the way to the gatehouse. Remember, smite your inorganic foes on foot for more juicy experience. Most of the enemies will be drones and troopers. When you reach the gatehouse, leave the Mako and search it, unless you don't like experience and loot. ------------------------------------------------------------------------ 2) Leave the first gatehouse and head towards the next two. They'll throw some more serious geth at you enroute, like colossi and armatures. They'll even be tricky-dicky and split the paths on you! Oh nos! Make sure you kill all the Geth biggun's for the experience. When you get to the gate, disembark and head up the stairs, smashing geth as you go. Head into a room across from the stairs and shut down the AA Gun Power Controls and activate the Gate Controls. Get in the Mako and head to the third gatehouse just down the way. Repeat the process with the third gatehouse and head to the Salarian Camp. You'll get a yummy reward when you reach there. As a progress note, here is where I officially hit level 50, and unlocked the 'Power Gamer' achievement. ------------------------------------------------------------------------ 3) You'll disembark and get into a conversation with a salarian named Captain Kirrahe, who will tell you that every AA gun within ten miles is now gunning for the Normandy. While you're grounded, you might as well help Kirrahe with his little problem. It seems Saren found a cure for the genophage, and is breeding an army of krogan. Needless to say, Saren can't have his army, and Wrex isn't too happy about the idea of destroying what cure there is. You can buy goodies from Commander Rentola, who has a Medigel upgrade for sale. When you're ready to move on, go talk to Wrex. Having done the armor quest (which supposedly makes this easier) I was able to save Wrex by just picking the topmost option every time (I had a measely three points into Charm at the time.) Hell, so long as you DONT pick a renegade response, he will yield to reason. If you pick renegade responses to the point where the charm/intimidate option comes up, and shoot Wrex, it's game over for the krogan. If you wuss out at this point, Ashley does it for you. The option where you have three responses-two on the left, and one on the right-is the pivotal point of the conversation for Wrex's survival, play nice here, and you should be fine. Frankly, however, it's better to just have gotten his armor for him, and have talked to him after each story mission. Much better alignment rewards, and you get to keep your krogan. ***CHARM/INTIMIDATE*** If you have at least 8 ranks in either Charm or Intimidate, you can get Wrex to back down. ***ALIGNMENT*** Paragon +2 (You kill Wrex, and pick the Paragon reposes following) [This is in addition to the 25 Renegade points] Paragon +8 (Ashley kills Wrex, you choose Paragon responses following) Paragon +8 (You Charm Wrex) Paragon +28 (You talk Wrex out of insubordination) Renegade +9 (You Intimdate Wrex) Renegade +25 (You kill Wrex) when that's done, talk to Kirrahe. You'll need to infiltrate Saren's base with a small squad while Kirrahe provides a distraction. The goal? Use the salarian's ships' drive core to function as a crude nuclear bomb. Translation? You and two other teammates shoot the hell out of everything you see. You'll need to send one of you human buddies to accompany the salarians, so pick whichever one you're least attached to. Talk to the captain to gain some Codexes and continue when you're ready. The salarian gives a little pep talk to his squad, and the assault commences. ***MISSION*** Virmire: Assault ***ASSIGNMENT*** Virmire: Assisting Kirrahe's Team ***CODEX*** Secondary- Aliens: Council Races//Salarians: Government Secondary- Aliens: Council Races//Salarians: Military Doctrine Virmire: Base Approach o======================================================================o Sequence of Events: 1) Dirupt Geth Communications 2) Take down the Satellite Uplink 3) Destroy the Refeuling Bay 4) Infiltrate the Base 5a) North Entrance 6a) To the Security Office 5b) South Entrance 6b) To the Security Office 7) Detention Cells 8) The Lab 9) Sovereign 10) Special Delivery 11) Martyrdom 12) Showdown with Saren 13) Normandy 1) Now you're back in control again, head to the north to the 'Communications Tower'. Kill the geth in the way and disrupt the 'Triangulation Tower'. This will help Kirrahe's team, and net you some paragon points. ***ALIGNMENT*** Paragon +2 ------------------------------------------------------------------------ 2) Now head west, fighting geth as you go. Your target is the Satellite Uplink Tower. The Satellite Uplink is on the roof of the overhang directly across from the ramp you took. Aim up, and shoot it to score more points for the good guys. ***ALIGNMENT*** Paragon +2 ------------------------------------------------------------------------ 3) You'll find yourself on a number of bridges. Head north for the Refueling Platform. Once there, blow up the fuel tank and the geth flyers to help out your salarian buddies. ***ALIGNMENT*** Paragon +8 ------------------------------------------------------------------------ 4) Head on over to the west, the area marked on your map as the Research Facility. Kill the paltry defenders outside and head into the door to the north. Alternatively, there is a locked door you can enter to the south. Follow the 'A' paths if you go through the north entrance, and the 'B' paths if you go through the south. They both link up, so it doesn't really matter which you choose. ------------------------------------------------------------------------ 5a) Go across some bridge until you reach a Security Console. Activate it and you'll be able to cut the alarms. You can also trigger the alarms to draw the bad guys to the salarian squads. You'll get paragon points for leaving the guards in the base, and renegade points for luring them to the salarians. ***ALIGNMENT*** Paragon +8 Renegade +9 ------------------------------------------------------------------------ 6a) Now head into the room marked as Warehouse on your map. Kill the indoctrinated salarians and geth inside as you move to Maintenance, and eventually down a hallway that leads to the Security Office. When you enter you'll get a status report from Kirrahe. If you got the base security on them, they'll be in trouble, if not, the captain tells Alenko to lay off so the enemies don't bunker up. In the Security Office search the 'Salarian Intel Report' for a Codex if you haven't gotten it from Kirrahe. You can also shut off the alarm if you lured the bad guys to the salarians. You can go through the door that is marked 'To Labs' to explore the base area that leads to the south 'B' entrance (see sequence 5b for the back-track information.) Head through the door marked 'To Detention Cells' when you're ready (Sequnce 7.) ***CODEX*** Secondary- Aliens: Council Races//Salarians: Military Doctrine ------------------------------------------------------------------------ 5b) You'll head through what look like sewers and into the Maintenance Bay. You'll wax a couple of indoctrinated salarians and get to a Security Console. Activate it and you'll be able to cut the alarms. You can also trigger the alarms to draw the bad guys to the salarian squads. You'll get paragon points for leaving the guards in the base, and renegade points for luring them to the salarians. Head through the now-unlocked door and kill two more indoctrinated. Search behind the stairs for a good bit of loot, then go up them to reach Virmire: Labs. ***ALIGNMENT*** Paragon +8 Renegade +9 ------------------------------------------------------------------------ Virmire: Labs o======================================================================o 6b) You are in a room called Cell Block B. Talk to one of the salarian prisoners, who wants to be let loose. If you do so, all the prisoners are freed, and you'll get attacked by the ingrates. Still, it's paragon to free them, and renegade to leave them in there. Even though it's amusing to see the salarian bust his face on the glass, paragon gives more points in this instance. Head down the stairs at the far end of the room and through a door. You're now in the Security Office (see sequence 6a for the back-track information.) Head through the door marked 'To Detention Cells' when you're ready (Sequnce 7.) ***ALIGNMENT*** Paragon +8 Renegade +2 Virmire: Detainment Level o======================================================================o 7) Exit to the outside and take a right and go through the door. Talk to another captured salarian. Again, it's paragon to let him go, and renegade to leave him inside. Once you decide, search another cell with four mindless salarians inside. Again, paragon if you let them go, renegade to open up the door and put them out of their misery. Pretty ruthless too. Now, after they are dead, you can go back to the first cell and let the salarian out after all. This way, you can net a total of renegade +20 and paragon +2. Not bad. Now head back and take the elevator up to 'The Lab.' Mind you, not the stairs to 'The Labs.' Meh. ***ALIGNMENT*** Renegade +9 Renegade +11 Paragon +2 Paragon +4 ------------------------------------------------------------------------ Virmire: Labs o======================================================================o 8) In the Genophage Labs are a number of husks in suspended animation. Go too far in and they'll be set free, and along with a krogan 'Dr. Droyas' they will attack. That's right, a krogan scientist found a cure for the genophage.. with help. Makes you think the salarians just weren't really trying, eh? Head through the door in the room and across the brigdes to reach the Security Office.. err.. the other one. Inside is an asari named Rana Thanoptis. What the conversation comes down to.. as usual.. is the decision to either spare her, or fill her head with bullets. Since you get nothing for being nice.. and since it's so much fun.. I introduce her to Shepard's pistol. Now exit the room, and go across a bridge. Keep going until you reach an elevator. ***ALIGNMENT*** Renegade +9 ------------------------------------------------------------------------ Virmire: Communication Tower o======================================================================o 9) Head down the stairs and investigate the 'Communications Panel' to get another creepy flash-memory, like on Eden Prime. On your way out, you'll be introduce to Sovereign, public enemy #1. When it's done talking, it breaks a bunch of glass to show that it is scary, and the mission continues. Head back through the Security Room and onto the bridge, where a new path has been lowered.. just follow the bad guys. ------------------------------------------------------------------------ Virmire: Base Main Level o======================================================================o 10) Once you reach the 'Base Main Level' you can immidiately go down some stairs and grab some loot.Continue until you reach the area marked Turret Control on your map. Kill the enemies and deactivate the turret controls. Kill more bad guys when they arrive and go up the elevator. You'll come to an open area with water on the ground, kill any get you see and keep going. The Normandy will land and drop off the nuke. Just as things seem to be going smoothly, Kaiden/Ashley will tell you they're pinned on the AA tower (whomever you weren't travelling with. The other will stay behind and set the nuke while you head to rescue the previous. So pick your two favorite aliens and get going. ------------------------------------------------------------------------ Virmire: Krogan Breeding Grounds/Base Main Level o======================================================================o 11) Head down the southern 'Breeding Trench' to reach the AA tower. Break through the krogan and geth in your way, and be wary of the krogan warlord. If he charges, use a biotic like throw, lift, or singularity to stall him. Get into the elevator and take it up to the Base Main Level. Enroute to your stranded squadmate, a geth dropship lands and reinforcements attack the nuke site, prompting your other squadmate to activate the nuke. You now have to make a choice, go on to the AA tower and save whomever is in there, or go back to the nuke site and save that NPC. You can only save one, so choose well. If you are nice to the person you condemn, you'll get paragon points, and if you choose the renegade response, you'll get renegade points. Don't forget to loot the crate nearby, either way. Because everybody cares, this is where I found my first suit of Colossus armor on my first playthrough. Of course, I simply bought it before Feros this time around, but I still remember the badassness this armor imposed when I first got it. ***ALIGNMENT*** Paragon +2 Renegade +2 ------------------------------------------------------------------------ 12) In my game, this leaves Kaiden to die, even though he was my Shep's romantic interest. Maybe the next game will put forward a male NPC who is less of a weenie. I head back to the nuke site to rescue Ashley, a far more interesting and manly character. When you get back to the Breeding Grounds, you'll have to dispatch several rather hardy geth. After that's done, Saren shows up silver-surfer style and confronts you. A fight will eventually ensue, just shoot Saren up and dodge the rare rocket he sends at you. Saren will retreat when he takes enough damage. You grab your wounded comrade and head aboard the Normandy, which narrowly escapes the detonation. ------------------------------------------------------------------------ Normandy: Post-Virmire o======================================================================o 13) The surviving member of your team feels guilty they survived, and Liara bothers you with more mind-melding, but manages to determine Sarens goal: Ilos. You can then access the council, they play the usual politics-good cop-bad cop-and ultimately don't beleive you about the reapers. If you're disobedient with the council, you'll get some renegade. If you helped Kirrahe's team enough, him and some of his subordinates will be on the Normandy. You can buy more stuff from including another Medigel Upgrade. By now the Requisitions Officer was selling me level X Spectre weapons, so I indulged myself. When you go to the galactic map, you'll get the good news that the council is sending in a fleet to Ilos, all you have to do is go back and meet with Udina at the Citadel. ***ALIGNMENT*** Renegade +2 o======================================================================o | | | Citadel III | | {WLK008} | o======================================================================o Sequence of Events: 1) Betrayal 2) Terra Firma 3) Drugged Diplomat 4) Insubordination 5) The Last Ride 6) Virtual Rape 1) You'll meet with the council one last time, and they'll reveal their true colors. Instead of sending you after Saren, they ground the Normandy. Fortunately Captain Anderson has a plan, all you have to do is go meet him in the club Flux. If you're saucy with the council and Udina, you can score some renegade. As you go through the Citadel, make sure to complete all side-quests you have left. You won't get another chance. ***ALIGNMENT*** Renegade +2 ------------------------------------------------------------------------ Citadel: Upper Wards o======================================================================o 2) En-route to Flux, you'll run into a bunch of human protesters led by Charles Saracino. He's part of a political organization called the "Terra Firma" party, and he wants your support. Either accept or decline. Accepting to support him is a renegade action, denying is a paragon action. ***ASSIGNMENT*** Citadel: Our Own Worst Enemy ***ALIGNMENT*** Paragon +2 Renegade +2 ------------------------------------------------------------------------ 3) Just outside of flux will be a man named Elias Keeler, who wants you to fetch some stims for him. If you don't get him any, nothing happens, and he waits until you change your mind. Clearly the game wants you to help him dope himself. If you tell him he's an addict, you'll get a chance to charm/intimidate him, or get him the drugs. If you get him the drugs, go to visit your old friend, Dr. You can either get him a Depressant, or a Stimulant. While you're here, you might as well get her Medigel Upgrade, if you haven't already. When you get back to him, you can give him the stimulant he wants, or the depressant. Since you get some hefty renegade for doping him with a depressant, I give that to him. Besides, it's not like I need money anymore. ***ASSIGNMENT*** Citadel: Negotiator's Request ***CHARM/INTIMIDATE*** If you have at least 4 ranks in Charm, you can tell him he's the only one using drugs to negotiate.. which leads to another, more difficult charm/intimidate attempt. If you have at least 3 ranks in Intimidate, you can tell him he's not helping by risking arrest.. which leads to another, more difficult charm/intimidate attempt. (After charming or intimidating him the first time) If you have at least 8 ranks in Charm, you can tell him the negotiation isn't worth his life. If you have at least 7 ranks in Intimidate, you can strong arm him into rehab. ***ALIGNMENT*** Paragon +8 (Charm Keeler twice) Renegade +9 (Give Keeler the Depressant) Renegade +2 (Intimidate Keeler twice) ------------------------------------------------------------------------ Citadel: Flux and Wards Access o======================================================================o 4) Now that those distractions are out of the way-two assignments about human bigotry right after the council bones you-I finally get to Flux. Captain Anderson is sitting by one of the tables on the lower level. Talk to him. He knows a way to get you ungrounded, but it involves him either evading Citadel control, or hacking into Udina's computer. Once the decision is made, head down to the Normandy. ------------------------------------------------------------------------ Normandy: The Final Ride o======================================================================o 5) Go around and chat with everybody, it'll be your last time aboard the Normandy, and your last time talking to some of the NPCs. Make sure you check out the Styx cluster before you head off, too. There are two systems you can explore there to wrap up all the sidequests. When you're ready, travel to Ilos. ------------------------------------------------------------------------ 6) Now is when the climatic scene of your romance will trigger, if you've maintained good relations with your significant other, and if you haven't nuked them at Virmire. If you don't turn them down, you'll get to see the raunchy, steaming, hardcore sex scene that had Fox News in a tissy over the alleged seX-Box. Ah.. conservatives.. Anyways, when you're done showing innocent children these scenes of repugnant rape, pick up your controller and get ready to head into the final stretch of game. And make sure you pick your squad wisely! You will not be changing it again. ***MISSION*** Ilos: Find the Conduit ***CODEX*** Primary- Planets and Locations//Planets: Ilos o======================================================================o | | | Ilos | | {WLK009} | o======================================================================o Sequence of Events: 1) Plaza 2) Courtyard 3) Security Station 4) Vigil 5) Race to the Conduit Ilos: Upper and Lower Ruins o======================================================================o 1) An anti-climatic ending is avoided when Joker makes his impossible Mako drop practically on Saren's head. I know, I was surprised too. Unfortunately, Saren closes a door behind him, and you must open it. Hoof it to the south on your map towards an area marked 'Plaza'. Kill all the geth, and either head around the building towards the 'Courtyard' or down a path north-west of the Plaza that leads to a 'Trench', inside of which you'll find more geth, and an Armature Control console, which you can disable to make life easier. ------------------------------------------------------------------------ 2) Head around a building south-west from the Plaza to reach the Courtyard. East of the Courtyard you can enter an elevator to get at some loot, but your destination is in the south-west corner of the map. When you get there, take the elevator and endure some intra-party banter. ------------------------------------------------------------------------ Ilos: Security Station o======================================================================o 3) Your goal here is to head north through the geth, through the Armature Bay, and to the Security Room. In your way are some tough geth, although you can activate several Armature Repair Stations to get some of the dormant armatures on your side. Frankly however, it's probably easier to just gun down the existing geth. Head around to the side of the building marked Security Room and take a ramp up. Inside, you can activate a 'Security Panel' to watch a damaged hologram. Go down to the front of the building and head through a tunnel in the middle, which contains an elevator just for you. ------------------------------------------------------------------------ Ilos: Archives o======================================================================o 4) You'll find yourself back in the Courtyard. Head over to the Mako and drive into the bunker Saren fled into. Drive down shooting geth as you go until you hit a barrier. Get out of the Mako and head through a doorway to the left. Go down an elevator and talk to Vigil. He'll spill the beans about.. well.. pretty much every secret Mass Effect 1 has to hide. To be brief, the Conduit you've been searching for is a back door into the Citadel, and the Citadel is a trap set by the Reapers. You have to chase Saren through the Conduit and stop him before he can give control of the Citadel to Sovereign, who will use it to summon the Reaper armada. You can get some renegade points if you choose snippy dialogue options. ***ALIGNMENT*** Renegade +2 ------------------------------------------------------------------------ Ilos: Trench Run o======================================================================o There's a bit of gaming to do here, that's easy to explain. Drive in the Mako down the singular path available to you, and slag all the geth you see enroute to the Conduit. When you get close, you'll see the Conduit in the distance. A cutscene will play, showing you Sovereign's assault on the Citadel. Serves them right. When the game goes back to you, you will have 40 seconds to reach the Conduit, which is plenty of time provided you ignore all the geth in your path. Reach the Conduit, and you're gold. o======================================================================o | | | Citadel IV | | {WLK010} | o======================================================================o Sequence of Events: 1) Invasion 2) The Ascent 3) Saren's Fall 4) Irony 5) Natural Selection Citadel: The Presidium o======================================================================o 1) You'll make a dramatic entrance in the Citadel, and the Mako will prove exactly why it's an ATV, and not an aircraft of some sort. On that note, it would probably do just find as a cannon ball, and for Mass Effect 2, lets hope it is exactly that. Head over to the Avina Terminal to learn a bit about the situation. Saren is near the council chambers, which means you'll have to climb the Citadel Tower to get to him. Head up to the elevator and get prepared to ride to your final fight. Citadel Tower: Maintenance Shaft o======================================================================o 2) Or not. You really didn't think you'd get to sit in an elevator all the way to the top, did you? Your goal is to forge ahead through Sarens cronies and reach the top of the tower. You'll run into some geth infantry in a tunnel, and some bigger geth and a krogan warlord when you get back 'outside'. Head up a ramp and take a right, shooting as you go. Kill some more geth and you'll get to an area with some Citadel Defense Turrets. Activate them, as a geth dropship will show up with playmates for you, and the more turrets you have shooting at it, the faster it bites the dust. Continue on, dealing with some bigger geth and krogans. You'll get to another large open area that has plenty of troopers and geth turrets. Getting hit by a turret is not suggested. Let your bullets pave the way as you reach the far end of the area, taking a left down a ramp which leads to a door. Citadel: Tower o======================================================================o 3) You're now inside the tower again, the council chamber is just a little ways ahead. Kill the handful of geth in your way and make your way to Saren. Saren will chat with you for a bit before any bullets fly. If your charm/intimidate is very high, you can talk Saren out of a fight here. Doing so will make Saren spare you a bullet by putting one through his own brain. If you can't talk him out of a fight, you'll have to do the job yourself, and it's pretty much the same thing you dealt with on Virmire-but with the added satisfaction of killing Saren. He'll throw some techs and rockets at you, but it's nothing that warrants any real dread or even the use of any special tactics. Once he bites the glass, activate the Control Panel. ------------------------------------------------------------------------ 4) Now you get the chance to screw over the council. Normandy and an Alliance fleet are within range of the Citadel, and you have three responses to give to Joker. Either save the council at the cost of Alliance lives, tell them to focus on stopping Sovereign, or to pointedly ignore the council. You get a whopping amount of Paragon for saving the council, a whopping amount of renegade for condemning them, and a bit of both if you're pragmatic. ***ALIGNMENT*** Paragon +8 Paragon +28 Renegade +9 Renegade +29 ------------------------------------------------------------------------ 5) After the cutscene, Sovereign will take control of Saren's inorganic remains-which as it turns out is quite a bit of Saren, possibly more than even he knew. Now begins your final fight against Sovereign Saren, who for all intents and purposes functions like a geth stalker. He'll jump around a lot and shoot things at you. Pull out all your abilities to make this.. rather annoying.. fight go by faster. When you're done taking pot-shots at the little frog-bot that Saren became, sit back and watch the final cutscenes of the game.. and make a few final choices. o======================================================================o | | | Side Quests | | {SDQ001} | o======================================================================o After completing three of the four following missions (Feros, Liara's Dig Site, Noveria, or Virmire) you should tie up any loose ends.. which means it's side-quest time. If you've been exploring on your own, you've probably done a good bit of these, but in case you haven't.. Note that this listing will NOT include assignments that can be completed entirely before leaving the Citadel for the first time.. they are part of the main walkthrough, and you will find them covered in greater depth therein. Citadel: Family Matter o======================================================================o After completing one of the post-Citadel missions (Artemis Tau, Feros, or Noveria) return to the Citadel. Go to the Presidium, near the bank, and talk to Michael or Rebekah. Use either charm or intimidate to get the best results. Whose side you pick doesn't really matter. ***CHARM/INTIMIDATE*** (Michael) If you have at least 2 ranks in charm you can convince Michael that it is Rebe-KAH's decision. If you have at least 3 ranks in intimidate you can tell Michael that yelling isn't solving anything. (Rebe-KAH) If you have at least 3 ranks in charm to convince Rebe-KAH to give the baby a better chance than the father had. If you have at least 2 ranks in intimidate you can tell Rebe-KAH to not endanger the baby. ***ALIGNMENT*** Paragon +8 (charm Michael or Rebe-KAH) Renegade +9 (intimidate Michael or Rebe-KAH) Citadel: Old, Unhappy, Far-Off Things o======================================================================o After completing one of the post-Citadel missions (Artemis Tau, Feros, or Noveria) return to the Citadel and go to the area leading to the Wards from the Presidium ('Citadel: Flux and Wards Access') and talk to Zabaleta. He'll try and bum some money off of you.. your good deed or stinginess will get you some paragon or renegade. ***ALIGNMENT*** Paragon +2 (give Zabaleta money) Renegade +2 (call him a drunk) Go to the Normandy and talk to your mother via the Comm Room and learn more about this Zalabeta. By the way, your mother's name in Mass Effect is Hannah, in case you weren't looking. Just a bit of trivia I'm sure will never come up again. Now head back to the Citadel and find Zalabeta exactly where you left him. You can get some renegade by telling him off, or a whole lot of paragon by helping him out with money for food.. of course, there's always charm/intimidate. Normally I would intimidate him, but since there not much of a chance of me getting the required charm/intimidate on the first play through, I settle with buying him groceries. ***CHARM/INTIMIDATE*** If you have at least 4 ranks in charm, you can tell him to go to the Veteran's Affairs Office. If you have at least 5 ranks in intimidate, you can tell him to stop whining. ***ALIGNMENT*** Paragon +8 (give Zalabeta money for food or charm Zalabeta) Renegade +9 (intimidate Zalabeta) Renegade +2 Citadel: The Fan o======================================================================o You should have begun this assignment earlier (see the Citadel walthrough.) Conrad will pop up from time to time (not randomly) after completing main story missions and spending time exploring. Being nice to him only encourages him.. but it continues the quest. Telling him off ends the assignment without any reward or consequence. The first time you talk to him, he asks for an autograph. After messing around in space a while, go back to continue the assignment. This time he asks to take a picture of you. To continue on with the quest, let him take it. I'm sure it'll make his 'wife' so happy. After Artemis Tau I head back again (if you didn't do plenty of sidequests, just check back after each major story mission for him.) Conrad has a great idea this time. He wants you to sign him on as a Spectre. Don't blow him off outright, or things will end badly for Conrad. Pick either the top or middle option, then charm/intimidate him. As usual, I find the best option to be intimidation, which gets you a good bit of renegade, and it teaches Conrad a lesson. Do whatever you feel is best.. as long as it involves charming or intimidating him. Either way, this assignment is over. ***CHARM//INTIMIDATE*** If you have at least 2 ranks in charm, you can convince Conrad to go home. If you have at least 3 ranks in intimidate, you can put a gun to Conrad's face and show him the glamour of being a Spectre. ***ALIGNMENT*** Paragon +8 (charm Conrad) Renegade +9 (intimidate Conrad) Citadel: The Fourth Estate o======================================================================o After completing one of the post-Citadel missions (Artemis Tau, Feros, or Noveria) return to the Citadel. Head up to C-Sec and talk to Khalisah Al-Jilani. You can either go through the interview (charming or intimidating to get the most experience/credits), leave the interview because of the reporters bias (to gain paragon) or punch the reporter for her 'snide insinuations' (to gain renegade). ***CHARM/INTIMIDATE*** (about placing the Citadel's needs before the needs of Earth..) If you have at least 2 ranks in charm you can defend the council's authority. If you have at least 2 ranks in intimidate you can defend your loyalty to humanity. (about the Normandy..) If you have at least 3 ranks in charm you can mention the Turian's involvement in the Normandy's design. If you have at least 4 ranks in intimidate you can ignore the input of the Turians into the Normandy's design. (about handing Earth's most advanced warship over to the citadel..) If you have at least 6 ranks in charm you can defend that the Normandy is still commanded and crewed by humans. (This skips the option below.) If you have at least 5 ranks in intimidate you can assert your-and the Alliances-command over the Normandy. (This skips the option below.) (This option pops up only if you answered neutral on the question before.) (about humanity getting the respect it deserves from the galactic community..) If you have at least 8 ranks in charm you can say humanity will gain respect when it earns it. If you have at least 7 ranks in intimidate you can remark that the way to gain the respect of the galaxy is to do so through military prowess. ***ALIGNMENT*** Paragon +2 Renegade +2 Garrus: Find Dr. Saleon o======================================================================o After doing plenty of side-quests, or after one of the post Citadel story missions, talk to Garrus in the Normandy. He'll tell you about one Dr. Saleon, whom he is eager to find. Head to the Kepler Verge, Herschel System. Board the MSV Fedele and make your way through the ship. One of the games' few enemies will be onboard, named 'Test Subjects'. Kill them and head into the back of the ship. When you find Dr. Saleon.. or Dr. Heart, as it may be, conduct the conversation as you see fit. The good Doctor ends up dead, and Garrus learns a lesson.. good or bad. There's plenty of looting to be done in this room before you leave. Investigate Facility o======================================================================o You can get this assignment in Feros, while exploring the Exo-Geni building. (See the Feros section of the walkthrough for more information.) This assignment will be replaced by UNC: ExoGeni Facility when you scan the planet Nodacrux in the Vostok System of the Maroon Sea Cluster. It will be completed under the UNC: ExoGeni Facility heading below. Investigate Samples o======================================================================o You can get this assignment in Feros, while exploring the Exo-Geni building. (See the Feros section of the walkthrough for more information.) It turns into UNC: Colony of the Dead while performing the assignment, and will be covered under that heading below. Tali and the Geth o======================================================================o That data you found after finishing UNC: Geth Incursions are of some interest to Tali. After finding it, the next convo with her will concern that data. You really have two choices here, give her the data, or don't. You get a measly amount of paragon for giving her the data, and a measly amount of renegade for denying her. ***ALIGNMENT*** Paragon +1 Renegade +2 UNC: Asari Diplomacy o======================================================================o On the planet Sharjila in the Artemis Tau Cluster, Macedon System, head to the north to find a 'Stronghold.' Unfortunately everything in the galaxy except Shepard is immune to environmental hazards, so you'll have to kill the forces outside. Head inside and kill the pirates and the 'asari slaver.' Go upstairs and search the computer to find out that the asari, posthumously named Dahlia Dantius is related to a diplOmat on the Citadel named Nassana. You can just tell her, gaining a few paragon or renegade points, but as always the best route it to use charm or intimidate. This gets you more credits, and the Armali Council license. For some reason, you don't seem to get any paragon/renegade for using charm/intimidate in this situation. Oh well. ***CHARM/INTIMIDATE*** If you have at least 3 ranks in charm, you can convince Nassana to give you a little something extra. If you have at least 4 ranks in intimidate, you can bully Nassana to shell out the goods. ***ALIGNMENT*** Paragon +2 Renegade +2 UNC: Cerberus o======================================================================o After completing the assignment UNC: Missing Marines, head anywhere from the Citidel, and Kahoku should contact you, prompting this quest. Head to the Voyager Cluster, Yangtze System, and land on the planet Binthu. You'll have a number of 'Research Bases' maked on your map, one to the north and slightly west, one to the east and slightly north, and one to the south. Each one will have two turrets outside, a force of various Cerberus troops inside, and some odd beasties, whom you will be facing en masse during either Feros or Noveria. Eliminate all Cerberus presence, and search the body of Kahoku when you find him. Once Binthu lies silent, you'll get another assignment. ***ASSIGNMENT*** UNC: Hades' Dogs UNC: Colony of the Dead o======================================================================o This assignment is originally obtained in Feros, and is listed in your journal as "Investigate Samples". When you approach the 'Civilian Structure' on Chasca, the assignment will update, and turn into UNC: Colony of the Dead. Head to the planet Chasca, in the Matano System of the Maroon Sea Cluster. When on Chasca, drive the Mako to the south-west to find a 'Civilian Structure', upon nearing your journal should update to the above assignment heading. Go inside the structure and kill all the husks within. There's a good bit of loot about, especially upstairs. There's another 'Civilian Structure' south-east of the northern-most one, so head there next. Pretty much the same thing, too. Kill the husks, loot, and leave. Now head south-west some more to reach a 'Science Facility'. Outside you'll find.. more husks to kill. Go inside and.. *sigh*.. you know what's going to be in here.. more husks. Kill them, head to the back, loot, and activate the terminal. Cerberus will pay for this. Grr.. and stuff.. You're done. UNC: Dead Scientists *Incomplete* o======================================================================o Travel to the Kepler Verge, Newton System. On the way you'll recieve a transmission from Admiral Hackett, telling you about some dead scientists. Accept the mission and land on planet Ontarom. ***ASSIGNMENT*** UNC: Dead Scientists//Find the Scientist ***CODEX*** Primary- Aliens: Non-Sapient Creatures//Thresher Maws Head to the south-east to find a 'Science Station', kill the mercenaries outside and enter. Kill more mercenaries and make your way to the back. You'll come across a 'Corporal Toombs' threatening to shoot a scientist. More dialogue options! You can shoot Toombs by picking the renegade option both times, and this is the most obvious renegade solution. If you try to get more information, you get the option to kill the scientist yourself (intimidate) or to let Toombs kill him. If you choose the paragon option twice (or try to go neutral) Toombs will kill the scientist, and then himself. In any event, if Toombs kills the scientist, he'll kill himself. The best solutions lie in finding out more information, then either taking the paragon or renegade option. ***ASSIGNMENT*** UNC: Dead Scientists//Report to Hackett ***CHARM/INTIMIDATE*** If you have at least ranks in charm If you have at least 8 ranks in intimidate, you can shoot the scientist yourself, and abuse your Spectre immunity a bit. This is by far my favorite choice, and in the grand scheme of things, the most just. ***ALIGNMENT*** (Since the game goes to a load screen after the conversation, it's hard for me to tell what points you actually get, but I'll take my best guess..) Paragon +8 (use charm) Renegade +9 (use intimidate to kill the scientist yourself) UNC: Distress call o======================================================================o When you scan the planet Metgos, in the Argos Rho Cluster, Hydra Galaxy, you'll recieve a distress call from planetside. Be a good Shepard and investigate. Head south-east to find the source. When you get near it, you'll get ambushed by get armatures, rocket drones, and rocket troopers. This can be a bit much at earlier levels, but if you're tough, you can manage without the mako. Just make sure to retreat and find a place to park that's out of the line of fire. Once they're all gone, this assignment is over. UNC: Espionage Probe o======================================================================o Travel to the Voyager Cluster, Amazon System to get a transmission from 5th fleet's Admiral Hackett. Accept to do this assignment and your journal will update. ***ASSIGNMENT*** UNC: Espionage Probe Land on Agebinium and head to the 'Alliance Homing Beacon', north-west of center. Exit the Mako and head into the mineshaft. Continue down until you find the bomb-get trapped in the tunnel with it-and have a nice chat with an angry batarian. Regardless what you do, the end result is the same, leaving you in a mine with a nuke set to detonate in 10 seconds. All you can really do is disarm the thing yourself. You have to play a slower version of the button-press mini-game and disable three hardpoints, 10 presses per hardpoint. I didn't know disarming nukes was so easy! Anyhow, after that's done, exit the mine to the outside. Haliat and his goons are waiting at the bottom of a cliff, and running in there is rough with a low-level poor-gear character. If you have any points into sniper rifles, the task becomes almost childishly easy. After they are dead, explore, and head back to the Normandy. UNC: ExoGeni Facility o======================================================================o This assignment is originally obtained in Feros, and is listed in your journal as "Investigate Facility". When you scan the planet Nodacrux in the Vostok System of the Maroon Sea Cluster it will change to UNC: ExoGeni Facility. When you scan the planet Nodacrux, you'll get a transmission from Joker telling you that the Normandy is picking up a distress beacon from planetside. Land on Nodacrux and go to the 'Science Facility' in the south-east. Instead of androgenus, characterless husks, you'll be fighting.. Thorian creepers.. *sigh*. Oh well, go in and kill all the creepers. Go in one of the rooms in the back, and some ExoGeni scientists will thank you for rescuing them. I might be playing a 'bad' Shepard, but she's also a Shepard who likes to put bullets in the brains of people that are bad. You know, like an anti-hero. They reveal they were working on samples from the Thorian, and had devised a way to turn victims into docile slaves. You have a number of ways to resolve this situation. If you pick the paragon or neutral option, she tries to bribe you. Going Paragon again will provoke a fight, and get you a healthy bonus to your Paragon rating. If you take the Renegade option, you'll get a good bonus to your Renegade points. Of course, if you accept the bribe.. you'll get some cash. I can get credits anywhere, and if you allow yourself to get bribed, you wont be able to loot the room. Simply put, you get more money-and some alignment rating-if you kill them. Plus, people who turn other people into plant-slaves deserves some shotgun love. ***ALIGNMENT*** Paragon +8 Renegade +9 UNC: Geth Incursions o======================================================================o One of the larger side-quests, aside from the affair with Cerberus, head to the Armstrong Nebula to get a transmission from Hackett telling you about Geth incursions. Each of the four systems in the Armstrong Nebula (Gagarin, Hong, Vamshi, Tereshkova) are part of this assignment. Having four planets with geth to kill makes this a fairly good source of bonus experience. Go in whatever order you wish, I will go alphabetically by system. ***ASSIGNMENT*** UNC: Geth Incursion//Eliminate Geth Outposts First stop is Rayingri in the Gagarin System. When you land head south and navigate up the mountains to the 'Overrun Research Base.' Inside you'll have plenty of husks to kill. When they die, the real geth show up. Kill them too, loot, and leave. More geth are waiting outside. Format them and leave the planet. Next it's time to head to the Hong System and land on planet Casbin. In the north-west corner you'll find an 'Anomalous Signal' which is guarded by three geth armatures, and three geth turrets, each of which is capable of killing a moderately well-equipped and leveled Shepard in one shot. If you want the extra experience, whittle them down a bit with the Mako, then pop out and finish them off. The next geth position is east of the center, conveniently listed as 'Geth Outpost' on your map. Find a position in the hills and snipe the geth from their towers. After the garrison is dead, a geth dropship will arrive and unload some good old troopers for you to take pot-shots at. Destroy the dropship to stop reinforcements, or take your time picking off geth until the dropship leaves. Either way, when all the get are gone, you're done here. Next stop is the planet Antibaar in the Tereshkova System. Your prey is in the north-east, and they mean business. Take position in the hills where you can get cover from the geth, and snipe the bastards thin. The Geth Colossus, on the other hand, is a pain. He's going to be hard to bring down with conventional weapons. Soften him up with the Mako, and you'll manage. Once all those geth are gone, a dropship comes and lets loose some troopers, and a pair of geth prime. Suffice to say you don't want to be anywhere near the geth prime.. snipe all the troopers, and wear the prime down with the mako before engaging them. Once all that is over with, it's time to head off to your fourth outpost. Finally, there's Maji. Go north and slightly west to find some geth heavy turrets. Once again, if you soften them up with the Mako and destroy them on foot, you'll gain a good bit more experience. Destroy them all and head to the geth outpost. Kill the geth in the towers. When they're all dead, a colossus will drop. Whack it and you'll find.. there's another outpost. Yay. You now have access to the Grissom System in the Armstrong Nebula. ***ASSIGNMENT*** UNC: Geth Incursions//Eliminate Geth Bunker Once on Solcrum head over to the east a bit. You'll come across a bunker guarded by three geth in towers, and two collossi. Destroy them, and enter the complex. Don't rush into the main room. You're going to want to use the door as cover. There are a number of geth stalkers, destroyers, and a juggernaught inside. The stalkers should be your first targets, since they're the most aggressive. Just so long as you don't rush in and avoid the missles the destroyers and juggernaught shoot at you, you should be fine. In fact, this is probably the easiest fight of this whole assignment. Loot the place, particularly to get the info on the first floor-Tali will want this. ***ASSIGNMENT*** UNC: Tali and the Geth Now for an asides. At this point in the game my Shepard is level 21 (I've not logged a single kill in the Mako) and I finally get my first dose of mid-level gear. You'll know it when you see it-guns that out fire your old ones by 10-20 points in every category, that sort of thing. To keep track on how the leveling process is going, check the 'my progress' section later in the guide to see if you're on track. UNC: Hades' Dogs o======================================================================o Head to the Voyager Cluster, Columbia System, and land on planet Nepheron. Head over to the south to find an 'Underground Facility.' Outside of the facility are snipers and anti-tank units.. rockets. Go inside and kill all the Cerberus troops, investigate the terminal in the back, and you're done. When you get to the Normandy and go to leave, you'll be contacted by an agent of the Shadow Broker, who wants copies of that Cerberus data you have. Of course, this is technically.. well, literally.. treason. You know, giving away information about humanities rogue spec-ops group conducting illicit experiments in order to create super soldiers? Anyways, it's a purely paragon or renegade decision. UNC: Hostage o======================================================================o Head to the Hades Cluster, Farinata System, and board the MSV Ontario. This is going to be a biotic slug-out, so if you can, make sure your armor is up to snuff with physics threshold and biotic resistance.. or make sure your gun is good. I really don't recommend this until you start getting mid-level gear (see my level 21 Shepard, later in the guide.) Go inside, and as soon as the shooting begins, you'll get a 3:00 countdown before the hostage is shot. This shouldn't matter too much, as the biotics are rather aggressive. Either you'll mop them up fairly quickly, or they'll kill you, either way, the timer shouldn't matter much. They LOVE to spam their biotics, and they can keep you on the ground fairly continuously if you don't have some protection. Once you get to the Chairman, you'll have a chat with the Biotic Leader. You can choose to fight them right away (which gets your Chairman killed) or you can try and be a nice guy (which still gets the Chairman killed.) The only way to save the Chairman is to charm/intimidate the biotic leader. Meh. What you say after the charm/intimidate doesn't really matter. The leader is actually fairly tough-he's not an adept, that's for sure. He'll use immunity, and does fair weapon damage. That combined with his two biotic buddies knocking you down could be bad news. If the shooting starts, back out of the room and take cover by the door. Kill his two biotics, and he shouldn't be too much trouble alone. Don't forget to loot around when the problem is resolved. ***CHARM/INTIMIDATE*** If you have at least 6 ranks in Charm, you can convince the leader that the biotics need the Chairman. If you have at least 5 ranks in Intimidate, you can convince the leader that he's making all biotics look at terrorists. ***ALIGNMENT*** Paragon +2 Renegade +2 Paragon +8 (Charm the leader) Renegade +9 (Intimidate the leader) UNC: Hostile Takeover *Incomplete* o======================================================================o This old quest, from back in the Citadel, can be a bit of a pain. But if you were up for the Geth Incursions, this should be cake. Head over to the Gemini Sigma Cluster, Han System, and land on Mavigon. Head to the south-east corner of the map to find a Syndicate Hideout. Destroy the turrets and head inside. Destroy the crimelord, and you're off to another ice planet to find crimelord #2. Or #1. Hey, do 'em in whatever order you wish. Your next destination is the Hades Gamma Cluster, Dis System, to the lovely iceburg of Klensal. Find the Syndicate Hideout and kill this crimelord much like the last one.. or much like you WILL kill the NEXT one. Now that they're dead, Helena awaits. Travel to the Horsehead Nebula Cluster, Fortuna System, and land on Amaranthine. Head south from center to find an Engineering Outpost. Go through the door to be put into a conversation with Helena. You can go the renegade route and let her go for some credits. You can also go paragon, and try and arrest her. If you refuse to take the bribe and back down, she will fight, regardless of whether you charm or intimidate her first (doing so just nets you more paragon/renegade.) So the options are simple: arrest her, or take the bribe. Note that if you charm/intimidate her, and then let her go, you can loot as you wish. Typically, I choose to fight Helena. ***CHARM/INTIMIDATE*** If you have at least ranks in charm If you have at least 7 ranks in intimidate, you can try to get Helena to disband the group.. unsuccessfully, but it does net you a large amount of renegade points. ***ALIGNMENT*** Paragon +2 (arrest Helena) Paragon +8 (charm Helena) Renegade +9 (intimidate Helena) UNC: Listening Post Alpha o======================================================================o Head to the Styx cluster, Erebus system and land on Nepmos. When you get near the Listening Post, you'll have swarms of rachni to compete with. When you get a chance, talk to Lieutenant Durand. She'll tell you a lot of "I dont knows", but the key is, she needs the bases automated defenses back up. Investigate the Generator, which will prompt you to use the Mako to power up the turrets, under the proviso that you can't use the Mako while it's charging. Who needs it anyways? Connect the Mako to the generator and go bust some rachni faces. When they are dead, talk to Durand again to find the main source of the rachni, at a 'Rachni Infested Mine' to the west. when you get there, leave the Mako and enter the mine. Kill all the rachni inside until a pop-up notifies you that you've slain the rachni on Nepmos. Do some looting around here, you might just get something nice. I happened to get a suit of Colossus X light armor in these mines. In any case, the assignment is over. UNC: Listening Post Theta o======================================================================o After Noveria, head to the Styx cluster, Archeron system and land on Altahe. Head south from the center of the map to find the 'Listening Post'. Exterminate the rachni inside and out and search the termainal in the back of the post to discover the location of the last supply drop the post recieved. ***ASSIGNMENT*** UNC: Listening Post Alpha UNC: Lost Freighter o======================================================================o Travel to the Gemini Sigma Cluster, Ming System. Locate the MS Worthington and board the sucker. Inside you'll have to go through a room that has booby traps. After that, head into the Crew Quarters and listen to a recording. Next check out the Cockpit for another recording, and finally stop off in the Medical Bay. After listening to the last recording, you'll get attack by a biotic lady. Put her down, unplug her man, and leave. UNC: Lost Module o======================================================================o Head to the Attican Beta Cluster, Hercules System to get contacted by Admiral Hackett. He wants you to recover a downed spy probe before the geth reach it. Head on over to Eletania and get to business. You can find your probe to the east, however, the data you're after seems to have be stolen by some indigenous monkey creatures. Fun. Head south to find the first colony of monkeys. If you kill any, you'll get a bonus to your renegade score. If you decide to not be the cause of the Eletania Monkey Scourge, just search them, instead. The colony you're looking for is north and slightly to the east. Head up inside the mine and search the monkeys in one of the lower tunnels to get the module. If you didn't kill a single monkey, you'll get a nice paragon bonus. After you get the data, some geth will ambush you. ***ALIGNMENT*** Paragon +6 Renegade +4 UNC: Major Kyle *Incomplete* o======================================================================o When you enter the Hawking Eta, Century System, you'll get a transmission from everybody's favorite Alliance taskmaster-Admiral Hackett. Apparently your CO from Torfan has gone cultist, and Hackett believes he has murdered some Alliance officials. Head to the moon Presrop to investigate. ***ASSIGNMENT*** UNC: Major Kyle//Investigate Major Kyle's Compound Go up to the large structure, where a door jockey will talk with you. Telling him you served with Kyle in Torfan is one way to go if you're trying to avoid (or at least delay) a fire fight. If you mention that 'Alliance officers are dead' you'll get a chance to charm/intimidate. If you want the straight-forward method, say whatever you wish to the guard, hack your way in, kill everybody around, and unlock the bunker with a terminal on the first floor. Note that if you get them to unlock the bunker, you can go inside the compound and loot it. Just make sure not to shoot anything. ***CHARM/INTIMIDATE*** If you have at least 3 ranks in charm, you can convince the guard to let you in. If you have at least 5 ranks in intimidate, you can threaten the door guard. ***ALIGNMENT*** Paragon +2 (charm the door guard) Renegade +2 (intimidate the door guard) ***ASSIGNMENT*** UNC: Major Kyle//Talk to the Major Now head into the bunker across the way. If you started a fire-fight in the compound, you'll have hostiles here, too. Make your way to the back to have a chat with Kyle. The only way to peacefully resolve this quest is to have a high enough charm/intimidate to get Kyle to do the right thing. Otherwise it ends with Shepard putting a bullet in Kyle's head.. which in most cases I think is the best way for a quest to end. ***CHARM/INTIMIDATE*** If you have at least If you have at least ***ALIGNMENT*** Paragon +2 (Kill Kyle//Paragon) Renegade +2 (Kill Kyle//Renegade) UNC: Missing Marines o======================================================================o Head to the planet Edolus in the Artemis Tau Cluster, Sparta System. Go north to find the distress beacon, as well as an alliance transport that was sacked by a thresher maw. Destroy the thresher maw, examine the marine, and report the bad news to Kahoku. He'll head off to go 'do his part.' ***ASSIGNMENT*** UNC: Missing Marines//Speak to Kahoku UNC: Missing Survey Team o======================================================================o Head to the Hades Gamma, Antaeus System and land on the planet Trebin. Just north of center you'll find a Research Base. Search the computer in one of the trailers (not forgetting to loot!) for some information. Head into the excavation site and kill the husks inside. UNC: Privateers o======================================================================o After getting this assignment from Garoth in the Citadel Tower, head to the Horse Head Nebula, Strenuus System, and scan the MSV Majesty, and land on planent Xawin. Head to the north-east corner of the map to find a 'Mercenary Base.' Kill the snipers and turrets outside, then kill all the baddies inside. Be careful, as there are a number of Krogans amongst them that can be pretty strong. Go upstairs into the back room and check the terminal for a codex, and search the body to discover that it is of one Captain Willem. No happy ending for Garoth. Depending on how you tell him, you stand to gain some paragon or renegade. ***ASSIGNMENT*** UNC: Privateers//Talk to Garoth ***ALIGNMENT*** Paragon +2 Renegade +2 ***CODEX*** Secondary- Ships and Vehicles//Space Combat: General Tactics UNC: Rogue VI o======================================================================o On your way to the Grissom System (see the assignment UNC: Geth Incursion) you'll be contacted by.. you guessed it, Admiral Hackett. He wants you to head to luna and manually disable a military VI that has gone rogue. This mission unlocks an entire talent tree for Shepard, so it's a little worth doing. Head over to the Local Cluster, Sol System, to get to good 'ol Earth. Make sure you check out our home planet for a codex, and swing by Mars for another, then land on Luna. ***CODEX*** Primary- Humanity and the Systems Alliance//Earth Secondary- Aliens: Extinct Races//Protheans: Mars Ruins There are some groups of turrets hanging around the map (one to the east, one to the south west, and one group to the west around the 'Alliance Training Ground.') that should be killed. By now my Shepard is strong enough to just get out and circle-strafe until they die. And remember, you get twice the experience.. more even.. if you kill them out of the Mako. Anyways, you have three bunkers which to explore. Do so in any order, the assignment isn't done until all the VI Conduits are destroyed. The conduits are located in the back, you'll have to fight your way through some drones to get at them. The assault drones are nothing, but the rocket drones can be a pain, especially when they cluster up and get aggressive. Be sure to search the 'Data Port' in one of the bunkers. When you destroy the third and final set of drones you'll get a message that says you've achieved a 'specialization class.' This replaces your 'career' talent tree, such as soldier, and is in every way beneficial. As a soldier I have two options: Shock Trooper or Commando. Shock Trooper increases health, damage protection, Immunity or Barrier, and Andrenaline Rush. All of which are absolutely great improvements. On the other hand, Commando increases my damage with all weapons, Immunity, Marksman, and Assassination. Frankly, I'm going to choose Adrenaline Rush (which make me able to use ALL my abilities more often) over Marksman (which sucks considering, I already have an Assault Rifle) and Assassination.. it might be nice, but with Shepard immenantly becoming a tank, I shouldn't have to rely on my sniper rifles as much any more. I suppose if you're an infiltrator, Commando would be nice, since it makes your pistols nearly as good as assault rifles.. but for me, I'm going with Shock Trooper. Anyways, you now have twelve ranks of your specialty class (instead of six) your seventh rank gives you a good bonus to either damage or damage reduction. So make sure to get up to at least rank 7, as there aren't too many talents out there that will be a better buy. ***CODEX*** Secondary- Ships and Locations//Vehicles: Combat Drones Wrex: Family Armor o======================================================================o You should really do this before heading to Virmire. Go to the Argos Rho cluster, Phoenix System and land on Tuntau. In the south-west corner of the map you'll find a 'Hidden Structure'. Go inside, and Wrex will inform you about the guy here (if he's in your party.) Apparently Wrex wants his armor back. ***ASSIGNMENT*** Wrex: Family Armor Go through the door, kill everybody, head upstairs, grab the armor, and you're done. o======================================================================o | | | Galactic Locations | | {GLC001} | o======================================================================o Below I have listed all the galactic locations in Mass Effect, organized by cluster and system. Underneath that heading I have information detailing any planets, comets, ships, or whatnot that have some interest to the player.. Basically if it can be landed on, boarded, or scanned for resources. These intra-system objects are listed by their proximity to the star (planets on the first orbital ring will be listed first.) Planets that can be landed on or ships that can be boarded will have an asterisk (*) before the name. The descriptive text is mainly there to point out enemies, and to mirror (with brevity) the quests. Note that I might call Rare Elements Rare Earths, and vise-versa, because the game itself refers to them by the two different names. Same with Prothean Data Discs/Disks. I've tried to streamline behind what the quest section says, but if I missed a few, you know what I mean. o======================================================================o | Argos Rho: Hydra | o======================================================================o *Metgos (Level 2 Heat Hazard) ------------------------------------------------------------------------ When selected, you'll get a distress call from a party on Metgos. Head south-east to find the source. It's actually a geth trap. Smite the geth and explore. Crashed Probe ->>> North-west of center. Heavy Metal ->>> South-west of center. Rare Earth ->>> South-east of center. Turian Insignia ->>> North-east of center. ------------------------------------------------------------------------ Canrum Survey: Turian Insignia Syba Survey: Gas Deposit o======================================================================o | Argos Rho: Phoenix | o======================================================================o Patashi Survey: Rare Earth Carbonaceous Asteroid Survey: Prothean Data Disc *Tuntau ------------------------------------------------------------------------ On Tuntau you can start the assignment "Wrex: Family Armor" by heading to the 'Hidden Structure' in the lower right corner of the map. Kill a bunch of pirates, loot the place, and get Wrex his armor back. Crashed Probe ->>> North-west corner. Heavy Metal ->>> North of center Light Metal ->>> West of center. Matriarch's Writitings ->>> North-east corner. ------------------------------------------------------------------------ Vebinok Survey: Light Metal o======================================================================o | Armstrong Nebula: Gagarin | o======================================================================o Junthor Survey: Matriarch's Writings *Rayingri ------------------------------------------------------------------------ Just south of center you'll find the geth you're looking for, in the 'Overrun Research Base'. Kill them, head back outside and kill the geth who show up. Crashed Probe ->>> East and slightly north of center. Heavy Metal ->>> North and slightly east of center. League of One Medallion: South-west corner. Rare Earth ->>> South-east of center. Rare Earth ->>> South-west of center. ------------------------------------------------------------------------ Antirumgon Survey: Light Metal o======================================================================o | Armstrong Nebula: Grissom | o======================================================================o Benda Survey: League of One Medallion Zaherux Survey: Light Metal *Solcrum ------------------------------------------------------------------------ Head to the east to find the geth you're after. Kill them, go inside the bunker, and kill the geth in there, too. Crashed Probe ->>> South of center. Light Metal ->>> South-east of center. Matriarch's Writings ->>> South-west of center. Rare Earth ->>> North of center. Rare Earth ->>> North-east of center. ------------------------------------------------------------------------ Rocky Asteroid Survey: Rare Earth o======================================================================o | Armstrong Nebula: Hong | o======================================================================o *Casbin ------------------------------------------------------------------------ There are geth in the north-west corner for you to destroy, and geth to the east. The geth presence in the north-west is centered around an 'Anomalous Signal', whose guardians represent a significant challange even for the Mako. In the west, you've got a number of ground troops that are better picked off on foot than by the Mako. Once those two spots are dead and the planet is searched, you're gold. Crashed Probe ->>> East and slightly north of center. Heavy Metal ->>> Just north of center. Rare Earth ->>> East and slightly south of center. Rare Earth ->>> South-west from center. Salarian ID Tags ->>> West of center. ------------------------------------------------------------------------ Matar Survey: Matriarch's Writings Treagir Survey: Light Metal o======================================================================o | Armstrong Nebula: Tereshkova | o======================================================================o Carbonaceous Asteroid Survey: League of One Medallion *Antibaar ------------------------------------------------------------------------ There are some anomalies to the west that are guarded by a Thresher Maw, if you're in the mood for some squealin', circle-strafin', and experience gainin'. Anyways, the geth you want are to the north-east. Again, sniping is your friend. After you've killed enough geth, reinforcements will show up, led by a geth prime. You'll be glad you're out of reach from this guy. Crashed Probe ->>> North-west of center. Heavy Metal ->>> South-west of center. Light Metal ->>> South-east corner. Light Metal ->>> Just north-west of center. Prothean Data Disc ->>> West of Center. ------------------------------------------------------------------------ Patamalrus Survey: Heavy Metal Thegeuse Survey: Heavy Metal o======================================================================o | Armstrong Nebula: Vamshi | o======================================================================o *Maji ------------------------------------------------------------------------ North and slightly west of center you'll find the path leading to the geth outpost, naturally lined with turrets. Destroy them, and head to the outpost. De-geth it, and explore. Crashed Probe ->>> South-east corner. Light Metal ->>> Just north of center. Light Metal ->>> Just south-east of center. Rare Earth ->>> South and slightly west of center. Turian Insignia ->>> South and slightly east of center. ------------------------------------------------------------------------ Pregel Survey: Turian Insignia o======================================================================o | Artemis Tau: Athens | o======================================================================o Proteus Survey: Gas Deposit Circe Survey: Gas Deposit Pharos Survey: Turian Insignia o======================================================================o | Artemis Tau: Knossos | o======================================================================o Metallic Asteroid Survey: Heavy Metal *Therum (See Liara's Dig Site in the main walkthrough) Archanes Survey: Gas Deposit o======================================================================o | Artemis Tau: Macedon | o======================================================================o *Sharjila (Level 1 Pressure Hazard) ------------------------------------------------------------------------ Just north of center is a 'Stronghold' surrounded by a number of enemies. Kill them, and the ones inside, and download the information about Nassana from the terminal. Light Metal ->>> South and slightly west of center. Matriarch's Writings ->>> West and slightly north of center. Rare Earth ->>> North and west of center. Rare Earth ->>> South-west corner. ------------------------------------------------------------------------ Porolan Survey: Matriarch's Writings Metallic Asteroid Survey: Light Metal Fargeluse Survey: Gas Deposit o======================================================================o | Artemis Tau: Sparta | o======================================================================o Asteroid Cluster Survey: Prothean Data Disc *Edolus ------------------------------------------------------------------------ Head north to find the distress beacon-and a thresher maw. Kill it and examine one of the marines to discover that these are Rear Admiral Kahoku's boys. Crashed Probe ->>> East and slightly south of center. Light Metal ->>> South-east of center Heavy Metal ->>> South of center. Rare Element ->>> South-west of center. Salarian ID Tags ->>> North-east of center. ------------------------------------------------------------------------ Ontamalca Survey: Gas Deposit Alsages Survey: Rare Earth o======================================================================o | Attican Beta: Hercules | o======================================================================o Syided Survey: League of One Medallion *Eletania (Level 1 Toxin Hazard) ------------------------------------------------------------------------ You can find your lost probe to the east. Afterwards, it's time to hunt for monkeys. Head to the colony north and slightly east of center and enter the mine. Search the monkeys, fight you way through some geth ambushers, and leave. Head over to the south-west corner to find an 'Anomaly'. If you got the gift from Sha'ira, you can use it now to find out a little more about Prothean-human history. Crashed Probe ->>> North and slightly west of center. Heavy Metal ->>> East and slightly south of center. Heavy Metal ->>> West of center. ------------------------------------------------------------------------ Zatorus Survey: Heavy Metal o======================================================================o | Attican Beta: Theseus | o======================================================================o *Feros (See Feros in the main walkthrough) Sharring Survey: Prothean Data Disc Quana Survey: Light Metal o======================================================================o | Exodus cluster: Utopia | o======================================================================o No points of interest. o======================================================================o | Gemini Sigma: Han | o======================================================================o Paravin Survey: Matriarch's Writings *Mavigon (Level 1 Cold Hazard) ------------------------------------------------------------------------ Okay, your real goal on this planet is to waste the crimelord here. In the south-eastern corner of the map you'll find the Syndicate Hideout. Enter, kill, loot, leave. Note that you'll get bonus XP if you kill the turrets out of the Mako. Crashed Probe ->>> South-wester corner. Heavy Metal ->>> Just north of center. Light Metal ->>> North-east corner. ------------------------------------------------------------------------ Patatanlis Survey: Light Metal o======================================================================o | Gemini Sigma: Ming | o======================================================================o *MS Worthington Board ------------------------------------------------------------------------ Go around looting. When you get into the large central room, you'll find that various objects have been rigged to explode if you get too close. Shoot them to blow them up without getting too close.. they don't do much damage anyways. Go search the Crew Quarters first, then the Cockpit, and finally the Medical Bay. After reading the last log, Julia will attack. Put the deranged biotic down, and shut off Jacob's life support. Head back to the Normandy. ------------------------------------------------------------------------ Parag Survey: Light Metal Altanorch Survey: League of One Medallion o======================================================================o | Hades Gamma: Antaeus | o======================================================================o Edmos Survey: Gas Deposit Ploba Survey: Matriarch's Writings *Trebin ------------------------------------------------------------------------ There are a number of baddies near a crashed probe near the middle-left of the map. You can find the transmitter that is causing Exo-Geni's probes to crash in the top left corner of the map. The assignment "UNC: Missing Survey Team" can be completed by searching the Research Base (just north of center) and examining a computer for more information. Now head north to the Excavation Site and exterminate the husks within. Search the planet and head back to the Normandy. Be careful near the Turian Wreckage, as there is a Thresher Maw nearby. Rare Earth ->>> Just south-west of center. Rare Earth ->>> Just east of Excavation Site. Turian Insignia ->>> Right side of map, south of center. ------------------------------------------------------------------------ Vemal Survey: Rare Earth o======================================================================o | Hades Gamma: Dis | o======================================================================o Nearrum Survey: Light Metal *Klensal ------------------------------------------------------------------------ One of Helena Blake's accomplices is on this planet. These guys must like the snow, eh? Anyways, head over to the 'Syndicate Hideout' and exterminate him. Crashed Probe ->>> South-east of center. Heavy Metal ->>> East of 'Syndicate Hideout.' League of One Medallion ->>> South of center. Light Metal ->>> East of Center. ------------------------------------------------------------------------ Metallic Asteroid Survey: Light Metal Raysha Survey: Turian Insignia o======================================================================o | Hades Gamma: Farinata | o======================================================================o Rocky Asteroid Survey: Light Metal *MSV Ontario ------------------------------------------------------------------------ Board the Ontario, and take out the Biotics. Deal with the leader, diplomatically, or ammomatically, and loot. ------------------------------------------------------------------------ Juntauma Survey: Prothean Data Disc Nepneu Survey: Rare Earth o======================================================================o | Hawking Eta: Century | o======================================================================o *Presrop ------------------------------------------------------------------------ Head over to the 'Biotic Compound' south-west of center and deal with Major Kyle and his gang. When searching the planet, beware the Thresher Maw to the north-east. Just south and east of center are a group of hostile mercenaries for your killing pleasure. Lots of experience points on Presrop. There's also an 'Abandoned Mining Camp north and slightly east of center that has some looties. Crashed Probe ->>> West of center. Rare Earth ->>> South-east of center. Heavy Metal ->>> South-west of center, by Biotic Compound. Turian Insignia ->>> Slighly north-west of center. ------------------------------------------------------------------------ Metallic Asteroid Survey: Heavy Metal Canctra Survey: Light Metal Tharopto Survey: League of One Medallion o======================================================================o | Horse Head Nebula: Fortuna | o======================================================================o Maganlis Survey: Turian Insignia Therumlon Survey: Rare Earth *Amaranthine ------------------------------------------------------------------------ Helena Blake awaits you on this planet, after you've dealt with her accomplices. Deal with her and explore. Crashed Probe ->>> west of center. Heavy Metal ->>> North and slightly west of center. Rare Earth ->>> East and slightly north of center. Rare Earth ->>> South-east of center. Turian Insignia ->>> Just south-west of center. ------------------------------------------------------------------------ o======================================================================o | Horse Head Nebula: Pax | o======================================================================o *Noveria (See Noveria in the main walkthrough) Veles Survey: Matriarch's Writings o======================================================================o | Horse Head Nebula: Strenuus | o======================================================================o Yunthorl Survey: League of One Medallion Antitarra Survey: Gas Deposit MSV Majesty *Xawin (Level 1 Cold Hazard) ------------------------------------------------------------------------ Scan the MSV Majesty to get the ability to land on Xawin. In the north eastern corner there is another geth ambush waiting for you. You'll find a 'Mercenary Base' in the north west, replete with turrets and snipers outside that must be demolished. Kill everything inside and find the body of Captain Willem. Be careful near the crashed probe, as a thresher maw lurks nearby. Crashed Probe ->>> South-west of center. Heavy Metal ->>> North of center. Heavy Metal ->>> South-east corner. Light Metal ->>> North-east of center. Turian Insignia ->>> Just south of center. ------------------------------------------------------------------------ o======================================================================o | Kepler Verge: Herschel | o======================================================================o *MSV Fedele ------------------------------------------------------------------------ Destroy the 'Test Subjects' and head to the south-eastern room. Once your confrontation with the good doctor is over, leave. ------------------------------------------------------------------------ Rocky Asteroid Survey: Heavy Metal o======================================================================o | Kepler Verge: Newton | o======================================================================o *Ontarom ------------------------------------------------------------------------ Head to the south-west to discover an underground facility. Kill the mercenaries outside, enter, and kill some more mercenaries. Resolve the conflict with Toombs and the scientist one way or another. Crashed Probe ->>> South-west of center. Heavy Metal ->>> South-west corner. Heavy Metal ->>> South-east corner. Turian Insignia ->>> Just north and slightly east of center. ------------------------------------------------------------------------ Klencory Survey: Matriarch's Writings Juncro Survey: Gas Deposit o======================================================================o | Local Cluster: Sol | o======================================================================o *Luna ------------------------------------------------------------------------ Land on the planet and head west to find the 'Alliance Training Ground.' Kill the turrets and empty the three bunkers. There are also more turrets to the south-west and east that can be harvested for bonus experience. Crashed Probe ->>> North-west of center ------------------------------------------------------------------------ o======================================================================o | Maroon Sea Cluster: Caspian | o======================================================================o *MSV Cornucopia ------------------------------------------------------------------------ Board the ship and head into the crate-filled cargo area, which is crawling with husks. Kill them and head into the crew quarters for loot, and finish by heading into the cockpit and reading the captains log. Wee. ------------------------------------------------------------------------ Clotanca Survey: Heavy Metal Farnuri Survey: Heavy Metal Antida Survey: Turian Insignia o======================================================================o | Maroon Sea Cluster: Matano | o======================================================================o *Chasca ------------------------------------------------------------------------ You have three areas of interest on Chasca, the two 'Civilian Structures' and the 'Science Facility', all of which are located in the south-western corner of the map. Go get 'em. Escape Pod ->>> South and west of center. Heavy Metal ->>> North of center. Light Metal ->>> Just south of center. Prothean Data Disc ->>> South-east of center. Rare Earth ->>> Far north of center. ------------------------------------------------------------------------ Metallic Asteroid Survey: Heavy Metal Rocky Asteroid Survey: Prothean Data Disc Supay Survey: Light Metal o======================================================================o | Maroon Sea Cluster: Vostok | o======================================================================o *Nodacrux ------------------------------------------------------------------------ You'll get a message from Joker when you scan this planet, telling you the Normandy picked up a distress signal. To the north-west you'll find some Thorian creepers and a trailer with some loot. For the assignment, you'll find a Science Facility to the south east. Blast some Thorian creepers, enter the complex, kill, and loot. Engine Desbris ->>> East of center Heavy Metal ->>> West and slightly north of center. Light Metal ->>> South and slightly west of center. Turian Insignia ->>> North-east corner. ------------------------------------------------------------------------ Metallic Asteroid Survey: Heavy Metal Pataiton Survey: Matriarch's Writings o======================================================================o | Pangaea Expanse: Refuge | o======================================================================o *Ilos (See Ilos in the main walkthrough) o======================================================================o | Sentry Omega: Hoc | o======================================================================o *Virmire (See Virmire in the main walkthrough) o======================================================================o | Serpent Nebula: Widow | o======================================================================o This is where everybody's favorite Citadel is. The many, many assignments you can take on are covered in the walkthrough or the side quests sections above. o======================================================================o | Styx Theta: Acheron | o======================================================================o *Altahe ------------------------------------------------------------------------ You can land on Altahe after Noveria, but I tend to put it off for later. There are the common lootables around, but the main attractions are the hive clusters. There's one just south-east of center, each of which will consist of several hives, and each of those is protected by some rachni warriors, and typically one brood warrior, a big rachni that can use biotics. Take 'em out one at a time and you'll be fine. South of center you'll find a 'Listening Post' which is surrounded by hives. Go give it a bit of exploration love and search the terminals in the back. Crashed Probe ->>> North and east of center. Heavy Metal ->>> South and west of center. Matriarch's Writings ->>> South of center. Rare Earth ->>> North and west of center. ------------------------------------------------------------------------ Carbonaceous Asteroid Survey: Turian Insignia Grosalgen Survey: Light Metal o======================================================================o | Styx Theta: Erebus | o======================================================================o *Nepmos ------------------------------------------------------------------------ You'll land on Nepmos ideally after getting an assignment to come here while exploring Alathe. Go to the Listening Post and kill rachni until there are no more to kill. Your assignment will upgrade after talking to Durand, and you'll get more bugs to kill to the west at the 'Rachni Infested Mine'. Crashed Probe ->>> South west corner. Heavy Metal ->>> South east of center. League of One Medallion ->>> West of center. Light Metal ->>> South west of center. Rare Earth ->>>> North eastern corner, near the Mining Camp. ------------------------------------------------------------------------ Quaji Survey: Heavy Metal Wermani Survey: Prothean Data Disc o======================================================================o | Voyager Cluster: Amazon | o======================================================================o *Agebinium ------------------------------------------------------------------------ The main thing to do here is find the missing nuke, which can be found in a mineshaft north-west of center. Find the nuke in the mine and meet one of Shepard's many fans, a batarian named Haliat. Disarm the nuke, leave the mine, kill Haliat, and finish exploring the planet as normal. Light Metal ->>> South-west of center. Light Metal ->>> North-west corner. Rare Earth ->>> South of center. Turian Insignia ->>> North-east of center. ------------------------------------------------------------------------ Sonedma Survey: Rare Earth Sybin Survey: Turian Insignia Tremar Survey: Gas Deposit o======================================================================o | Voyager Cluster: Columbia | o======================================================================o *Nepheron ------------------------------------------------------------------------ Besides the obvious 'Underground Facility' of Cerberus' that needs destroying, there's a thresher maw guarding a trailer with some loot in the south-west. Oh, and do destroy the Cerberus presence, by the way. Crashed Probe ->>> South and slightly east of center. Heavy Metal ->>> East of center. Light Metal ->>> South and east of center. Rare Earth ->>> North and slightly east of center. Salarian ID Tags ->>> Just west of center. ------------------------------------------------------------------------ Ontaheter Survey: Rare Earth Gromar Survey: League of One Medallion o======================================================================o | Voyager Cluster: Yangtze | o======================================================================o *Binthu ------------------------------------------------------------------------ There are three 'Research Bases' on Binthu that need to be destroyed. Crashed Probe ->>> West of center Heavy Metal ->>> North of center. Prothean Data Disc ->>> South of center. Rare Earth ->>> South-east of center. ------------------------------------------------------------------------ Dregir Survey: Light Metal Alrumter Survey: Prothean Data Disc Patajiri Survey: Rare Earth o======================================================================o | | | Miscellaneous | | {MSC001} | o======================================================================o In this section I will record the progress of my Shepard when I feel it is significant, just to give you an idea of how I played through the game. This is entirely for reference, and since the drops are luck-based, don't fret if you've got worse gear.. and obviously, you'll be happy as a clam if you have better, right? I didn't include any info for before level 20, as you really don't have all that much variation in the gear you get until you start to level. When you get weapons and upgrades that are level III and IV, you know you're going to get new gear soon.. Level 21 Shepard (my level after completing UNC: Rogue VI) Soldier Pistols 0/12 Shotguns 0/12 Assault Rifles 8/12 Sniper Rifles 3/12 Combat Armor 7/12 First Aid 0/12 Assault Training 8/12 Fitness 12/12 Lift 1/12 Soldier 1/12 Charm 1/12 Intimidate 2/12 Spectre Training 1/12 Unspent 8 Health 312 Creds 238735 Weapons Raptor IV Striker IV Assault Rifle Sniper Rifle Damage 198 152 Shots Before Overheat 49 1.5 Accuracy Rating 31 59 Armor Onyx IV Heavy Armor Damage Protection: 39 Shields: 126 Tech/Biotic Protection 0 ------------------------------------------------------------------------ Level 37 Shepard (my level after completing Artemis Tau) Soldier Pistols 0/12 Shotguns 0/12 Assault Rifles 8/12 Sniper Rifles 3/12 Combat Armor 8/12 First Aid 0/12 Assault Training 12/12 Fitness 12/12 Lift 12/12 Shock Trooper 12/12 Charm 2/12 Intimidate 2/12 Spectre Training 1/12 Unspent 11 Health 555 Creds 1431522 Weapons HMWA VII HMWSR VII Assault Rifle Sniper Rifle Damage 336 278 Shots Before Overheat 63 1.8 Accuracy Rating 75 85 Armor Onyx IV Heavy Armor Damage Protection: 39 Shields: 126 Tech/Biotic Protection 0 ------------------------------------------------------------------------ Level 43 Shepard (my level after completing Feros) Soldier Pistols 0/12 Shotguns 0/12 Assault Rifles 8/12 Sniper Rifles 3/12 Combat Armor 8/12 First Aid 0/12 Assault Training 12/12 Fitness 12/12 Lift 12/12 Shock Trooper 12/12 Charm 3/12 Intimidate 3/12 Spectre Training 1/12 Unspent 17 Health 617 Creds 1182527 Weapons HMWA VII HMWSR VII Assault Rifle Sniper Rifle Damage 336 278 Shots Before Overheat 63 1.8 Accuracy Rating 75 85 Armor Colossus IX Heavy Armor Damage Protection: 78 Shields: 420 Tech/Biotic Protection 16 ------------------------------------------------------------------------ Level 48 Shepard (my level after completing Feros) Soldier Pistols 0/12 Shotguns 0/12 Assault Rifles 8/12 Sniper Rifles 3/12 Combat Armor 8/12 First Aid 0/12 Assault Training 12/12 Fitness 12/12 Lift 12/12 Shock Trooper 12/12 Charm 3/12 Intimidate 3/12 Spectre Training 1/12 Unspent 22 Health 671 Creds 5492343 Weapons HMWA VII HMWSR VII Assault Rifle Sniper Rifle Damage 336 278 Shots Before Overheat 63 1.8 Accuracy Rating 75 85 Armor Colossus IX Heavy Armor Damage Protection: 78 Shields: 420 Tech/Biotic Protection 16 ------------------------------------------------------------------------ Level 50 Shepard (my level heading to Ilos) Final Stats on Normal Mode Soldier Pistols 0/12 Shotguns 0/12 Assault Rifles 12/12 Sniper Rifles 3/12 Combat Armor 12/12 First Aid 0/12 Assault Training 12/12 Fitness 12/12 Lift 12/12 Shock Trooper 12/12 Charm 3/12 Intimidate 3/12 Spectre Training 1/12 Unspent 16 Health 732 Creds 6597091 Weapons HMWA X HMWSR X Assault Rifle Sniper Rifle Damage 384 336 Shots Before Overheat 77 2 Accuracy Rating 77 86 Armor Colossus X Heavy Armor Damage Protection: 79 Shields: 450 Tech/Biotic Protection 18 o======================================================================o | | | Updates/Thanks {UPD001} | | | o======================================================================o As of yet, this guide is not *technically* complete.. or at least not as complete as I intend it to be. It is complete enough to serve as a full walkthrough/FAQ, but there are a few things I was not able to do in one playthrough, which I will update when I play through again on a higher difficulty. These changes will constitute version 1.01 of this guide, and will include the following: Version 1.0 to 1.01 anticipated changes (1/29/2010) Find out the Charm/Intimidation requirements for General Septimus Find out the Charm/Intimidation requirements for Chellick Find out the Charm/Intimidation requirements for Jahleed Find out the Charm requirements for Jeong (on Feros) Find the Salarian ID Tag I forgot to record Find out the Charm/Intimidation requirements for Saren Expand the Index to include sub sections