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FAQ

by sokkus

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_______________________________________________________________________________
________________________________Mass Effect 2__________________________________
_______________________________FAQ/WALKTHROUGH_________________________________
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This guide has been written by Paul Williams aka Sokkus.

This document may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
any other website or as a part of any public display is strictly prohibited,
and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

If you wish to use my guide on another website, please ask me for permission
first.

Sites allowed to use my guide - GameFAQs.com
                              - Cheatcc.com
                              - Playhaven.com
                              - ConsoleDomination.com
                              - Cheathappens.com


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

Welcome to my guide for Mass Effect 2! I hope this guide will be of assistance
to someone out there!

Please note, this guide will most likely contain some spoilers but I have done
my utmost to keep things as vague as possible for the purists among you.

If you see any errors, have a tip or an alternate strategy for a section of the
guide please head to the contact section and flick me an email to let me know!


If you enjoy the guide, please hit the recommend button at the top of the page
and be sure to check out more guides, reviews and podcasts at:
ConsoleDomination.com


Thanks for reading!
Enjoy!


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   *******************
 ***********************
*** TABLE OF CONTENTS ***
 ***********************
   *******************


     1. Intro                               [INTRD]

     2. Walkthrough                         [WLKTH]

          2.0  Prologue: The Normandy       [ACT01]
          2.1  Prologue: Awakening          [ACT02]
          2.2  Freedom's Progress           [ACT03]
          2.3  Assemble a Crew -  Part 1    [ACT04]
          2.4  Dossier: The Professor       [ACT05]
          2.5  Dossier: Archangel           [ACT06]
          2.6  Dossier: The Convict         [ACT07]
          2.7  Dossier: The Warlord         [ACT08]
          2.8  Horizon                      [ACT09]
          2.9  Assemble a Crew -  Part 2    [ACT10]
          2.10 Dossier: The Quarian         [ACT11]
          2.11 Dossier: The Justicar        [ACT12]
          2.12 Dossier: The Assassin        [ACT13]
          2.13 Collector Ship               [ACT14]
          2.14 Reaper IFF                   [ACT15]
          2.15 Point of No Return           [ACT16]
          2.16 The Omega 4 Relay            [ACT17]
          2.16 Infiltration                 [ACT18]
          2.16 The Long Walk                [ACT19]
          2.16 Stop the Collectors          [ACT20]

     3. Crew Member Loyalty Missions        [SQLYL]

          3.1  Miranda: The Prodigal        [LYL01]
          3.2  Jacob: Gift of Greatness     [LYL02]
          3.3  Garrus: Eye for an Eye       [LYL03]
          3.4  Grunt: Rite of Passage       [LYL04]
          3.5  Thane: Sins of the Father    [LYL05]
          3.6  Samara: The Ardat-yakshi     [LYL06]
          3.7  Tali: Treason                [LYL07]
          3.8  Mordin: Old Blood            [LYL08]
          3.9  Jack: Subject Zero           [LYL09]
          3.10 Legion: A House Divided      [LYL10]

     4. Exploration Side-Missions           [EXPLS]

          4.1  N7: Endangered Research Station
          4.2  N7: Mining the Canyon
          4.3  N7: Archaeological Dig Site
          4.4  N7: Quarian Crash Site
          4.5  N7: Abandoned Mine
          4.6  N7: Blood Pack Base
          4.7  N7: Eclipse Smuggling Depot
          4.8  N7: Wrecked Merchant Freighter
          4.9  N7: Abandoned Research Station
          4.10 N7: Blood Pack Communications Relay
          4.11 N7: Imminent Ship Crash
          4.12 N7: MSV Strontium Mule
          4.13 N7: Blue Suns Base
          4.14 N7: Hahne-Kedar Facility
          4.15 N7: Captured Mining Facility
          4.16 N7: MSV Estevanico
          4.17 N7: Anomalous Weather Detected
          4.18 N7: Javelin Launch

     5. Assignment Side-Missions            [SDMSS]

     6. Upgrades                            [UPGDE]

         6.1  Weapon Upgrades
         6.2  Ability Upgrades
         6.3  Armor Upgrades

     7. Achievements/Trophies               [ACHMT]

     8. Special Thanks                      [THNKS]

     9. Contact                             [CNTCT]

    10. About Me                            [INTRD]

    11. Version History                     [VERHI]


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  *******************
 ***********************
***       INTRO       *** [INTRD]
 ***********************
   *******************


Welcome to my guide for Mass Effect 2! I hope this guide will be of assistance
to anybody reading it!

Please note, this guide will most likely contain some spoilers but I have done
my utmost to keep things as vague as possible for the purists among you.

If you see any errors, have a tip or an alternate strategy for a section of the
guide please head to the contact section and flick me an email to let me know!


-------------------------------------------------------------------------------
===============================================================================
-------------------------------------------------------------------------------



   *******************
 ***********************
***     WALKTHROUGH   *** [WLKTH]
 ***********************
   *******************

This walkthrough will provide players with a tool they can use to work their
way from the beginning to the end of the game finding most of the hidden
collectibles, upgrades and loyal party members.

The loyalty missions and the N7: Exploration-based side-missions have their own
respective sections of the guide below the main walkthrough.



===============================================================================
[ACT01] Prologue: The Normandy
===============================================================================

Following the introductory scene, you will initiate a chat with your old squad
mate from Mass Effect - Ashley Williams, when the conversation is over and a
little more cinematic action is forthcoming, you will take control of Commander
Shepard. You will need to make your way to the cockpit, to do so move forward,
down the stairs and circle around the fire to the left. Climb the far set of
stairs and exit onto the command deck. Move all the way to the far side of the
room and up the hallway here into the cockpit for another conversation and a
scene that sets up the rest of the game.



===============================================================================
[ACT02] Prologue: Awakening
===============================================================================

After the brief intro, you will regain control of Shepard. Move forward and
grab the weapon from the locker in front. Follow Miranda's instructions and
take cover behind the nearby beds. After the door explodes, move through it and
pick up the ammo from the floor. Reload your pistol and the next door will
magically open. Head inside and vault over the low cover and into the room.
Turn to your right and take cover behind the nearby crate. On the stairs in
front of you a hacked mech will become active. Using your pistol, aim for the
head for extra damage and take it down. Enter the door at the top of the ramp.

Upon entering the room, take cover in the indicated position and the door at
the far end of the room will open and a single hacked mech will emerge. Kill
the evil robot and four more will enter the room via a door to the far left.
Remember to stay in cover until you hear a break in the fighting before jumping
up to attack! When they are clear, cruise through the open door the first
hacked mech came from. Follow the hallway around to the right and pick up the
grenade launcher in the next room. Look over the balcony and as the door below
opens launch a grenade or two through to destroy the majority of the group of
hacked robots that were about to enter, switch to your pistol and mop up any
survivors. Move to the right and use the elevator to reach the level below. Run
through the flames and follow the next hallway. Enter the door at the end.

Open the door straight in front of your position to check out a pair of
Cerberus computer logs and a hackable wall safe. Exit and continue down the
corridor. At the top of the stairs you will find another log, listen to this if
you wish, and then head through the door.

In the next room you will meet your first crew member – Jacob. Help him fight
off the hacked mechs on the far balcony and once they have all been
decommissioned, have a conversation with your new friend. When you are
finished, kill any remaining robotic resistance on the opposite platform to
initiate another chat and a short scene. Afterwards, grab the log off the chair
and then exit the room, enter the next area at the end of the hallway.

Take cover as you enter the red room and kill the three hacked mechs in here.
Continue out the door and up the nearest set of stairs. At the top, look in the
room behind and to the left of your position for another Cerberus log and then
run out the door to the right. Talk to Wilson, afterwards grab the medigel from
the medical station on the wall and use the unity power as required. After the
ensuing conversation, a door at the end of the room will open and a hacked mech
or two will enter. Use Wilson's Overcharge power on the explosive boxes in
the middle of the room and kill any bad guys who survive the blast.  After
another quick conversation, make your way through the now opened door and pick
up the hackable data pad on the floor. Exit via the door on the right.

Follow the pathway along until you reach the next door, open it then back up
and use the door frame as cover. Eliminate the group of hacked mechs below you
before moving down the stairs. Head through the corridor on the left and up the
ramp here at the top, hacked mechs will appear from both doors at the left and
right of this top area, so retreat back down the ramp and get in cover. Wait
for the hacked mechs to come into view and kill them from a distance. If they
are a little shy, you can take cover behind the box at the top of the ramp and
kill the four hacked mechs in the left room.

Afterwards head inside and take cover as another group of four will enter from
the door on the opposite side of the area from this room. When all the robotic
hostiles are dead, you should loot the left room for a wall safe, a hackable
data pad and yet another Cerberus laptop. Exit and move through the door
opposite (where the second group of four mechs emerged from). Use the door here
for a quick scene and conversation.

When you have control of Shepard again, move to the end of the room and down
the passage to the right. Step into the ring on the floor to speak with the
Illusive Man. After your conversation, you will finish this part of the
mission.


Reward:
XP 1,000



===============================================================================
[ACT03] Freedom's Progress
===============================================================================

Special items on this mission:

             Research Project: Heavy Weapon Ammo



After landing, enter the door in front of you, exit via the door on the
opposite side of the room. Follow the catwalk to the left and descend the
stairs. Make your way over to the door on the far right of the area and pick up
the spare parts on the crates to the left before you head through.

As you enter, a pair of LOKI mechs will attack you from a platform across from
your current position. These guys are just like the hacked mechs you
encountered earlier at the Cerberus space station but they have a little more
armour. Take cover and eliminate them. When these two fall, another pair of
LOKI mechs will appear on a raised area to your right and they will be
accompanied by two FENRIS mechs (little dog robots that can do a tonne of melee
damage if they get too close). Eliminate the FENRIS mechs first, and then pop
the LOKIs (don't be afraid to retreat into the previous area if they close in
your position too fast). A third LOKI will appear across the gap (where you
killed the first two) so kill him too.

Once the enemies have been reduced to scrap metal, walk up up the stairs to
your right and into the open building at the end. Grab the med kit and hack the
wall safe here. Exit the door to see a LOKI and a FENRIS mech activate on the
balcony of the building across the way. Retreat inside and use the cover of the
door frame to take them down.  Exit again, and check the crate on the left for
some spare parts, then head up the next set of stairs and into the building
here for a scene and a chat with a familiar face - our old friend Tali.

When you are done, exit through the open door and make your way down the stairs
and into the next building. Kill the LOKI mech hiding on the left side of the
room and loot the wall safe next to him. Use the door on the far right of the
room and take cover. You will be attacked by several groups of security drones.
They are not all that powerful, but in numbers they can take your health down
very quickly. Use Miranda's overload ability on them to take their shields
down quick smart. To start with, three drones will land on the building in
front of you and slightly to the left, but as you kill them they will be
replaced by additional drones. These guys will land in different spots and may
be able to get you behind your cover, so keep an eye out for the reinforcements
and rethink your cover solution when you deem necessary. After destroying eight
or so drones continue along the path and into the open building nearby for a
medkit, grab this and enter the nearby door.

Run through the next building and down the stairs. As you reach the bottom you
will be attacked by another group of drones. So take cover behind the crate or
the low walls here. These guys will fly from left to right across the area and
land on the crates to your right. As before, they will be backed up by another
group of drones once defeated, so repeat the process to wipe them out.

Once the area is clear, continue down to the large open area to the right, pick
up the medkit and follow the on-screen instructions to position your squad on
either side of the door. When the door opens you will have to fight an YMIR
mech. These guys can be pretty tough as you will have to take out his big
shield and armour before you will be able to damage him for real. The YMIR will
fire rockets at you at irregular intervals and will whip out a minigun when a
rocket is not on the menu. If you have a power weapon from the previous mission
(grenade launcher), you can use this to do a fair deal of damage to the YMIR
off the bat, and if required there is a box of power cells in the left building
if you need a little extra ammo.

The easiest way I found though is to stay behind the crates where the game
placed you at the beginning of the fight. Stay in cover and shoot at the mech
until you get its attention and it approaches your position. When it starts to
circle around the cover to get at you, move! Continue to keep the crate between
the YMIR and Shepard and slowly circle around it to do so whilst firing off
shots when you get the opportunity. It will take a minute or two, but you
won't take any damage and it is an easy enough way to defeat him, even on the
Insanity difficulty. Watch out though - when the big guy takes enough damage he
will explode.

Once the YMIR mech is dead, explore the area for some loot. In the left hand
building you will find power cells (if you didn't pick them up previously)
and a hackable wall safe. In the right hand building you will find a med kit.
Head to the building at the far end of the area and check out the Damaged YMIR
mech close to the stairs for a research project (Heavy Weapon Ammo). Pick up
the refined Iridium nearby and enter the door. Have a quick conversation
(paragon action here) to find out a bit more about your new foe. After the
ensuing chat with the Illusive man and a short story scene you will get your
new ship and complete the mission.


Rewards:
XP 1,000
10,000 Credits



===============================================================================
[ACT04] Assemble a Crew -  Part 1
===============================================================================

Following the previous mission, your journal will be updated with 4 dossiers (5
if you have picked up the Zaeed downloadable content) that will enlighten you
as to where to find some crazy individuals to join your team. Go into the
galaxy map and head for Omega first. You will be able to pick up two of your
squad members here (three if you have the DLC mentioned earlier). As you land
you will be forced into a short conversation and be asked to pay a visit to
Aria T'Loak in the night club Afterlife.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
>> INFO: Note: if you have the Zaeed DLC installed you will see him at the end
of the hallway here, simply have a chat with him and agree to help him with his
mission and he will join your command and await you in the Normandy
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

Look at your map and use it to make your way to the Aria marker. When you
arrive talk with Aria and ask her questions about Archangel and Professor Solus
and she will tell you how to reach both of them. After the conversation, its
time to get recruiting!



===============================================================================
[ACT05] Dossier: The Professor
===============================================================================

Special items on this mission:

                       Weapon: M-6 Carnifex Hand Cannon
             Research Project: Medi-Gel Capacity
             Research Project: Assault Rifle Damage


After landing on Omega and speaking with Aria, look at your map and find the
marker for the Shuttle to the Quarantine Zone. Cruise over and talk to the
district guard, after a short conversation, he will admit you access to the
mission area.

As you enter, look behind the barricade in front of the starting hallway to
find a canister of refined element zero. Enter the nearby alley and go through
the door on the right, in this corridor, pick up the med kit if you need it,
then exit and enter the door at the far end of the main room.

As soon as you reach the bottom of the stairs, you will see a pair of Blue Suns
troopers in front of you. Slay them, and then check out the terminal in the
corner behind them for a few credits. Enter the door behind them and check the
bench near the left hand wall for a box of power cells, and bypass the security
lock on the door here. Inside you can examine the audio log and the dead turian
on the floor for a bit of back-story. Return to the room in which you fought
the Blue Suns not so long ago and turn to the left. Speak to the batarian
plague victim here (for a renegade/paragon option) before entering the alley to
the left of him.

After exiting the alley, bypass the security lock on the door to the right and
head inside for another audio log and a lootable wall safe. Return to the main
room, and enter the door to the right at the foot of the small set of stairs.
Inside this area, you will see a group of Blue Sun troopers and a Centurion
(shielded trooper) hanging out behind a barricade at the far end of the room.
Killing these guys will cause several more troopers to enter this large room
from a door on the right, close to the barricade at the far end. If finding
cover in this area is a bit tricky, cruise into the room on the left side of
the area and climb to the top floor, inside you will find a med kit,
salvageable circuit boards, and a conveniently placed window overlooking the
enemy forces below.

When the coast is clear, make your way across the open room and into the door
the enemy reinforcements emerged from, follow this hallway past the opening
leading to the barricade until you reach a dead end. Look to the right for a
bypassable door. Inside you will find a human survivor (talk with them for a
renegade/paragon option), a med kit and a hackable wallsafe. Return outside and
use the doorway to get behind the barricade, on the floor here you will find a
modified assault rifle that will give you a new research project (assault rifle
damage) when examined. Go through the nearby door.

Entering the next hallway, you will hear gunfire coming from up ahead. You can
either go through the right hand door here to reach a balcony overlooking the
fight below, or you can continue to the end and use the pillars and door on the
left as cover. Either way you will need to eliminate the Blood Pack presence in
this room.

You will encounter vorcha, Pyros, varren, troopers and a few krogans. Note that
the vorcha have a ridiculously high regeneration rate, so be sure to make sure
they are dead before you change targets. Also, you need to pay special
attention to the Blood Pack Pyros - vorcha with flamethrowers; they can do a
lot of damage to you in a short time if they get too close to you, also note
that killing these guys with a shot to their flame packs will cause them to
explode, damaging anything near them at the time. From cover you will need to
eliminate everything. Killing the original inhabitants of the room results in
the addition of new reinforcements, which in turn when killed summon more guys.
This will continue until you have defeated between 15-20 enemies.

When the room is finally clear, look over towards the left hand side of the
area to find an open door. Here you will find a canister of refined element
zero and a pair of looters (talk with them for a renegade/paragon option).
Return to the previous room and cruise around the corner at the back of the
area, look for a door nearby to enter Mordin’s clinic. Run past the
counter
to the left and look for rooms on the left and the right at the end of the
hallway. Look in the left room for 2X canister of refined palladium, a research
terminal (for research project - medi gel capacity) and a med kit. Next, look
in the right hand room to find a box of power cells, a canister of refined
element zero, another canister of iridium and the object of our search - Mordin
Solus. Speak with him and he will tell you what you need to do next (you can
also tell him about the batarian plague victim near the entrance for some
paragon points).  Afterwards Mordin will give you a new weapon (M-6 Carnifex
Hand Cannon).

You will now need to re-activate the environmental systems and save
Mordin’s
assistant.  Return to the reception area and look to the left, you will see
that the door here is now open.  Use the door and enter the large room at the
end. This area is filled with Blood Pack vorcha and krogans and like the
previous large area, will be populated by reinforcements fairly regularly.
After killing 12-15 of the guys, they should cease appearing. At the back left
of the room is a set of stairs. As you approach said stairs, more enemies will
appear at the top and try to prevent you from accessing them. Eliminate the
defenders and as you reach the top, you will find a bank terminal to the right
you can loot before heading up the stairs on the left side.

When you reach the top of the stairs, look in the room to the left to find
Mordin’s assistant. Either kill (renegade) or negotiate (paragon) with
the
batarians for his release. Afterwards, return to the hallway and enter the door
on the right. Kill the group of three vorcha in here, and then continue down
the ramp to the right.

This next room can be a little rough as there are a good number of hostiles
below as well as enemies packing heavy weapons on balconies overlooking the
area. As you enter, stick to the right and stay on the balcony overlooking the
area below. Take cover at the end and look up to see another raised platform in
front of you on the opposing side of the room filled with vorcha heavy
troopers, there are five or six of these guys, each trying to snipe you with
rockets. Eliminate them from cover before heading downstairs to clear the
ground floor of any vorcha and krogans. When they are all dead, enter the
hallway at the back of the area and use the door.

In the hallway here you will be ambushed by a krogan and a pair of vorcha. Once
they are dead, look to the right to find a med kit and some salvageable spare
parts before heading up the stairs on the left side of the room. At the top of
the stairs you will enter the environmental control room.

The control room consists of a main central platform with two flanking
platforms on the left and the right, these join with the main platform via
ramps in the mid-section of the area. As you enter, you will find yourself on
the middle platform. Eliminate the group of vorcha at the far end and then race
up and use the console here to administer the cure. Turn around and take cover
as a group of 4 vorcha will appear on the ground level to attack you and
another two rocket guys will spawn on the balcony above the entrance to the
area.

When they are clear, make your way down the bridge to the left hand platform
and fight your way through the group of 5-6 vorcha that appear before entering
the door at the end. Use the console here to activate the first fan. Exit back
to the main room and make for the ramp. As you approach, another squad of
hostiles will come down said ramp and try to stop you. Pop them and head over
to the central platform. Take cover as another group of enemies will appear on
a balcony above the right hand platform and shoot at you with rockets, whilst a
second group consisting mainly of krogans will advance up the opposite ramp.
Try to snipe all the rocket guys first, before focusing on the threat a little
closer to home. When possible, cruise down the ramp and fight your way into the
room at the end to use the console to activate the second fan and complete the
mission.


Rewards:
XP 1000
25,000 Credits

After a quick chat with Mordin on the Normandy, return to the galaxy map and
decide where to go next.



===============================================================================
[ACT06] Dossier: Archangel
===============================================================================

Special items on this mission:

                       Weapon: M-15 Vindicator Battle Rifle
             Research Project: SMG Damage
             Research Project: Tech Damage


After speaking with Aria, look at your map and find the marker for the Merc
Recruiter. Cruise over and talk to this guy, he will send you in to have a chat
with another mercenary who will sign you up for the mission to go get
Archangel. After the scene, look at the map and make your way to the Transport
depot marker on the map. Talk to the Blue Suns driver here to journey out to
the mission area.

After landing and engaging in a short conversation, you will need to go and
have a chat with Seargent Cathka. Head up the stairs and down the alley on the
left. Enter the door here. Grab the data pad off the table here for a side
mission (Omega: Archangel: Data pad Recovered) and talk to Jaroth if you wish
to go over the plan once more. Exit through the next door and enter the door on
the left down the hallway. Inside you will find a deactivated YMIR mech. Use
the console in front of the mech to re-program it to make the next part a bit
easier. Hack the data pad on the table and grab the refined element zero here
before returning to the hallway and exiting to the next area.

Head into the room in front if you wish to chat with Garm about the mission
(optional) or just head through the door to the right.  Hack the data pad on
the floor in front of you and continue along the right hand wall. Find the red
door here and bypass the door security, inside you will find a box of power
cells, a data pad and a new research project (sub machine gun damage). Exit and
make your way across to the opposite side of the room to talk to Chalak's
assistant. He will lead you to Sergeant Cathka for a conversation. After a
quick chat, he will turn his back on you, so use the renegade action here to
make things a bit easier later on.

After the scene, start crossing the bridge towards Archangel's position and
kill any freelance mercenaries on the bridge in front of you. Enter the
building at the far end of the bridge and eliminate any remaining mercenaries
inside.  At the foot of the ramp leading up to the next level, you will see a
book case; examine the object here for a research project (tech damage). Climb
the ramp and look to the right to kill the final enemy here. Look in the
opposite direction to find an open door, hack the wall safe in the room here
and pick up the med kit if required. Enter the door at the end of the hallway
to initiate a story scene.

After the scene, you will need to defend Archangel and this current position.
Quickly look at the couch nearby for a new weapon (M-15 Vindicator Battle
Rifle) and across the room for a footlocker containing credits. Return to the
window.

Your first challenge to defend against will appear straight after the
conversation and will take the form of a squad of six LOKI mechs starting
across the bridge. Use your sniper/assault rifle to down these guys before they
get too far. They will soon be replaced by a steady stream of freelance
mercenaries, after about 5-6 of these guys, some Eclipse engineers (shielded)
and troopers will try their luck, these guys will keep coming and eventually,
you will be unable to keep up with the enemies coming across the bridge and
some will enter the building. When they do, you will need to move out of the
room with Archangel and defend the hallway and stairs outside.

Once enough mercenaries have been killed, a short cut-scene will play showing
the YMIR mech being lowered onto the bridge. If you hacked this before, it will
start to attack the mercenaries, and you can assist it in doing so to make this
part much easier. When its health gets, low it will turn on you so watch out!

After the YMIR is down, some heavy Eclipse soldiers will come across the bridge
with the Eclipse leader, Jaroth. Jaroth has a shield and some armour beneath
it, so use Miranda’s Overcharge ability to destroy the shield, and then
go
nuts on his armour and health. When Jarroth and his posse have been dealt with,
return to Archangel and have a chat.

Afterwards, exit the room and enter the door beneath the stairs. Sprint down
the stairs to your left and across to the opposite end of the room. Press the
button here to close the door. If you are too slow, Blood Pack mercenaries will
pour through the opening making it much more difficult. Once the first door is
closed, the two doors either side of it will now be openable. You will need to
enter each of these and fight your way to the switches at the opposite end of
each area to close the doors. Once all three shutters have been sealed, a scene
will play.

You will find yourself back on the ground floor of the building faced with Garm
and his Blood Pack mercenaties. You must act quickly in eliminating the Blood
pack vorcha and varen in the immediate area before racing up the stairs. Garm,
the Blood Pack leader and another krogan will have ignored your fighting below
and made a run straight for Archangel, so return to the room and help defeat
the big fellows. Garm has a barrier and armour to eliminate before you can take
his health out so use the warp ability if you have it to make barrier smashing
a bit easier. Once Garm is dead, grab some more ammo from around the place and
when you are ready to continue, talk to Archangel.

On the right side of the room a gunship piloted by the third and final
mercenary leader, Tarak will appear and drop off a group of six or so Blue Suns
mercenaries, along with one of their Lieutenants , Jenna. Eliminate these guys
from cover and be sure not to stay exposed for too long, as the gunship will
shoot rockets at you with some pretty good accuracy. Once these guys have been
taken care of, another group consisting of the same make up will rappel into
the room below. Watch out for the heavy troopers as they will carry rockets,
and the Blue Sun Legionnaire and Centurion combo make up for the lack of Jenna.
Both of these guys have a shield and a fair bit of health, so be sure to use
your shield dampening abilities to assist in taking them down. Once all the
hostile units are down, a short scene will play.

You will now need to take down Tarak's Gunship. If you performed the renegade
action whilst talking to Seargeant Cathka earlier, the gunship will start at
only 2/3 heath. The gunship will appear in two locations - firstly the window
you looked out to defend the bridge earlier and the second position is on the
right side of the room where it dropped off Blue Sun soldiers previously.  The
gunship fires an endless stream of rockets so staying in cover is a given. To
take down the gunship, you should use your heavy weapons and any other armour
destroying abilities. Note that when it appears at the second window, it will
drop off a group of three Blue Sun troops and retreat, eliminate the
mercenaries and the gunship will return.

Continue to pump away at the gunship until it explodes to finish the mission.


Rewards:
XP 1,000
20,000 Credits


After a quick chat with Garrus on the Normandy, return to the galaxy map and
decide where to go next.



===============================================================================
[ACT07] Dossier: The Convict
===============================================================================

Special items on this mission:

             Research Project: Damage Protection
             Research Project: Shotgun Damage


Use the galaxy map to travel to The Hourglass Nebula. Once you are here, fly to
the nearby prison ship, Purgatory to start the mission to recruit the convict.

After entering the Purgatory make your way forward until you have a
conversation with a prison guard and Warden Kuril. After a short scene,
continue along the defined path and you will see a prison guard on the right
side of the area observing a beating (talk to him for a renegade/paragon
action). Afterwards continue straight ahead and into the room at the end.
Inside, make your way to the door at the back right of the room. As you enter a
short scene will play, and a message will be relayed over the loud speaker -
looks like a routine pick up is turning into an escape for Shepard.

Quickly turn around and take cover. As you do, a group of Blue Sun troopers
will enter the room along with a Centurion (shielded trooper) or two and a pair
of FENRIS mechs. Destroy the lot of them and exit into the passage outside,
kill two more troopers approaching the door with another pair of FENRIS mechs.
Once they are done, take the first left. Fight your way through the troopers
and centurions who are guarding the hallway and open the door at the end. Kill
the technician here and use the terminal behind him to free Jack.

After the story scene, pick up the med kit and the canister of refined element
zero nearby before entering the now unlocked door on the left. At the bottom of
the stairs, examine the YMIR mech corpse for a new research project (Damage
Protection). Find the hole in the wall and run into the passage behind it. Pick
up the power cells here and check the prison guard corpse nearby for credits,
exit through the next hole in the wall to the right.

Move to the left, and take cover on the raised catwalk here. In the room below
you will see prisoners fighting against prison guards and a YMIR mech at the
far side of the room. You will need to eliminate the soldiers and the prisoners
before focusing your attention on the mech. After it is dead, head to the back
wall of the room, when you reach the door, scan the shotgun on the ground for a
new research project (shotgun damage) and then head up the stairs to the left
to find a hackable data pad. Return to the door and pick up the power cells and
investigate the dead prison guard before entering the next area.

This room is essentially the same as the previous one, this time though, you
will be on the ground floor. As you enter, step behind the crates on the left
and eliminate the enemies in front on the ground floor and then the pair on the
balcony overlooking the area. Move down into the depression in the floor and
move to the right. Take cover just before the overpass and kill the 5-6 enemies
that move in to attack you. When no more show up, climb up the nearby ramp onto
the overpass, you will see a number of prison guards still kicking down the far
end of the room and a YMIR mech as well. The mech will take a long time to
reach you, so try and eliminate all the infantry units before it gets close.
When the mech is the last enemy standing, just kite it in big circles, running
across the balcony, down to the floor and up the two overpasses, shooting at it
when you get the chance.

When the mech is dead, investigate the dead guard next to the exit before
heading into the sub-tunnel where you can loot a box of power cells, a med kit
and a wall safe. Exit the next door for a scene.

It’s time to take on the main man of the big house - Warden Kuril
himself!
Kuril will chill out at the back left corner of the area within a shield and
send a tonne of enemies to do his dirty work. Once you have killed the initial
wave of troopers and Legionnaires he sends your way, move up one of the sets of
stairs and clean out the top area. Note that a small group of enemies will
enter the area from where you entered and 5-6 baddies will emerge from a door
on the right side of the upper platform. Two of these enemies will be Blue Sun
commanders (shield over armour) so be sure to use your squad abilities to help
making taking these guys out a lot less painful.

When no more enemies are forthcoming, it is time to take on the warden. To do
so, you will need to destroy the pylons around the room with the blue beams of
energy emerging from the top. These are feeding the warden’s shield, so
removing them will in turn remove the warden’s protective field. Destroy
the
first two, and then make a quick sweep of the room to make sure there are no
more bad guys ready to sneak up on you and when ready, get yourself into cover
and blow the third generator. The warden will stay in the corner, in plain
sight and is about as difficult to take down as one of the commanders we faced
before. Just stay in cover and pump away until he falls.

Once the warden is dead, a scene will play, Jack will join your crew and the
mission will be complete.


Rewards:
XP 1000
15,000 Credits


After a quick chat with Jack on the Normandy, return to the galaxy map and
decide where to go next.



===============================================================================
[ACT08] Dossier: The Warlord
===============================================================================

Special items on this mission:

             Research Project: Sniper Rifle Damage
             Research Project: Krogan Vitality

Use the galaxy map to travel to The Eagle Nebula. Once you are here, fly to the
nearby planet, Korlus to start the mission to recruit the krogan.

After landing, follow the defined path down and around the corner until you
find the entrance to the research base. A group of four guards will open fire
at you, take cover and pop them all. When they are dead, continue through their
lookout position and down the small ramp on the other side. You will find a
wounded mercenary here (talk with them for a renegade/paragon option).

Following the conversation, continue around the comer and take cover. Eliminate
the sentries on the raised area in front of you. Move down the stairs to the
right and do a quick switch back to the left at the bottom. Take cover behind
the low wall here and kill another pair of sentries on the walkway in front.
Move up and kill the next two sentries who come into view. Continue around the
corner to the right.

The next room consists of a few pieces of cover on your level and a long,
fortified raised balcony lining the far side of the area. You will need to
destroy its inhabitants. Look out for the heavy troops and try to rid the area
of them first if possible.  Once the area is clear, move to the left side of
the area and cruise down the ramp, help the krogan here destroy the enemies on
the walkway above and then have a chat. After a short scene, the krogan will
open a new passage for you.

Inside, check the Blue Sun corpse for some credits, and then follow the path.
At the bottom you will encounter a pair of Blue Sun mercenaries, deal with
them. On the opposite side of the room, you will see a pair of intersecting
metal walkways that lead around a corner and into the next area we need to
access. Along these pathways, you will meet 10-12 krogan berserkers who will
advance towards your position (one at a time thankfully!). You will need to
kill them before making your way to the far end. Pick up the canister of
refined platinum here and in the next room, cruise up the stairs. Bypass the
door at the top.

Climb the stairs to the top and scan the sniper rifle on the ground for a new
research project (sniper rifle damage). Pick up the med kit and the box of
power cells nearby if required. Open the door and kill the mercenary in front
of you, before taking cover to the right. Eliminate the heavy soldiers on the
far side of the gap, and then follow the catwalk to the left. Run into the room
at the end and take cover, eliminate the guys in front and slowly work your way
forward, watching out for reinforcements coming through the door at the far
side of the area. Also be aware of the pair of Blue Sun heavies in the
background who will fire rockets at you relentlessly until put down.  When the
area is clear, check out the alcove the heavies were occupying for a hackable
data pad.

Enter the nearby door. At the top of the stairs use the window or the cover
just outside the door to eliminate a squad of Blue Sun troopers and Centurions
defending the immediate area. Once they are dead, move up a short way and a
second group will emerge and come to attack you from the passage to the left.
Eliminate them and follow the path around to the right until you reach a metal
bridge. At the far end, a large contingent of Blue Sun troops will assemble and
come across to attack you. Defeat the enemies who come close, then use your
sniper rifle to take out the heavy troops at the back.

Once everything is dead, enter the room on the far side of the bridge. Inside
you will find a box of power cells and a wall safe. Find the open door to the
left, but instead of entering, follow the path here around to the end to find a
hackble PDA. Return to the door, head inside and follow the stairs to the top.

The next room is fairly large and you will need to work your way forward, then
around to the right. Defeat all the enemies here and climb the stairs on the
left. From this vantage point, eliminate the centurions and troopers in the
open area below whilst keeping an eye out for a pair of heavy troopers that
will appear on another balcony area opposite your current position. When
cleared, cruise down the ramp and turn to the right. Clear out any remaining
bad guys (again watch out for the heavy rocket guys at the rear) and enter the
door at the end of the wall to the left.

Inside you will find a familiar (from mass effect 1) asari scientist (talk with
her for a renegade/paragon option). Hack the computer on the desk and grab the
med kit before entering the next room. Head to the far left corner and hack the
terminal here for a new research project (Krogan Vitality). Turn around and
talk to Okeer.

After the scene, exit through the door opposite the entrance and at the bottom
of the stairs enter large room in which to do battle with Jedore.

This fight can be a little tough as Jedore will sit at the back of the room and
shoot the odd rocket your way, whilst five or so krogan berserkers and a YMIR
mech advance on your position. You will need to deal with the krogan berserkers
before you can properly focus on eliminating the mech. Using your team skills
and staying in cover destroy the krogans before they reach your position.
Hopefully by the time they have all fallen, the YMIR mech will not have reached
you yet. Use your best shield and armour depleting abilities on the YMIR to
bring it down ASAP. Once the rest of the room is clear, focus your
squad’s
fire on eliminating Jedore.

When Jedore is dead, return to the room with Okeer and use the console where he
was standing to complete the mission. In the following conversation, be sure to
choose the option to take the tube with you when you leave.


Rewards:
XP 1,000
20,000 Credits


To recruit Grunt into your party, use the elevator in the Normandy to access
the engineering level, exit the elevator and turn left. Open the door at the
end of the hallway to find the pod. Use the action button on the tube and open
the tube when given the option. After the conversation, Grunt will join the
crew.



===============================================================================
[ACT09] Horizon
===============================================================================

Special items on this mission:

                       Weapon: Collector Particle Beam
             Research Project: Heavy Skin Weave
             Research Project: Biotic Damage


After you have acquired the four new crew members Garrus, Mordin, Grunt and
Jack you will receive an emergency transmission from the Illusive Man. Head to
the communications room and after a conversation and a quick story scene you
will find out where your next destination lies: the human outpost of Horizon.


After landing, move forward and around the corner and continue along the path
here until you reach an open area. As you arrive a swarm of collectors will
enter the area to attack you.  The standard collector drones are fairly easy to
take out, but you will also encounter guardians (barriers) and assassins here.
Watch out for the assassin’s as they will use the particle beam gun (a
collector heavy weapon) from a distance, which can do a tonne of damage to
Shepard and your crew if they remain exposed to it for long enough. When the
area is clear of hostiles, check the middle of the area to find a box of power
cells. Proceed to the far end and near the pathway to the next area you will
find a hackable data pad.

Follow the dirt path around the next corner until you reach a settlement, drop
down to the area below and take cover. In addition to a couple of drones, a
guardian and an assassin, the squad will also be attacked by a small group of
husks (zombified humans who will run up to you in an attempt to melee attack).
Try to focus on the husks first before prioritising other targets as they can
be quite irritating otherwise. Once the remainder of the enemies are dead or
dying enter the building on the right side of the area for a data pad and
investigate the dead collector in front of the picnic table at the back of the
area for a new research project (Heavy skin weave).

From the dead collector, look to the left to find a small opening; enter this
to find an examinable Husk corpse. Check it out for a short conversation with
your crew. Continue around the corner and head into the building directly in
front of you. Move to the windows on the left side of the building and use them
as cover to eliminate the Collector Guardians and Drones in the area below and
to the left of your current position. When they are all dead, turn around and
loot the wall safe here (you can also return back the way you came and examine
the building across the way for a med kit if required).

Head out the door opposite the entrance and turn left, climb the low wall here
and make your way between the scattered crates on the platform until you reach
the stairs located at the back, left corner of the area. Examine the stasis
colonist here and continue up to the top of the stairs, in the room here you
will find a hackable computer. Return to the stasis colonist and move across
the path here to the building in front (don’t forget to pick up a new
weapon
- Collector Particle Beam from the pod in the centre of the road).

After traversing the building, leave via the portal on the other side and take
cover behind the low wall in front of the exit.  After a short intro scene, you
will be attacked by a harbinger (a drone who is taken over by the collector
general) they have a barrier and heavy armour so can be a little tough to take
down. The harbinger will attack in concert with a guardian and once both have
bitten the dust, a swarm of drones will fly in from the far end of the area.
Exerminate these guys and when the area is clear, look to the opposite side of
the street from the last building you came through to see another open
building, head inside to pick up a computer.

Return to the scene of the previous fight and check the building that was
behind the collectors for a box of power cells. Exit the back door, and
continue up the hill nearby towards the locked door. Bypass the security on the
door and enter for a small story scene. Afterwards, loot the room of a canister
of refined platinum and a med kit, before heading out the next door.

Once outside again, turn to the right and take cover. A guardian and group of
collector drones will attack and one will become a harbinger. At the same time,
at the far side of the area, a group of husks will become active and advance on
your position. In the same location is a collector assassin with a particle gun
to look out for. Prioritise the elimination of the husks first, then the
assassin and then the rest of the collectors in the immediate area. Once the
casualties start mounting, you will also encounter your first scion which will
move in slowly from the right side of the area - these are large, heavily
armoured husks that can fire a weapon that generates a large warp effect
similar to Jack’s Shockwave ability, this attack will do a massive
amount of
damage so it is imperative that you stay in cover whilst fighting them. You can
kill scions by using anything that is good against armour.

Once the area is secure, look behind the building on the left for some power
cells, head through the next building and up the small set of stairs behind.
Look to the right and examine the dead collector for research project (biotic
damage). Continue until you reach a locked, bypassable door. Instead of opening
it right away, turn to the left or right and make your way through either
building here, up the stairs and into a second floor room. Check out the
computer in here for some credits before returning to the locked door. Bypass
the security to unlock it.

Upon entering the next room you will be attacked by a pair of scions and a
large group of husks. Try to take out the husks before they get too close or
they will swarm you. If you have to leave cover to take them out, make sure you
do it out of the line of sight of the scions otherwise they will hit you with
their shockwave. Once the husks have been dealt with, focus your team's fire
on the scions. Once the scions have been defeated, you can go to the raised
platform in the centre of the area and use the computer for a short
conversation with the Normandy.

As soon as the scene ends, a group of collectors will fly in from the far right
side of the area. There are 5-6 drones (one of which will become a harbinger),
an assassin with a particle beam and a guardian.  At some point, you will also
be attacked by a small group of husks. Killing the lot of them will result in a
small wave of enemy reinforcements consisting of a couple of drones and a
guardian.  When they are all dead return to the centre of the area and await
the next wave.

The next group of enemies will appear from the right side of the room in the
form of 5-6 husks and once they have been dealt with another group of
collectors will enter the area close to the door you came in from. This
contingent of enemies is made up of 3 guardians, an assassin or two and a group
of drones (one will become the harbinger). Killing these guys will cause 5-6
additional troops to fly in intermittently from the same general direction.
After these guys have been defeated, return to the centre.

A short scene will play introducing players to a new enemy - the Praetorian.
These are floating metallic constructs that move slowly around the area. They
will fire laser beams which pack a mean punch with precise accuracy, so it is
important to stay in cover for the most part. When the praetorian gets close to
a squad members position, they will do a 'ground pound' style attack
causing a small shockwave which can do considerable damage and is able
destabilise characters and knock them out of cover. To defeat it, just keep
distance between the praetorian and Shepard and sprint to the opposite end of
the room when it gets close. After a few rounds for a power weapon and some
armour dampening attacks, the praetorian will fall.

Watch the scene and the mission will be completed.

Rewards:
XP 1000
30,000 Credits



===============================================================================
[ACT10] Assemble a Crew -  Part 2
===============================================================================

After your partially successful mission on Horizon, the Illusive Man tells you
that it might be a good idea to go and recruit some additional squad members to
join your crew. He will give you three more dossiers to investigate, an as with
the previous example, this means three new recruitment missions. Huzzah!


===============================================================================
[ACT11] Dossier: The Quarian
===============================================================================

Special items on this mission:

                       Weapon: M-9 Tempest SMG
             Research Project: Heavy Pistol Damage
             Research Project: Assault Rifle Damage


Use the galaxy map to travel to The Far Rim. Once you are here, fly to the
nearby planet, Haestrom to start the mission to recruit your old quarian
comrade.

Before we start, you should be aware that for the duration of the mission,
unless you are inside a building, you will need to stay in the shadows. Direct
exposure to sunlight on this planet causes instant damage and will quickly
start to eat through your shields and health within seconds. Always choose
cover in shady spots because if you are exposed to the sun in combat, you are
going to have quite a difficult time staying alive. If you must enter the
sunlight, be sure to sprint to reduce the impact it will have on your depleting
shields.

When you are ready to start, run all the way down the hill, being sure to
sprint through the sunny spots. At the bottom, enter the door to the right.
Inside grab the med kit and examine the damaged Geth before using the switch to
open the gate to the next area.

Walking through the gate you will see a drop ship unloading Geth into the area.
Run up to the cover in front of the gate and use it to take out the first group
of Geth troopers. Continue onwards along the ground floor a short way and you
will run into a few more Geth troopers. After killing these guys, you should
just about be at the next sunny area. Run and take cover from the sun behind
the block in the middle of the sun light zone. If you follow the blocks shadow
to the right, you will find a small passageway with a research project (Heavy
Pistol Damage) and a ramp leading up.

At the top of the ramp, turn to the right and exit onto a balcony type area.
Follow it to the right and destroy the large number of Geth that are up here.
Work your way to the end of the walkway, but instead of going down the ramp,
take cover in the corner furthest to the left and eliminate the enemies in the
area below. After they have been killed, run straight down the right side of
the ramp and into cover behind the stone block. From here, lean out and look to
the left and towards the sun. See the green canister? That's some refined
iridium that you can grab if you feel the need.

Afterwards, head across the next sunny strip and into the building behind.
Follow the passage way around the corner and kill the group of Geth. Examine
the dead Geth Hunter and pick up a new weapon (M-9 Tempest SMG) from the ground
nearby. Activate the quarian radio to start a conversation.

Following the scene, quickly run up and enter cover, eliminate the Geth
troopers and the hunter that come to get you and then make your way to the
obstruction in front of the building from the cut-scene. To remove this, we
will need to retrieve a pair of demo charges. One is in the small garage type
area directly across from the door, and the second charge is in another
building on the far side of the large open area to the right.

Enter the building across from the obstruction and clear out the Geth inside.
You will have to kill around 6 - 7 Geth troopers and a Hunter. When the room is
empty, check the desk at the back for an entry in Tali’s journal and the
demo
charges, behind this is a med kit, and a second med kit can be found on the
wall at the top of the stairs. As you attempt to return outside, a group of
Geth will be dropped off. In addition to your standard Geth troopers, you will
also make your first encounter with a Geth Prime. These guys are big, tough
Geth that have a shield over armour and can summon a small floating attack
drone, to defeat them, simply use whatever squad powers you have at your
disposal that are good at shield/armour removal. When all these Geth have been
dealt with, return outside and turn to the left.

Take cover before descending the shallow ramp and eliminate the Destroyer and
the other Geth troopers that attempt to advance on your position.  Sprint
across the sun lit area and examine the box in the next shady area for refined
iridium. Continue onward and into the open doorway at the end of the area. Pick
up the demo charge, a box of power cells and the med kit here, and then return
outside.

As we saw earlier, the Geth don’t appreciate you picking up demo charges
and
will have a large squad of various Geth types dropped into the location
outside. Return to the large open area and immediately run to the left, look
for a small door on the wall. Head inside and up the stairs. As you reach the
top, eliminate any Geth on the balcony you can see outside the doorway, then
move into the room and hit the switch to open the windows. Take cover here and
use the high ground to eliminate any enemies on the ground below and any more
enemies you can identify on the catwalk to the left.

When the area is relatively safe, exit from the door onto the balcony where the
group of rocket Geth had previously been attempting to take you out and sprint
to the end. Take cover from the sun behind the crate here and listen to the
nearby snippet of Tali’s log if you are interested. Continue down the
next
ramp and back to the obstruction. Plant the charges and run to a safe distance.
After the explosion enter the door.

Once inside, look around the room. There is lots of stuff to pick up. Starting
at the weapons locker, head to the right to find a wall safe, another of
Tali’s journals on the desk, a pair of damaged Geth and a disassembled
Geth
rifle for a research project (assault rifle damage). Find the locked door and
use the communications device on the table next to it to converse with Tali.

After the conversation, open the unlocked door and pick up the med kit if
required. Follow the passage around until it empties out into another open
area. Kill the drones that appear at the entrance before entering the area.
This zone is essentially one long room with several large support columns
breaking it up into three paths. After entering, move forward to the first
column to provoke a response from additional resident drones to come and get
you. This will also activate a Geth Prime who will start moving towards your
position. Follow the Geth Primes line of attack as he moves to the left and at
each column, stop to destroy and drones that appear (and there are lots of
them!). Prioritise the elimination of the drones before focusing your attacks
on the Geth Prime.

After killing the Prime, you should try as much as possible to stick to the
very right hand wall of the area and using the limited cover in the shade to
eliminate the drones as you move towards the far end of the area. At the third
set of columns, you will bump into another Geth Prime and a swarm or two of
drones, execute the same strategy as before – destroy all the drones
before
ganging up on the Geth Prime. If it decides to come and pay you a visit,
don’t be afraid to retreat a little to eliminate it from a safe distance.
When it is dead, continue to move to the back wall eliminating any more drones
that get in your way. At the far end, open the door.

When you enter the room use the active console in front of you to disable the
security lockdown, before heading through the door to the left. Make your way
down the stairs and talk to Kal’Reegar. He will tell you about the
current
situation and you can let him help you (renegade) or tell him to sit out
(paragon). Once the scene is over, it’s time to get down to business.

The Geth Collossus will sit at the far end of the room firing huge energy
missiles your way. You will obviously need to stay in cover to prevent a sticky
plasma death whilst you take out the Geth infantry forces in the courtyard
below. There are 10-12 Geth troopers to deal with initially, but moving down
the stairs will trigger another group of 5-6 to appear.  Make your way to the
left side and up the ramp, grab the canister of iridium here and fight your way
across the walkway through the next wave of Geth infantry. Once you have
eliminated a sufficient number of troopers, a pair of Geth Destroyers will
arrive.

Kill them and continue to the end of the walkway, to the right you will notice
there is a small platform directly beneath the colossus, there are two
canisters of refined Iridium here. Pick them up if you wish and then head up
the ramp on the left side of the area to take on the Colossus.

At the top of the ramp, immediately take cover behind the crates here as the
Colossus will start to shoot at you with a heavy machine gun in addition to its
regular plasma missiles. Not satisfied with this, the Colossus will also be
backed up by a seemingly endless supply of Geth troopers who will appear from a
door behind the Colossus and continue to advance on your position.  Try to
ignore the infantry unless it is a destroyer (focus fire on these immediately)
or if they get too close and in the meantime, focus all of your efforts on the
Colossus. After it falls, return to the left side of the courtyard by
Kal’Reegar and look for a canister of refined Iridium, pick up any other
items you may have been too busy to grab during the fight before heading into
the door behind the Colossus.

Examine the dead Geth on the floor here and move to the back of the room to
speak with Tali to complete the mission.


Rewards:

XP 1000
30,000 Credits



===============================================================================
[ACT12] Dossier: The Justicar
===============================================================================

Special items on this mission:

                       Weapon: S-27b Scimitar Assault Shotgun
             Research Project: Biotic Damage


After picking up the dossier, go to the galaxy map and fly to Ilium. After you
land, look at your map and head to the Officer Dara marker on the map.

Talk to Officer Dara in the tracking office in the southern most part of
Illium. She will tell you where to find our next recruit. Check out the map
again and head over to the taxi stand nearby to the south. Travel to the
Commercial Spaceport to start the mission.

After arriving and watching the short scene, move over and talk to the Volus
named Pitne For, he will tell you to go see Detective Anaya. Enter the nearby
police station and talk to Anaya. Following the conversation, exit the station
and turn left. Make your way over to the glowing blue police tape marking the
entrance to the crime scene.

Enter the back alley. Head forward to the end of the alley and down the stairs
to salvage some circuit boards, then head up the nearby stairs. Turn right and
immediately take cover – there is a large squad of Asari Eclipse mercenaries
backed up by a few LOKI mechs ahead. Kill them all off and then head through
the door blocked by police tape on the left to meet Samara.

You will now need to find out the information Samara is after and will regain
control back in the area outside of the police station. Chat with Pitne For
(during this conversation you can perform a renegade action).

After the conversation you will be given a key to enter the Eclipse base. Use
the now active elevator nearby. As you reach the bottom, kill the LOKI mech
waiting there to ambush you. Exit and head through the door on the left. There
are a number of eclipse vanguards and LOKI mechs in here. In addition there is
a toxic chemical in the air that will damage you if you stay in it for too
long. Enter the room, and stay clear of the red clouds of toxins. You can use
the bar at the bottom of the screen to determine the level of danger. If it is
full, you should move ASAP. Kill the enemies that enter the room through the
door at the rear of the area, before entering it yourself.

Open the door acoss the room from where you entered and chat with the asari
mercenary here. You can perform a renegade action during the conversation or
let her go for +5 morality points either way. When she is gone, salvage the
power cells and use the console nearby for a Research Project (Biotic Damage).
Exit the room and ascend the stairs to the right and open the door at the top.

Turn left and eliminate the mercenaries and the mech in front of you before
exiting into a open area. Fight your way through the initiates and vanguards to
your right. As you ead inside the next door another group of mercenaries will
attack. Kill them and continue to the end of the hallway here to find a med
station and a hackable eclipse terminal. Return to where the previous enemies
entered from and climb the stairs here. At the top, turn right and take cover.
Eliminate the hostiles in front and stay in cover as there are a pair of heavy
troops near the far wall who will fire rockets your way frequently. Kill them
and then work your way over to their location and into the door on the left.
There is another medical station here and another Eclipse terminal you can
interact with for credits. Climb the stairs in front.

At the top, take cover behind the wall to the right and eliminate the two
vanguards at the end of the hallway in front of you. Move to their position and
slowly make your way into the next room. Climb the stairs on the left side of
the room and used the elevated position to take out the various baddies
scattered about the room. Enter the room in the back right corner.

Pillage the room for power cells, and a med kit, and then check the data log on
the computer nearby to find out who was responsible for the murder. Finally
check out the table just to the right inside the door for a new weapon (S-27b
Scimitar Assault Shotgun). Continue through the hallways until you reach
another open area.

As you exit, kill the LOKI mechs in front and move to the far end to salvage
the box of power cells. Turn to the left and you will see another similar
platform a little way ahead separated by a small bridge. As you are about
halfway across this bridge, a gunship will appear. It has a chain gun and a
rocket launcher which it will use to attack you and will occasionally fly
between the two platforms either side of the bridge. Take cover on the side you
entered from and shoot at it until it flies over to your location. When it
settles over your position, retreat into the previous hallway and take cover,
popping out to shoot it when it is safe to do so. Watch out during the fight as
occasionally a FENRIS mech or two will come to find you whilst you are focused
on the vehicle. When the gunship blows up, cruise across the bridge, pick up
the medkit on the right wall and bypass the door nearby.

Inside the room use the consoles on the left for a side-quest (Illium: The
Justicar: Smuggling Evidence), open the other console for credits. Continue
through the doorway and talk to the Volus Niftu Cal here. He will tell you the
leader of the Eclipse sisters Wasea is in the next room. (Note: you can perform
a paragon action during this conversation or let him go and confront the leader
for +7 morality points either way).

When you are ready, enter the next door to fight Wasea. Wasea is a biotic and
has armour and a shield. You will need to take these down before you can really
sink the boot in. She will throw crates of the toxin at you, so be sure to
avoid it where possible and change cover often to stay safe. As the fight drags
on, she will summon a good number of Eclipse initiates to attack. Stay behind
cover close to the entrance and fight her off until she retreats up the stairs
at the back of the room. At this point clean up the initiates in the immediate
area, and then slowly work your way forward between cover and use her desk as
cover to kill her at the top of the stairs. When she falls, clean up the rest
of the baddies and hack the Eclipse console near the desk. Once done, pick
Wasea's datapad up off the table to return to the Space Port.

Before entering the police station, you can talk to Pitne For and give him the
smuggling evidence you found in the Eclipse base for some renegade points and a
small sum of money, or alternatively you can hold onto it.

Enter the police station and talk to Samara to complete the mission. Before
returning to the Normandy though, talk to detective Anaya and give her the
evidence about the murder and if you did not give the smuggling evidence to
Pitne For outside, you can give it to Anaya now for some Paragon points and a
small sum of credits. Return to the Normandy to complete the mission.


Reward:
XP 1000
30,000 Credits



===============================================================================
[ACT13] Dossier: The Assassin
===============================================================================

Special items on this mission:

                       Weapon: M-97a Sniper Rifle
             Research Project: SMG Damage


After landing on Illium speak with Liara T'Soni and ask about Thane.
Following Liara’s tip look at your map and find the marker for the
‘Shipping Cargo’ area. Cruise over to this section and talk to the
asari
named Seryna. Have a short conversation with her and she will kindly take you
to the mission area.

As soon as the introduction sequence ends, take cover behind the door frames in
front of you and kill the pair of FENRIS mechs and their LOKI mech pals.
Inside, look in the room to the left for a med kit and a hackable terminal.
Exit back to the previous room and enter the right hand area. You will find an
injured salarian worker (talk with him for a renegade/paragon option). After
the conversation, enter the newly opened door and cruise along the long hallway
to the left.

Upon entering the next room you will come across a group of 5-6 mercenaries, a
few LOKI mechs and a FENRIS mech or two. Clear the area from cover and use your
sniper rifle to hit another group of mechs that are visible through the left
hand exit at the back of the room. Kill them as they enter before taking their
position in the next room. When you reach the area they were standing, turn to
the left and you will see a good number of LOKI mechs, Eclipse troopers and a
few Vanguards (barrier troopers) around. Once again, watch out for the
occasional FENRIS mech. As you clear the immediate area reinforcements will
appear to take their place.

After clearing the room, make your way around the pit in the centre and into
the hallway at the far end. This will trigger another group of Eclipse
mercenaries and mechs to attack. Fight your way through these enemies and into
the door at the end of the corridor. Climb the ramp and exit onto the next
floor.

Pick up the med kits to the right if you require them before heading out the
door on the left. Take cover here and wait a few moments for a group of Eclipse
troopers and mechs to enter from the opposite side of the area. Kill them all
and wait a little bit longer for a few more reinforcements. When the shooting
stops, it will now be safe to mosey forward and through the door. Move to the
other exit from this room and use it to peek out into the hallway. This area is
a nice bottleneck where enemies will pretty much have to run at you one at a
time with limited cover. You should eliminate 5 - 6 Eclipse troopers, several
mechs and an Eclipse vanguard before you consider moving on.

When no more enemies are forthcoming, run down the short hallway until it opens
into a slightly larger room. Use the cover directly in front of you to clear
the remaining hostiles from the area. Move up to the next piece of cover and
repeat the process with the group of reinforcements that enter from the back
left side of the area. Before reaching the open doorway at the end, look in an
alcove to the right to find a med kit. Head inside the next open room and use
the doorframe to the left as cover from which to attack the enemies in the room
beyond.

After this area is clear, work your way around the pit to the left to the
opposite side of the area. Cruise down the hallway until you reach the dead end
to find a new weapon (M-97a Sniper Rifle), a hackable terminal and a box of
power cells. Return down the hallway and at the end, look to the left for a
locked door. Bypass the security on the door here for a conversation with
another group of salarian workers (talk with them for renegade/paragon). After
they have departed, grab the med kit and check out the secure terminal for some
credits. Exit and find the unlocked door opposite the pit in the main area.

Activate the door, and then take cover as your team mates suggest, as the
elevator behind the door isn’t coming down empty. Inside is a krogan
bounty
hunter (shields + armour) and a pair of Eclipse Engineers. After they are dead,
enter the elevator and hit the switch to watch a short story scene (note the
renegade/paragon option here – the renegade is particularly amusing).
Turn
around and pick up the data pad for a side quest (Illium: The Assassin:
Salarian Family Data), then enter either door flanking the elevator.

AS you enter, take cover behind the stack of metal tiles and shoot at the
inactive LOKI and FENRIS mech nearby. This will alert the enemies in the next
room who will come to reinforce the area. They consist mainly of standard
Eclipse troopers, LOKI mechs and a single engineer. After they have done their
dash, look on the left hand wall for another locked door. Bypass the door here
for another conversation with more salarian workers (renegade/paragon option
here). Afterwards pick up the med kit and loot the Eclipse merc corpse for some
credits. Exit and follow the wall, turn left at the next corner. You can use
the communication terminal here to taunt Thane’s target if you wish and
you
might also like to pick up the box of power cells next to it. Continue up the
ramp.

On the top floor here you will have to kill a pair of mechs and a group of
three Eclipse vanguards, once they are down for the count, head over to the
opposite side of the room towards the exit. Pick up the canister of refined
element zero and the med kit here before exiting onto a balcony area.

Take cover right away and hold off the troopers, LOKI mechs and vanguards from
this position. You will also at this point have to get rid of an Eclipse
commando (trooper with armour and a barrier). Fight your way to the corner and
look on the ground here for a new research project (SMG damage). Examine the
corpse for some credits and grab the med kit if you need it before dropping
down the nearby ledges.

You will now find yourself on a bridge linking the two towers. Immediately take
cover and fight your way from cover to cover through the various LOKI mechs,
vanguards and troopers until you reach the other end. About half way across the
bridge, a pair of rocket turrets will appear in windows above your destination,
so take out your sniper rifle to pop them with a few rounds when you feel it
safe to do so. As the squad reaches the far end, a group of enemies will appear
on the platform above you and fire down at your position.  Kill as many as you
can, then manoeuvre Shepard forward and up the stairs. Mop up any remaining
resistance and take cover as an Eclipse commando (vanguard with a barrier and
heavy armour) will exit from the nearby hallway. When she is dead, enter the
unlocked door to complete the mission.


Rewards:
XP 1000
30,000 Credits



===============================================================================
[ACT14] The Collector Ship
===============================================================================

Special items on this mission:

             Research Project: Damage Protection
             Research Project: Tech Damage


Once you have recruited enough members, using the galaxy map will alert you to
the Illusive man wanting to discuss the next mission. Head to the
communications centre and chat with the Illusive Man to begin.

After the chatting with the Illusive man, you will be automatically whisked
away to the damaged collector ship. When you regain control of Shepard you will
be on the inside of the monstrosity. Start off down the hallway and when you
have to circle around to the right, look for a examinable pod. Continue until
you reach the pile of dead bodies. Investigate this for a scene. Afterwards
continue into the nearby corridor. Keep your eye on the right hand wall and
eventually you will find some collector technology and a med kit. In the next
room examine the terminal for another scene. Afterwards pick up the box of
power cells and the canister of refined element zero before continuing down the
hallway.

Exit into the next room and follow the ramps to the top. In front you will see
some salvageable collector technology. Grab this and continue to the left. As
you exit into the next room examine the console in front of you for a new
research project (Damage Protection). Follow the ramp on the left to the top
and take the path to the right and down the hill. At the bottom you will find a
command console. Activate this for a scene.

Following the scene, you will be on a small floating platform with a limited
amount of space with which to manoeuvre. Conveniently, the platform comes
packing cover. As soon as the cut-scene ends, you should be able to spot
another pair of platforms identical to the one you are on flying towards you.
Take cover. The closest platform will attach to yours and carry a pair of
drones and a guardian. One of these will be taken over and become a Harbinger.
The second platform will move from the left side to the right and back
intermittently and is inhabited by a scion. Be sure to stay in cover or the
scions shockwave attack will smash you pretty quickly. Try to take down the
enemies closest to you as soon as possible, and then focus on the scion.

As you are killing the scion, another platform with drones will come in on the
left side and attack, and after you have killed the scion another platform will
appear with a second. This time, focus on destroying the scion before
eliminating the collectors. Keep in mind that a fourth platform of collectors
will dock during this time complete with an assassin, a harbinger and a
guardian or two. Once the scion is down, methodically take care of the rest of
the baddies. After the platforms have been cleared, check out the furthest one
from the command console to find a box of power cells. Return to the platform
you started on and re-activate the console for another scene.

Once the scene has concluded, descend from the platform and cruise up the
tunnel, continue round the corner, picking up the med kit and entering the door
EDI opens for you on the right. Salvage the collector technology from the tank
on the left and continue into the room in front. As you enter a group of four
drones will fly in from your right (one will become a Harbinger). Take them out
and then continue down the ramp in the back left corner of the room.

At the bottom of the ramp, quickly take cover as you will be attacked by a
group of collectors comprised of guardians, drones and a Harbinger. More
enemies will try to sneak in from the ramp on the left (notably a pair of
assassins toting the nasty particle beam weapon) and some additional collectors
will drop down from a higher ledge on the right. Once the room is clear head to
the far side to find a box of power cells, check out the small passage behind
the support here for a med kit and a canister of refined element zero.

Find the passage leading out of the room and drop down to the area below. Move
inside and a praetorian will appear. This enemy functions in pretty much the
same way as he did on Horizon earlier in the game. As before it will float
around relatively slowly firing off its laser beam attack and performing ground
slams when in close proximity to your squad members. This time though, the
praetorian is not alone, a group of husks will enter from the door at the back
left of the room, followed by a group of collector drones. The trick here is to
kite the praetorian around the room whilst taking out the other enemies from
cover. When the lesser baddies stop appearing, focus your full attention on the
praetorian and take it down. Pick up the box of power cells if you
haven’t
already and then exit through the door at the far end of the room.

In the next hallway turn right, salvage the collector technology on the left
for some credits and check out the control terminal on the right for a new
research project (Tech Damage). Follow the hallway until it empties into a
larger room. Run up and take cover. You will be ambushed by a group of drones
(one will become a Harbinger) and an assassin. On occasion an abomination
(exploding husk) will run down to try and pop itself next to you so be
absolutely certain to kill them before they get too close. Once the initial
wave of enemies have been dealt with move up to the next set of cover and
destroy the guardians and drones (again one will become a Harbinger) at the
back of the area. Once you reach the tunnel at the far end, you will encounter
a scion and another group of drones. Eliminate these guys and continue into the
tunnel beyond.

Follow the path until you encounter a large group of husks. Fire at them and
head back the way you came. Continue to eliminate them whilst retreating as
there is a crowd of around 20 that you will have to kill and standing still in
this situation is the fastest way to earn a forced trip back to the previous
auto-save. Once the husks stop coming, head down the ramp to the shuttle to
complete the mission.


Rewards:

XP 1000
37,500 Credits



===============================================================================
[ACT15] Reaper IFF
===============================================================================


Special items on this mission:

             Research Project: Sniper Rifle Damage
             Research Project: Heavy Skin Weave


Once you have the location of the derelict reaper, enter your galaxy map and
travel to Hawking-Eta > Thorne > Derelict Reaper. Dock with this to start the
mission.

Once aboard, move up and through the first door, around the first corner you
will find a small lab containing two wall safes, a terminal and a work log you
can check out. Further down the hallway you will find another log and a med
station if you need it. Continue down the passage to the right to watch a short
scene.

After the cut scene, you will find yourself on a catwalk of sorts, head forward
and to the left for another work log and then follow the path over to the
right. As you reach the explosive crates, a group of husks will attack you.
Defeat them and continue down the nearby ramp. At the bottom you will encounter
several more groups of husks, feel free to retreat back up the ramp if you
start to get crowded. When they are all dead, check out the work log and
continue onwards.

At the top of the ramp you will see a pair of husks get taken out and be warned
of a sniper in the area. Check the immediate area for a box of power cells, a
canister of Refined Platinum, a new Research project (sniper rifle damage) and
a terminal that can be used to earn a few easy credits. Continue into the open
area on the left until you head down a small ramp. At the bottom here, fight
off the abominations and husks that climb up from the left and the right and
the large group that charges at you from the far end of the room. Be sure to
keep your eye on the Scion that appears back there as well as they can do a lot
of damage in a hurry if you get caught up in its ranged attacks. Once again,
retreat a short way if you start to get surrounded or you are likely to be
heading back to the previous autosave!

Once the room is clear, go to the back of the room to find a work station, med
kit and a hackable research terminal for a new research project (Heavy skin
weave) and when you are ready to progress, look to the left of the ramp you
entered from to find a tunnel containing a bypassable door.  Open the next door
here for a scene.

After the scene, defend yourself against the horde of husks and abominations
climbing up onto the catwalk with you. Once the first group is dead, descend
the stairs in front and look to the right to see another group climbing up onto
the walkway. Retreat up the stairs as you are about to have to kill about 20 of
them with a scion as back up. Once they are all dead (including the scion),
cruise down the stairs, around the crates and up the stairs on the other side.

At the very top here you will find a terminal and if you mosey down the catwalk
to the left you will find a med kit if you require one. Return to the top of
the ramp and move a short way past it to trigger another wave of husks. Kill
them all before you continue. In this area, pick up the terminal before going
down the ramp to the right. Find the next pair of stairs leading down and as
before, as you reach the bottom, husks and abominations will start crawling
over the sides, so return up the ramp and deal with them and then take down the
scion when it arrives. Go back down the ramp and mop up any remaining husks
before climbing the stairs on the opposite side.

At the top of the ramp, look to the right for a terminal, before heading
forward down the next ramp. As you reach the bottom, two scions will appear on
ramps in front of you and a group of abominations and husks will start to climb
over the railings. Immediately retreat up the ramp and down the other side a
little. Kill the husks/abominations as they come to get you. Once they are
done, take down the scions from cover – try to save the explosive containers
at the bottom of the ramp for when they get close.  When the scions are dead,
move to the bottom of the ramp and kill any remaining baddies in the area.

Continue around the walkway to the next ramp leading downwards and descend.
Eliminate the husks that climb up to meet you and as you do that, you would do
well to notice a pair of scions slowly making their way up a nearby path to
meet you. Retreat and take out the husks before focusing fire on the scions.
Mop up any stragglers you may have missed and pick up the power cells in the
corner before making your way along the walkway the scions came from and bypass
the security lock on the door. Grab the Reaper IFF from the console here and
snaffle the contents from the nearby wall safe before heading through the next
door.

After the scene, have a quick look at the room, there are three long walkways
running parallel to each other and linked together at the front and back by
bridges. At the far end from the entry is the Reaper core. As you approach it,
the core will close and send out a pulse of energy that summons bad guys.
Within seconds, husks and abominations will begin to climb up onto the left and
right platforms, you will need to defend yourself from the onslaught, and for
this I recommend chilling in the back corner of the left platform (there is
also a laptop here to pick up). Note that the reaper core will open whilst you
are fighting the smaller enemies so try and get a few sneaky shots in at it
whilst you reach a break in the fighting. Once enough damage has been done to
it, the core will seal itself once again and summon another wave of hostiles,
continue to defend yourself and pop it when you get the chance until it is
destroyed and a scene ensues. Mission complete!

During the following conversation, be sure to hang onto the Geth that helped
you and it will join your squad later on.


Reward:
XP 1000
50,000 Credits



===============================================================================
[ACT16] Point of No Return
===============================================================================

Following the mission on the derelict reaper, head to the galaxy map and use
it. After a short conversation, you and the rest of your squad will leave the
Normandy and soon after a quick scene will play.

After the scene ends, you will be in control of Joker. Follow the trail of
lights on the floor into the tech lab and crawl down the hatch in the back
right corner of the room. At the bottom another crew member will be waiting for
you and will escort you for a bit, he won't last long though, so just try to
ignore all the baddies and continue to follow the trail of lights on the floor.
Enter the room at the back of the Medical Bay to watch a short scene.
Afterwards, turn around and make your way down the next crawl space. At the
bottom, continue to follow the red lights on the floor and ignore any enemies
that you see. After heading through the first door, activate the console here
to watch another scene.

Following Joker's heroics, the rest of the crew will return and as always, be
intent on discussing their next course of action. During the following
conversation, you will find out what your plans will be from here on out. But
do not agree to leave immediately, instead you should tell your crew members to
hang ten before chasing after the collector ship.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
This is Mass Effect 2's point of no return. If you use the relay now, you
will be unable to return until you have completed the game. So good idea to
save here!
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

Before continuing, if you haven't done so already I would recommend heading
back downstairs into the medical bay and activate the Geth you rescued from the
derelict reaper (if you kept it). After a short conversation you can talk it
into joining your crew.

Another wothwhile undertaking is to speak to each and every crew member, and
picking up each of their respective missions. Completing the missions for each
member builds their loyalty towards you and also allows each of them to unlock
an additional ability which was previously unusable - which will make taking
down enemies much easier. Check out the loyalty missions guide below [SQLYL] to
find guides for each of them.

In addition, you really should upgrade your characters as much as possible
check out the upgrade guide below for any you might have missed, and complete
any exploration/task side missions still available for additional credits,
resources and an upgrade or two.

Check out the Squad Loyalty Mission guide here: [SQLYL]
Check out the Upgrade guide here:               [UPGDE]
Check out the Exploration guide here:           [EXPLS]
Check out the side-tasks guide here:            [SDMSS]


You should also use this opportunity to fly to each of the hub worlds - The
Citadel, Illium, Tuchunka and Omega to purchase all the research projects from
the shops. In addition to the research projects you have found during previous
missions, upgrading your characters as much as possible will help them survive
the final mission.

If you havent already, you should upgrade the shields on the Normandy - Talk to
Jacob > Investigate > [NORMANDY UPGRADES]. You should also talk to Garrus to
upgrade the Normandy's weapon systems Garrus > Investigate >[NORMANDY UPGRADES]
without these upgrades, people will die in the coming mission.


When you are ready to continue, fly to the nearest mass relay and travel to the
omega nebula.



===============================================================================
[ACT17] The Omega 4 Relay
===============================================================================

When ready, fly to and dock with the Omega 4 relay to launch the suicide
mission.

After the numerous conversations and story scenes you will find yourself with a
pair of your choice in the cargo bay looking at one of the collector defence
drones – an Occulus. The Occulus is basically a flying eye that will shoot
lasers and zoom all over the place. Use your heavy weapons on it and anything
else you have at your disposal that is effective against armor to take it down
quickly. At several points it will exit the zone through the holes in the
Normandy's hull and reappear elsewhere so make sure to constantly scan your
surroundings until you find it again. After the Occulus has taken sufficient
damage, you will be treated to another scene.

Following the video clip, you will once again find yourself in the cargo hold
facing off against a second Occulus. The strategy is the same as before, but
this time there is a lot less cover for you to hide behind and the majority of
it is destructible. There are a few low lying platforms on either side of the
room you can use, but because the Occulus hovers, it will get behind your cover
pretty easy so you will need to keep moving. There are a few crates of power
cells lying around, so don't be afraid to use your heavy weapons liberally.
When it has taken sufficient damage, a scene will play.

In the conversation during, you will discuss the plan of attack, allocate one
person to sneak in and create two teams of three to assault the collector base.



===============================================================================
[ACT18] Collector Base: Infiltration
===============================================================================

When you have control of your primary team, head down the ramp nearby and into
the collector base, follow the winding pathway around until it empties out into
a large open room. Kill the three Collector Drones in the room to the right
here and the reinforcements that arrive soon after.  Move to the other end of
the room and you will receive a communication from your sneak–in team member
telling you there is an obstruction in the vent. Move into the room opposite
the entrance and use the green valve (1/8) here to assist.

Move to the right of the valve and look down the ramp to the left. There are
three Collector Drones here and one of these will become a Harbinger. Once they
are defeated, move down and vault the cover here. Hit the green valve (2/8) on
the left and as you do, more collectors will fly onto the platform from the
right and surprisingly enough, one of these guys will become a Harbiger. Once
they have been capped, continue along the pathway here hit the green valve
(3/8) here and vault up into the raised area at the end.

Activate green valve (4/8) in this room. Continue to the right and take cover
as you turn into another open area. Below to the right a group of 6-7 Collector
drones will be waiting for you and one will become a Harbinger. When you have
dropped them, look across the room and slightly to the left to see the next
valve. Once you know where you are going, drop down into the room below and use
the various platforms to vault across to the other side of the area.  About a
third of the way across another group of two drones and a Harbinger will land.
Dispatch them quickly before running over and hitting the green valeve (5/8).

Continue into the hallway to the right and disable the next green valve (6/8)
here. Follow the passage around the corner and eliminate the three drones here.
Take cover behind the raised area to the right at the end of the hall and you
should see the next valve in front of you at the near end of a bridge leading
to a large platform. Stay in cover here and defeat the Collector Assassin and
any other drones in the immediate area. When they are dead, vault up to the
platform and quickly run up to activate the green valve (7/8) and take cover.

On the platform across the bridge 6-7 drones and a Harbinger will fly in to
keep you at bay. Eiminate them and cruise around to the left to hit the final
green valve (8/8) to watch a short story clip.

During the scene and the subsequent conversation, you will need to set up
another team and select another leader for a secondary team. You can also send
one of the guys to escort your newly rescued crewmembers back to the Normandy.



===============================================================================
[ACT19] Collector Base: The Long Walk
===============================================================================

During this section you will need to stay close to the biotic in the party who
is maintaining the blue energy shield against the seeker swarms. Staying
outside this barrier for too long will cause your health to drain rapidly so
staying within the defined area of protection is a good idea. When you are
ready to go, speak to your biotic and they will walk into the passage on the
right. As you approach the end, a group of collector drones and a Harbinger
will hover in front of you, then land in a room down and to your left. Wait for
the biotic specialist to take cover, then eliminate the enemies in the room
below.

When the area is clear, speak to the biotic to move on. As you climb down the
stairs, you will see a platform lower in the distance, from this a couple of
abominations and a husk or two will run at you. Kill them and you will then be
able to see several drones and a Harbinger fly into the right side of the area.
Wait for the biotic to take cover and follow suit. Lean out and kill the
enemies on the platform in front of you. When the area is clean, speak to the
specialist to continue onwards.

The next place our biotic will stop is just ahead in a small chokepoint.
Enemies will come at you from the front and will also climb up onto the small
ledge to the left and drop down to attack you from here. You will be dealing
with husks and abominations for the most part and a single scion bringing up
the rear of the attack. It is important to kill all the smaller enemies fast
(so get friendly with your shotgun!)or the scion will be upon you very quickly
and with the limited area of protection, there is nowhere to run.

Speak when you are ready to move on again and escort the biotic through the
hallway. As you do, watch out for a couple of husks that climb up onto the
platform from the left. When the group reaches the top of the ramp here, you
will see the entrance you need to get to below. Unfortunately your biotic is
starting to get exhausted and needs to get there quickly. The biotic will start
jogging down the hill, so you need to catch up, you should be aware that
abominations and husks will start popping up onto the ramp as you cruise down,
so you will need to do your best to deal with them and keep them off the
specialist. When you reach the end, you will see a scene.



===============================================================================
[ACT20] Stop the Collectors
===============================================================================

When you regain control, you will be on a floating platform, complete with its
own cover to play with, so you can probably guess what is coming. Not long
after you have your bearings, we are back in the action. Another floating
platform will come in and halt to the right of our current position. Kill the
three drones here, and a second platform will arrive at the front side of our
platform. Defeat the drones and an assassin on this one and subsequently a
third platform will fly in and stop to the left. This will have a pair of
drones and a Harbinger aboard. Kill them and move to the platform in front of
you.

Another , larger platform will stop to the front of the other platforms and
bring a Haringer, a collector assassin and several drones along for the ride.
Killing the baddies populating this area will trigger another platform to dock
on the front side of the area once again. This one has a group of abominations
and a pair of scions on it.  Eliminate these and then take their place on the
last platform. Use the console here to activate the platform.

After riding the platform into the next area during a short scene, you will be
able to see the final boss. Above him are four tubes filled with some form of
glowing red death fluid. After taking in the environment, get ready to fight
once more! Another platform filled with collector assassins and a harbinger
will attach to the right of the main platform. Fight these enemies off and once
they are all dead, you will see the tubes above the bad guy turn red. At this
point, you can take free aim and attack one of the glowing red tubes until it
shatters.

After blowing up the first tube, a second platform full of drones and guardians
will attach to th left. Kill them, then destroy another tube. A third platform
will come in from the right with drones and a harbinger. Eliminate them and
then pop a third tube. A fourth platform will fly in from the left, kill the
drones piloting this one and destroy the fourth and final injection tube to
watch a scene.

After a lengthy conversation and a big decision or two, the big boy we just
dropped will return for a boss fight.

The final confrontation of Mass Effect 2 is none other than the giant
monstrosity we just dropped during the previous combat encounter. Fortunately,
despite his size, this guy is fairly easy.

The reapers attacks consist of a missile volley he launches from his mouth and
a slam move in which he brings down his hand on you if you get too close. Both
of these can do a massive amound of damage, but if you stay in cover he will be
unable to hit you. unfortunately he also has the nasty habit of having
collectors come and fight for him. So you must be vigilant and take them out as
soon as is humanly possible between attacks on the boss.

The reapers weak spots are easily identified by the red glowing crystals. These
occur in two major areas on the boss, there are several on his head taking the
place of his eyes, and a single large crystal where his hear would be. Most of
the time, the weak spot on his chest will be hiden, so focus on doing as much
damage as possible to his eyes. Whilst you are not mobbed by collectors, focus
on and dish damage out to the boss's weak spots and he will fall in no time.



Congratulations! You finished Mass Effect 2



===============================================================================
-------------------------------------------------------------------------------



  ***********************
 *************************
***LOYALTY SIDE MISSIONS*** [SQLYL]
 *************************
   **********************


===============================================================================
[LYL01] Miranda: The Prodigal
===============================================================================

Special items on this mission:

             Research Project: SMG Damage
             Research Project: Medi-Gel Capacity


Land on Illium and look at your map. Make your way to the Eternity Bar marker.
Inside, find your way into the small room on the left hand side and talk to
Lanteia. After a quick conversation, and a short scene, the mission will begin.

After the scene you will find yourself in combat. Kill the Eclipse troopers and
engineers before taking out the heavy soldiers at the back with the rocket
launchers. Proceed forward and take a right at the first corner, kill the pair
of Eclipse troopers here and enter the door at the back of the area.

After the cut-scene, exit from the door and look in the small building at the
top of the stairs to the right for a hackable PDA, then continue out the back
door and move up to the conveyor. There is a large contingent of Eclipse forces
(5 – 6 troopers plus an engineer or two) on the opposite side of the
conveyor. Make your way around the conveyor to the left or the right and
eliminate the baddies here before continuing into the building in the back
right corner from the entrance. Inside pick up the med kit and check out the
SMG on the table for a new research project (SMG Damage). Exit through the left
door.

Follow the passage up and around the corner. Take cover and kill the LOKI mechs
inhabiting the next large room. Check out the locker to the left for some
credits, and then continue onwards. This room is another conveyor area. Make
your way to the left hand side of the conveyor, take cover and kill the
engineers and troopers that assault your position. There are a good number of
explosive canisters about this area, so you can utilise these to do some
additional damage. Once you have eliminated the immediate threat, cruise around
the other side of the conveyor and turn right, inspect the dead merc for a
research project (Medi-Gel Capacity) and head into the building at the end to
find a secure terminal.

Exit the building and turn right, follow the wall to the end and turn the
corner to the left. Follow the narrow alleyway round until you encounter some
more baddies (LOKIS and Eclipse Troopers). Take cover and eliminate them before
entering a third conveyor room.

Run up to the conveyor and take cover on its right hand side. As in previous
rooms, the Eclipse forces will stay on the opposite side of the conveyor and
shoot at you. Kill as many as you can from here, then follow the conveyor to
the left. Take cover next to the ramp leading across to the other side and
finish off any remaining resistance. Use the ramp to reach the other side and
head into the building on the far right for a hackable PDA, next check the
building just to the right of the ramp which has a canister of refined element
zero. Continue to the left of the ramp to find a secure terminal on the wall.

Enter the next area and you will learn that the Eclipse goons have disabled the
elevators. On the left side of the area a number of Eclipse troopers will enter
through a door, they will be backed up by an engineer and a heavy mercenary.
Killing these guys will trigger additional reinforcements to appear from the
same area in the form of extra troopers and a vanguard. After the Eclipse
forces have stopped coming, check out the back wall of the room for a box of
power cells and grab the med kit next to the door before heading inside.

Following the scene you will enter a fight against Enyala. Enyala is the same
as a standard Vanguard with an additional set of armour. She will summon 5
–
6 Eclipse troopers, a pair of commandos (shield + armour) and a couple of
vanguards. Move to the left side of the room and try to keep Enyala cornered
here. Any further reinforcements will enter the room from the unlocked behind
this position so from here you will be able to keep an eye on both Enyala and
her backup.

Once Enyala has been killed, mop up any remaining Eclipse mercenaries and head
for the exit. Before using the door, check out the secure terminal on the wall
next to the door for credits and pick up trinket on the crate nearby for a side
quest (Illium: The Prodigal: Lost Locket Found).  Use the door here and
following the story scene the mission will be complete.


Reward:

XP 750
Miranda Power: Slam
Miranda: New Outfit
15,000 Credits



===============================================================================
[LYL02] Jacob: The Gift of Greatness
===============================================================================

Special items on this mission:

             Research Project: Heavy Pistol Damage


Use the galaxy map to travel to The Rosetta Nebula. Once you are here, fly to
the Alpha Draconis System and investigate Aeia to start the mission.

As you land, you will see a crashed ship in the distance to the left. Follow
the path here and talk to the Activated Beacon VI here. Grab the spare parts
close by and then enter the ship. Check out all the logs around the room here
for a bit of back-story and hack the PDA. Return to the VI and follow the path
passed the ship until you reach a short scene.

Note you can perform a paragon action resulting in + 7 Paragon.

You will be attacked by feral humans. Fight them off then grab the box of spare
parts at the back of the area. Follow the path up the hill until you reach the
settlement. After a quick conversation, head along the right hand wall for a
med kit and some spare parts. In the middle of the area is another PDA. Move to
the far left corner from where you entered and fight off the LOKI mechs that
appear here. When they are dead, talk to the Doctor near the exit.

Whe you are finished with your conversation, look for an inactive mech on the
ground near a group of crates. Hack it and set it to explode. Move through the
new pathway. Follow it up the hill towards a second encampment. Take cover as
you approach and eliminate the LOKI mechs in the surrounding area. Move to the
right and look for a small passage leading away from the area. Eliminate the
group of LOKI mechs that enter the area from here. Once they are dead, head to
the far right of the area and pick up some spare parts, and scan the heavy
pistol nearby for a Research Project (Pistol Damage).

Enter the passageway the previous enemies entered the room and follow the path
around until you are attacked again. Take cover and eliminate the hostiles.
Pick up the power cells ahead, and then turn right and through the wall. Kill
the 5 or so human guards and the YMIR mech that appears. Check out the platform
near the exit for Element Zero and the ground in front of the exit for a PDA
with a credit reward.

Enter the gate and move up to the next settlement. Walk in to talk to Jacob's
father to finish the mission.


Rewards:
750 XP
Jacob Ability: Barrier
Jacob: New Outfit
1,500 Credits



===============================================================================
[LYL03] Garrus: Eye for an Eye
===============================================================================

Special items on this mission:

             Research Project: Sniper Rifle Damage


Land on the Citadel and look at the map. Make your way to the Warehouse
location. Enter the door and have a conversation with a volus here along with a
pair of krogan body guards (renegade action). He will tell you where to go
next. Head to the nearest rapid transport console and use it to travel to the
warehouse district.

As soon as you will land, you will see a short cut scene. As it ends, eliminate
the two Blue Suns mercenaries and enter the door. Look to the left, just inside
the door to find a trashcan with credits inside. Continue to the left and the
large blue crate in front of you will open and a pair of LOKI mechs will crawl
out to engage you. Smash them, then work your way through the stacks of crates
to the right killing any mech or Blue Sun mercenary that gets in the way. Just
before you reach the giant doors leading to the next warehouse area, look on
the wall to the left for a wall safe.

Continue through the doors here, as you enter look straight ahead to salvage
some circuit boards and a med kit, then follow the path around to the right.
Turn the corner and work your way up the long hall here. Keep an eye out for
hooks dropping LOKI mechs in front of you and also be vigilant for large
storage crates being lowered to your level as they will usually open and spit
out a couple of LOKI mechs. As you move up, look in the second area to the
right to find a pair of bypassable circuit boards. When you reach the far end,
defeat the remaining Blue Sun forces holed up here and then hack the laptop on
the desk and loot the nearby power cells, canister of refined Iridium and the
medkit if required. When you are ready to go on hit the bridge control.

Take cover and work your way across the bridge killing the two mercenaries in
the immediate area. Slowly move up and a Blue Sun Commander and a small group
of troopers will appear to attack you. Stay in cover and eliminate these
badies. When they drop, a YMIR mech will be lowered into the area and another
couple of mercenaries will join in its assault on your position. When they are
all dead, enter the door on the left side of the area.

Explore the office here for a medical station, some power cells, a hackable
wall safe and a PDA containing forged Ids. Open the windows for a quick
conversation with Garrus and when you are ready to fight once more, exit
through the door on the right side of the room. Hack the terminal in the small
sub-room for Research Project (Sniper Rifle Damage). Then exit through the left
door to confront Harkin.

As you enter, cruise to the left and take cover here. As you do a group of LOKI
mechs will be dropped in front of you and several Blue Sun mercenaries will
appear on top of various crates and vantage points around the room. Slowly move
between cover and eliminate the threats as you do. When you reach the first
platform you can vault up to on the right, do so and then again to the next
right hand platform to find a hackable datat pad. Return to the floor. Climb up
the platforms straight ahead and use them to reach the ground on the opposite
side.

As you land, two YMIR mechs will be dropped in. Climb back up a couple of
platforms so they are unable to reach you and take cover behind the crates
here. As usual, use your teams various abilities to eliminate the barriers,
then the armour and then drill them to the max until they are scrap metal. When
both have been dealt with return to the floor and climb the ramp. Go to the
left of the building and eliminate the enemies on the platforms above.  Once
they are dead, climb up to their position for a lengthy scene (there is a
paragon event here). Following the scene the mission will be complete.


Rewards:
XP 750
Garrus Power: Armor-Piercing Ammo
Garrus: New Outfit
15,000 Credits



===============================================================================
[LYL04] Grunt: Rite of Passage
===============================================================================

Special items on this mission:

             Research Project: Shotgun Damage


Land on Tuchunka and look at the map. Make your way to the Urdnot Throne. Talk
to the leader here and ask about Grunt. He will tell you Grunt needs to undergo
a Rite of Passage. Once the conversation is over, look at the map and make your
way to the shaman. Approach the shaman and listen to the conversation(note you
can perform a renegade action) and when it is over, tell the shaman to begin
the rite.

When you regain control, before you use the console in front of you explore the
area. To the right is a bypassable turbine and a Krogan body you can examine
for credits. On the lower section of the area to the right is a box of power
cells. To the left of the keystone you will find another bypassable turbine and
a second body to examine. On the opposite end of the area from the keystone,
you will find a third body, a canister of refined platinum and another box of
power cells. Around the area are three medical stations you may need in the
next part of the mission, so only grab them if you do not have the maximum
capacity.

When you are ready, hit the keystone to begin the rite.

During the first phase of the trial, you will need to fight off around twenty
Varren. The varren will spawn from a pair of raised ledges to the left and the
right of the lower area on the opposite side of the room from the keystone. To
survive this round, you will need to stay in the open and do your best to avoid
getting cornered. Keep moving and don't worry about taking cover, just keep
your shotgun nice and cosy and stay away from the teeth!

After the first wave, Grunt will prompt you to hit the keystone to continue.

During the second wave, a ginat flying bug will come in and drop off klixen -
which are small, armoured insects that can explode when killed or if they get
too close. Like the previous wave, your best bet is to kite them around the
area whilst shooting when you have the chance. After killing around twenty of
these the round will end.

Once again, hit the keystone to continue.

In the final wave of the trial, a 4 minute timer will appear and a Thresher Maw
will surface. The thresher maw will hand out just outside the operational area
and will constantly spit at you, this spit is made up of some kind of death
fluid which causes a massive amount of damage if it comes into contact with
anyone. The thresher maw will not sit still and After a short time at a single
location, it will submerge underground and surface in a different area. To kill
it in a hurry, use all your armor destroying abilities - incendiary ammo,
incinerate etc.You should have no trouble killing it under 4 mins.

After the thresher maw is defeated, our pal Uvenk will appear with a posse.
After a conversation, he will attack, he has 5 krogan warriors with him, so try
to take them down first before killing Uvenk to finish the mission.


Rewards:
XP 750
Grunt Power: Fortification
Grunt: New Outfit
Research Project: 30% squad damage increase to shotguns
15,000 credits



===============================================================================
[LYL05] Thane: Sins of the Father
===============================================================================

Special items on this mission:

             Research Project: Heavy Pistol Damage


Land on the Citadel and look at the map. Make your way to the C-Sec office and
talk to Captain Bailey. Ask him about Thane's Son and he will tell you where
to go next. Head to the nearest rapid transport console and use it to travel to
Zakera Level 28. Look at your map again and walk over to the Comm Terminal
location to find Mouse. After a quick chat (there is a renegade option in here
if you so choose), you will find out what needs to be done. Make your way back
to Captain Bailey. He will set up an interrogation with Elias Kelham.

Before entering the interrogation room you will get to choose between being the
good cop or bad cop and your responses (and renegade/paragon actions) will vary
slightly during the sequence. After a short conversation, the guy will give up
the information you need. After another short chat with Captain Bailey you will
find yourself whisked away to the 800 blocks area.

As you enter the area, Thane will tell you what you need to do. You will need
to follow the target as he moves around the area using the maintenance catwalks
to do so. At various points you will need to update Thane on his position.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
NOTE: If you lose sight of the politician, you will fail the mission and Thane
      will not become loyal to you, his special ability, new outfit and the
      achievement associated with this mission will not be rewarded. So be sure
      to save before starting, or quickly load the last autosave if he gets
      away.
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

When you regain control, look down and inform Thane of the politician's
current status, then follow the catwalk over to the left to find a research
project (Heavy pistol damage). When the target moves down the street the door
will unlock, move through here into the next area. Once again up date Thane.
Cruise through the next pair of doors and once again let Thane know what he is
up to. Continue to follow him as his bodyguard has an altercation, he will run
off, so be sure to keep up with him.

Head through the next pair of doors and he will resume walking, head along the
catwalk to the left and when he enters the NOVA bar, let Thane know. Once he is
done there, cruise through another two doors and he will meet with a pair of
krogan mercenaries. He will move on, so enter the room at the back and you will
have to chat to a stock room boy - either knock him out or sweet talk your
way out of trouble, and head through the next door to see the target below to
the right. Continue through the next door for a scene to complete the mission.


o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
NOTE: You must use either a renegae/paragon action during the story scene with
      Thane's son to either kill the politician yourself or talk him out of
      killing the turian. If you miss both and he assassinates his target, you
      will fail the mission with Thane. Thane will not become loyal to you, his
      special ability, new outfit and the achievement associated with this
      mission will not be rewarded.
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o


Reward:
XP 750
Thane Power: Shredder Ammo
Thane: New Outfit
30,000 Credits



===============================================================================
[LYL06] Samara:  The Ardat-Yakshi
===============================================================================

Special items on this mission:

             Research Project: Assault Rifle Damage


Land on Omega and enter Afterlife. Make your way to Aria's location and ask
her about a Samara's daughter and she will tell you to go check out the
nearby apartments. Look at your map and head to the apartments marker.

Enter the apartment area and when you see the mad prophet, duck down the
alleyway to the right. Enter the door on the left and speak to the mother here,
her daughter is the one who has been killed by our target, so investigate and
ask to look in her room. Read the journal on the bed, the message on the floor
and the object on the table (these will all give you important conversation
options later). Afterwards Samara will chat with you.

After the conversation, look at your map and make your way to the Afterlife VIP
area. Tell the guard here that Jaruut sent you and he will unlock the door and
admit you access. After another short conversation with Samara, it is time to
enter the VIP room and seduce the evil asari.

o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
NOTE: If Morinth escapes here, Samara will not become loyal to you, her special
      ability - Reave, her new outfit and the achievement associated with this
      quest will not be rewarded. So be sure to save before entering the bar or
      quickly load the last autosave if she gets away.
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o
o~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~o

To attract Morinth you need to be the most exciting person in the bar, that
means getting involved in everyones business. Before you do anything, go up to
Vij near the entrance and talk to him about a 'sensory band' called Expel 10.
Afterwards, the bar is your oyster!

You can do the following:

     > Talk to Horftin and he will ask you to go help his friend. Go over to
       Florit on the far side of the bar and choose the terminal option, then
       the eternity option.

     > Insult Verf - Go up to the krogan at the bar and insult him.

     > Dance with Waera - dance with the Asari on the dance floor.

     > Ask the bartender for free drinks, or buy a round for everybody.

     > Punch the Turian who is trying to buy the asari's company.


After doing enough of these activities you will be approached by Morinth who
will invite you to a booth to chat. If you do not say the right things to her
during the conversation she will leave and you will be unable to find her
again. If this happens load a previous savem otherwaise Samara will not become
loyal to Shepard.


Begin by telling her you are both alike, then use the following options to pass
her conversation test:

          Art > Elcor Forta > Vaeina

          Music > Expel 10>

          When she offers you drugs, reply with the Hallex option.

          Travel > I like Danger > Power is a reward


Once you have impressed her, she will take you home. You will now have to keep
her busy until Samara arrives. Examine the gun on the wall behind you and to
the right for a Research Project (Assault Rifle damage). Check out the various
interactible things around the apartment to burn some time, then head down and
chat with Morinth. After a short chat Samara will come in and attack. After a
scene, if your renegade level is high enough (I only had one bar of renegade
and was given the option) you can choose between Morinth and Samara and kill
the other. Once you have made your choice, the mission will be complete.


Reward:
XP 750
Samara Power: Reave
Samara: New Outfit
30,000 Credits



===============================================================================
[LYL07] Tali: Treason
===============================================================================

Special items on this mission:

             Research Project: Tech Damage
             Research Project: Geth Shield Strength


Dock with the migrant fleet and after a quick conversation, you will be free to
explore. Move forward and turn through the door on the right. After a quick
conversation, you will find out that Shepard needs to be Tali's lawyer in the
coming trial! Once the conversation ends, the trial will begin.

After a few words, you learn that one of the fleet's ships has been taken
over by the Geth. Volunteer to go and reclaim it to clear Tali's name. The
court will agree and give you permission to give it a red hot go. Once the
crowd has dispersed and you are in control once more, look to the right of the
area for a door, follow the passage all the way to the end and talk to the
shuttle guard to start the attack on the Geth.

Once aboard, move through the first door and into cover.  Fight off a large
number of Geth troopers and watch out for the occasional Geth hunter that will
try to sneak up on you. Once the room is clear, look in the back right corner
from the entrance to find two laptops you can acquire credits from and an audio
log for a bit of back-story. Before heading into the next room, look to the
right for a box of power cells.

Move down the hall and enter the first door to the left examine the drone here
to have a chat with Tali. Before leaving, there is a medical station in the
corner and a hackable computer near the door. Exit and continue straight down
the hallway and into the door at the end. Hack the terminal in this room for
Research Project (Geth Shield Strength). Exit and continue down the hallway to
the right, check out the log here and then head through the door.

As you enter a Geth hunter will enter the room from the far end and attack.
Kill him and then check out the pair of laptops along the right hand wall for
credits. Move to where the hunter came from, play the log on the table and open
the wall safe above it.  Continue up the stairs and into another large room. A
large contingent of Geth will emerge from the two doors along the opposite wall
– prioritise killing hunters first as they will charge at your location. Once
everything is dead, check the conter on the left for a canister of refined
Palladium.

Enter the left hand door, use the console on the wall here for a quick chat
with Tali , then do a quick 180 and open the wall safe behind you. Enter the
next door and move up to the edge of the balcony and take cover. In the room
below, the door will open and a small army of Geth will pour through. You will
need to fight them off from cover. As you do, try to stay near the ramp on the
right side of the area, so you can lean around the corner and pick off any Geth
looking to climb up to meet you.  When the room is clear go down the ramp and
examine the area for a pair of laptops, a Quarian log and a med station if
required. Enter the door at the end, watch the scene.

After the scene, check out the room to the left for two wall safes, a box of
power cells and a med kit. When you are ready, return to the body and climb the
stairs. Enter the room at the top. Grab the laptop on the left desk and the
model flotilla ship on the right one. Head around to either side of the area to
alert the Geth in the room in front. Here you will encounter a hunter, a pair
of standard troopers and a Geth Prime. Try to take out the lesser enemies first
before focusing your efforts on the Geth prime to finish off. Use the console
at the far end of the room.

Return to the trial and following the conversation the mission will be
complete.


Reward:
XP 750
Tali Power: Energy Drain
Tali: New Outfit
15,000 Credits



===============================================================================
[LYL08] Mordin: Old Blood
===============================================================================

Special items on this mission:

             Research Project: Heavy Weapon Ammo
             Research Project: Krogan Vitality


Land on Tuchunka and look at the map. Make your way to the Chief Scout's
location. Ask about a Solarian and he will tell you one of his men is missing
too. He will then give you loan of a truck to take out of the base to start the
mission.

After exiting the vehicle, enter the door and make your way round the corner to
the left. Kill the pair of klixen that come at you and continue through the
passage on the left. In the next area another klixen will attack and be backed
up by a pair of Varren. Kill them and continue to the next section. As you do
you will be attacked by a pair of rocket launcher toting krogan Blood Pact
mercenaries. Take cover and eliminate them before heading through the passage
they were defending.

Climb up the incline to the left and take cover at the top. Kill the enemies
immediately in front of you and continue along the road here using the
scattered obstacles as cover. You will encounter several krogan warriors, some
vorcha and a group of varren on your passage across. At the end you will need
to climb down to the left, before you do however, continue to the end of the
road to find a canister of refined Iridium. Backtrack and head down the ramp.
Kill the pair of vorcha that approach.

Take cover and kill another pair of vorcha flamethrowers who will ventor round
the corner a little further up the road. Continue up the passage here and turn
left into an open courtyard area. Take cover and eliminate the 5-6 vorcha here
guarding the next door. Once they are all dead or dying, look for a useable
object to the right of the door. Pick up the combustion manifold from this
(there is a quest for this object back in the main area). Bypass the door
security and mosey inside.

Descend the stairs and examine the body here. After a quick chat, continue down
a second set of stairs. Look to the right for a canister of refined Iridium and
then continue to the left and open the door. After a short conversation (there
is a renegade moment in here) a group of krogan on the balcony in front and
above you will attack. Try to stay where you entered the room, and fight off
the enemies in front. Occasionally check off to the right as the occasional
vorcha or krogan will come down the ram there in an attempt to flank you.  Once
the room is clear, look to the left of the ramp on the right of the room and
pick up the refined Iridium here before continuing up the stairs and through
the door at the top.

As you enter the next room, head straight ahead to salvage some circuit boards.
Cruise into the next room on the right for a canister of refined Iridium and a
usable computer console. Enter the room to the left and examine the dead krogan
and hack the nearby console for Research Project (Krogan Vitality).

Exit into the next halway and enter the door to the right. Hack the datapad on
the floor here and talk to the sick krogan here – this is the Chief Scout's
missing soldier. Chat with him and either let him stay or talk him into going
back to the Urdnot camp for +11 paragon/renegade points depending on your
choice. Exit down the hall and open the door to the left.

Kill the pair of vorcha on the balcony opposite and the 3-4 krogan warriors who
will come to their aid from the right. Continue to the left to salvage some
circuit boards, then head across the catwalk to the balcony on the opposite
side of the room now free of enemies. Move along the passage here and as you
approach the stairwell leading down, you will be attacked by a group of three
varren and a krogan warrior. Pop them, then pickup the box of power cells at
the top of the stairs and descend to the next level. Take cover and eliminate
the two krogans in front. As these two fall, a door on the opposite balcony
will open adn three krogans, a couple of varren and Chief Weyrloc Guld will
emerge. Once they are all dead continue along the balcony and look in the room
to the right to find a bypassable crate.

Enter the door the last wave of enemies entered from and desend the stairs
here. Hack the terminal at the foot of the stairs for Research Project (Heavy
Weapon ammo). Open the door to the left. Talk to Maelon to complete the
mission.


Reward:
XP 750
Mordin Power: Neural Shock
Mordin: New Outfit
15,000 Credits



===============================================================================
[LYL09] Jack
===============================================================================

Special items on this mission:

             Research Project: Biotic Damage


Use the galaxy map to travel to The Nubian Expanse. Once you are here, fly to
the Dakka System and investigate the planet named Pragia to start the mission.

After a short conversation with Jack and your other party member of choice,
exit the shuttle and move forward and down the metal ramp in front. Enter the
open door at the bottom. Cruise passed the unlocked door on your right and into
the back side of the room for a hackable terminal. Return to the door, descend
the stairs in the next room and switch off the security console. Exit into the
next area.

This area is a large courtyard and you will need to head down the ramp in front
of you. Work your way around the debris on the ground until you see a broken
ramp leading upwards. From here look to the right for a storage crate, grab it,
then continue past the crate until you are attacked by a pack of varen. Kill
them, and then examine the old blood stain close to the door to speak with
Jack. Afterwards enter the door.

Inside, pick up the med kit in front of you and continue down the hallway to
the left. Examine the security console here for a bit of back story before
progressing through the unlocked door opposite. Halfway down the stairs, you
will see a locked door which you can bypass open it for a canister of refined
element zero. Continue down the stairs and hang a right at the bottom. Enter
the door at the end of the room.

As you walk into the next room, take cover behind the crates to the left. You
will be attacked by a group of Blood Pack mercenaries. Kill the Blood Pack Pyro
first, then the Krogan and then the vorcha. Keep in mind that the vorcha
troopers have a very high rate of health regeneration, so if you change targets
when one is almost dead, it will probably have a full bar of health when you
look at it again, so make sure they are dead before moving on. Once the room is
clear, more Blood Pack forces will attack you through the windows on the left.
So re-adjust your cover position and eliminate them. When the room is quiet,
you should look in the passage on the right hand side of the room for a
hackable data pad.  Bypass the locked door at the end of the main room to
progress.

Follow the hallway to the end, and enter the door. Halfway down the stairs
here, you will be ambushed by a pair of Blood Pack troopers, take cover behind
the conveniently placed crates and take them out. At the bottom of the stairs,
kill the group of varren that emerge from the cells on either side. Look in the
fourth door to the right for some salvageable circuit boards before making your
way to the end of the hallway and exiting onto a catwalk.

Follow the walkway around to the end for a med kit then head into the door
nearby. Inside you will see a U shaped room. Enter the right side and check out
the research terminal for a new research project (Biotic Damage). Grab the box
of power cells and investigate the two security terminals for some additional
back-story, when you are satisfied exit through the unlocked door nearby for a
quick cut-scene.

When you regain control, you will need to kill Kureck and his Blood Pack posse.
Kureck will hang out on the raised section at the back of the room and send his
underlings to get their hands dirty. There are a pair of Krogans, several
vorcha troopers and a Pyro to watch out for. These can all be taken down pretty
easily and once the room has been cleared of everything but Kureck, take him
out. He has a barrier and some armour underneath it, but as long as you stay in
cover you will have very little difficulty in dispatching him.

Following the fight, check out the hackable storage container behind
Kureck’s
position before heading into the door on the right side of the room. Open the
next door for a scene.

Following the scene, check out the various examinable objects in the immediate
area for a quick commentary on each of them from Jack. The objects you need to
check are the bed, the two-way mirror, the blood stain in the hallway and the
table in the corner. After inspecting all of these, the mission will be
complete.


Rewards:

XP 1000
Jack Power: Warp Ammo
Jack: New Outfit
15,000 Credits



===============================================================================
[LYL10] Legion: A House Divided
===============================================================================

Special items on this mission:

             Research Project: Geth Shield Strength


Fly to the Phoenix Massing Nebula and Fly out to the Sea of Storms and dock
with the Heretic Station. When you regain control of Shepard, continue ahead
and down the ramp, picking up the nearby medical kit if you fell the need to do
so. Enter the room at the bottom and look at the floor, avoid the green data
streams here to avoid alerting the Geth in the room. Make your way to the door
at the far end and look to the right of it. Take cover here and eliminate the
Geth troopers guarding the hub on the far wall. Once the Geth are down, destroy
the hub and inspect it for some credits and have a quick chat with Legion.
Enter the door.

Follow the corridor to the right and use the action button on the nearby turret
to activate it. Continue a little further onwards and a group of Geth will
emerge from a room further down the hall and to the right. Once they are dead,
enter the hallway here and follow it until you see more of those green data
streams on the ground. As before, avoid touching the streams and make your way
around the corner to the left. From here you will notice two groups of Geth.
Take cover in the corner behind the boxes. Once you attack one group, the other
will become active as well, so it is important to keep an eye on both groups
and try to take them down as quickly as possible without remaining exposed for
an extended period of time. Once the Geth are dead, destroy both of the hubs
and loot them for credits. Continue through the now unlocked door.

As you turn into the next corridor, you will be attacked by a pair of Geth
troopers. Eliminate them and head to the far end of the hallway to acquire a
medkit if you needed, then head up the nearby ramp. At the top exit into the
hallway and destroy another pair of Geth troopers here. Enter the door at the
far end.

Inside you will find a large room populated by crates, a pair of hackable
rocket turrets and a squad of Geth troopers and hunters. Try to activate the
turret closest to you ASAP and stay in cover as you work your way to the right.
Once there activate the second turret and then finish off any remaining
resistance. Exit through the door opposite the entryway. At the far end of the
hall there is a box of power cells and a medkit. Enter the door and descend the
ramp until it empties into a hallway. Turn right first and cruise to the end to
pick up a canister of Refined Palladium. Then do a 180 and head down the
hallway and through the door at the opposite end.

Upon entering the room a group of Geth will open fire on you. Take cover behind
the nearby crates and take them out. When it is safe to do so, look behind you
to find a Geth terminal, bypass this for a new research project (Geth Shield
Strength). Leave the room through the door next to where you came in. Cruise
down the ramp and enter the door at the very bottom.

Another room with data streams! You should know what to do by now, sneak around
the green patches on the floor and down the ramp until you reach the level
area. There are two hubs here and they are located in small alcoves either side
of the ramp you just descended, this time both of them are guarded by Geth
Hunters. Move to the back left corner of the room for the best cover and a view
of one of the hubs. As before when you attack the first group, the second group
will also be alerted. So stay in cover and try not to let either group get to
close before you put them down. Once they are dead, destroy and loot each hub.
Open the door and examine the window to the right for a chat with Legion.
Afterwards, continue through the door.

This room is the final area for the mission and is a bit of a challenge. You
start in a room with a balcony overlooking a second larger room below. Above
this are several turrets we can use in the coming fight. When you activate the
Geth terminal overlooking the balcony enemies will respond to the alarm they
will work their way through the crates below and up the ramps on either side of
the terminal. When you see a few coming, hack one of the turrets below, then
fall back into the room and defend the area at the top of the ramps.


You will have to defend against four waves of increasingly difficult enemy
combatants:

      First wave:  around 8 - 10 geth troopers

      Second Wave: around 8-10 geth troopers and 2-3 rocket troopers

      Third Wave:  5-6 geth troopers, 2-3 rocket troopers and 2 geth hunters

      Fouth Wave:  Same as the third wave.


After the fourth wave a scene will play after your conversation with Legion and
your descision, you will need to get out of the Heretic station as fast as
possible. A 3 minute timer will start counting down. Quickly turn to the right
and head through the door as it unlocks. You will need to sprint along the
corridor and must take out any enemy Geth that get in your way. As you approach
the first corner six or so Geth troopers will attack. Clear them out and
continue onwards until you encounter a Geth Prime and a pair of troopers. The
Geth Prime won't move too much, so eliminate the troopers first before
turning your focus to the bigger threat. Open the door behind it to complete
the mission.


Reward:
XP 750
Legion Power: Geth Shield Boost
Legion:New Outfit
30,000 Credits




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

  *****************************
 *******************************
*** EXPLORATION SIDE-MISSIONS *** [EXPLS]
 *******************************
   ****************************

The exploration side-missions in Mass Effect 2 can be found either through
scanning various planets throughout the galaxy and discovering anomalies, or
by recieving missions through your email.


===============================================================================
                        N7: Endangered Research Station
===============================================================================

Note: This side-mission can be found by scanning the planet in the below
      location.

Location: Caleston Rift > Solveig > Sinmara


Move forward along the platform until you reach a console in front of a pair of
blocked stairs. Use the console to engage in a bypass mini game. Once
successful, the stairs will be climbable. Move up and activate the console in
the centre of the room. Look to the pipes on the floor. Hitting the console
will cause an orange beam to appear along one of these. The beam indicates
power, so you are able to activate the three switches around the outside of the
room. You will need to activate the switch on the left first, then the one on
the right and finally the one opposite the stairs from where you entered. Once
all three switches are activated, you will complete the mission.

Rewards:

XP 125

7500 credits



===============================================================================
                             N7: Mining the Canyon
===============================================================================


Note: This side-mission can be found by scanning the planet in the below
      location.

Location: Caleston Rift > Talava > Taitus


Once you land, pick up the nearby Power cell and then head over to the disabled
heavy mech in front of you. Read the datapad nearby and use the mech to start a
bypass mini-game. Follow it until it stops, then use the action button on it to
insert a power cell. It will reactivate and destroy a nearby wall. Follow it
through the new passageway and when it de-activates a second time, look for
another set of power cells to the right.

Re-activate it and follow it out of the cave into an open area. It will run out
of power again. Run down the small ramp in front and round the corner to the
left. Kill the varren here and pick up the power cells. Return to the mech and
power it up. The next time it stops, look to the right for another power cell
pickup and reboot our buddy again. It will continue forward and blow up another
wall before detonating itself. Head inside and inspect the big green rock
indicated for 5000 platinum and completion of the mission.


Rewards:

XP 125
7,500 credits



===============================================================================
                          N7: Archaeological Dig Site
===============================================================================

Note: This side-mission can be found by scanning the planet in the below
      location.

Location: Rosette Nebula > Enoch > Joab


When you land you will see a sentry run into a nearby door to warn his buddies
about your impending arrival. As soon as you regain control, run forward and
into the cover in the area in front of the landing pad. Kill the various Blue
Sun mercenaries that exit through the door. When the coast is clear, walk over
to and look to the right of the landing pad to find a pair of canisters
containing Element zero (one near some crates, the other between the two
vehicles nearby). Go back and enter the door from whence the enemies came.

Upon entry, take cover and pop the mercs to the right and then kill the
reinforcements that emerge from the door opposite your current position. Move
into the room and clear out the baddies coming down the stairs on the right
side of the room.  When the area is safe, loot the room! Look between the pairs
of beds on both the left and the right of the entry door for a personal locker
at each location, there is a med kit on the table. Head up the stairs, take the
first left at the top and open the locker here. Head to the very top of the
ramp and through the door.

Clear the immediate area, before entering the room and heading left to kill Lt
Locke and a few bodyguards. After the main man is dead, look around the room -
there is a canister of Element Zero and a PDA nearby giving you a new
side-mission.  Enter the next door and use the prothean artefact here to
complete the mission.


Reward:

XP 125
3750 Credits



===============================================================================
                             N7: Quarian Crash Site
===============================================================================

Note: This side-mission can be found by scanning the planet in the below
      location.

Location: Hades Nexus > Shiol > Gei Hinnom


After you land, look behind the crates to the right for some refined palladium.
Have a look at the log on the table to the left if you are interested and pick
up the medi-gel off the ground. Head through the small passage way at the far
side of the camp and you will exit into a large area. On the left you will find
a wounded quarian.

Examine the quarian to trigger the appearance of several waves of varren. The
varren are pretty keen to eat the quarian and will attempt to attack it. In
turn, you will need to defend the quarian from their attempts. There are three
caves the varren will enter the area from. The first two to  watch out for are
on the wall directly opposite the quarian, the third is further down the wall
to the left. After you have killed around twenty varren, your shuttle will
land. Use the action button on the door to complete the mission.


Rewards:

XP 125
7,500 Credits



===============================================================================
                               N7: Abandoned Mine
===============================================================================

Note: This side-mission can be found by scanning the planet in the below
      location.

Location: Minos Wasteland > Fortis > Aequitas


As you land, look behind the rock pillar on the right for a lootable container
filled with credits. Enter the mine and when the hallway empties into the
sideways passage, kill the husks here and look to the right for a canister of
refined iridium. Read the data pad on the table if you wish, before continuing
into the mine.

When you see the second canister of iridium on the floor in the passage in
front of you, get ready as a group of 6 or so husks and an abomination will
notice you and attack. Fend them off and grab the iridium. Follow the tunnel
until it exits into a medium size room with a stone ramp directly in front of
you. As you walk in, another group of husks and an abomination will attempt to
swarm you. Backtrack down the tunnel if required and keep firing until they are
all eliminated.

Look to the left of the stone ramp for more refined iridium and at the top of
the ramp look in the locker for some credits. Cruise into the tunnel beyond and
look out for another canister of iridium before continuing into another
mid-size room. As you approach this one, a group of 4 husks and an abomination
will appear, so destroy them and continue inside. Look at the mine log if you
are interested and grab the nearby med kit.

Pick one of the two paths here (they both lead to the same area and both have a
crate of power cells) and make your way to the next large room. Defeating the
husk inhabitants seems like an impossible task as even after several minutes of
solid destruction, they will continue to spawn. To defeat them, you must run
inside the ruined building here and find the alien artefact. On either side of
this artefact you will see a bomb planted on the floor. Shoot both bombs to
complete the mission.


Rewards:

XP 125
3,750 credits



===============================================================================
                              N7: Blood Pack Base
===============================================================================

Note: This side-mission can be found by scanning the planet in the below
      location after having completed the N7: Blood Pack Communications Relay
      side-mission.

Location: The Shike Abyssal > Xe Cha > Zada Ban


When you land, head forward and across the rock bridge, pick up the refined
palladium to the left and the data pad from the table if you are interested.
Head down the nearby ramp and into the hollow area beneath the cliff to the
left. As you enter a group of Blood Pack vorcha will attack you from ahead, and
from a gap in the ground in the centre of the area. Kill as many as you can
from here, then look to the right for a metal scaffolding, follow it down to
the lower level. Enter the room to the left and mop up any remaining hostiles.
There is some more palladium here and a third data pad you can inspect.

Head back outside and passed the ramp you just descended. As you venture onto
the rock bridge here, several vorcha (5 - 6) will appear at the other end and a
couple of vorcha with rockets will also make their presence known on a ledge
above and to the right of your position on the other side of the bridge. They
will attack you as you cross, so take cover behind the crates as required and
mop them all up before heading across.

Once you have made it to the other side, head into the cave and turn right.
Open the door at the end of the passage. Turn to the left and you will
encounter a krogan named Kalusk and 3-4 vorcha (one has rockets so watch out!).
Kill them all and look on the far left of the room from the entryway to find a
canister of refined palladium. Once you have this, locate the two large metal
cylinders in the middle of the room. At the base of these you will see
explosive containment cells. Shoot all of these to destroy them, and when
prompted, make a run for the exit to finish the mission.


XP 125
Research project (Heavy weapon ammo)
3,750 credits



===============================================================================
                          N7: Eclipse Smuggling Depot
===============================================================================

Note: This side-mission can be found by scanning the planet in the below
      location.

Location: Hourglass Nebula > Faryar > Daratar


After you land follow the path down the hill until you see a wide open area in
front of you. You will need to protect the as many of the 20 destructible
crates as you can in the area. There are three YMIR mechs cruising around and
destroying them all, so in order to preserve the crates, you will need to take
all of them down.

If you race down the hill at the start you will be able to attack the first two
mechs without losing any crates. The YMIR that stays in the centre of the area
will come to attack you, whilst the second will continue off to the right. Kill
the YMIR mech in front of you, and then use your ranged weapons to aggravate
the other mechs from afar. Eliminate them to complete the mission.

To the left power cells far right wall , element zero medkit


Reward:

XP 125
3,750 credits



===============================================================================
                         N7: Wrecked Merchant Freighter
===============================================================================

Note: This side-mission can be found by scanning the planet in the below
      location.

Location: Eagle Nebula > Amun > Neith


Once you land, look to your right and behind the shuttle to find a canister of
Refined Platinum. Continue around to the other side of your shuttle and set a
course for the flames you see burning in the distance. On the way you will find
an object on the ground – System Status Report. Examine this, and then
look
to your right and go to the wall to find salvageable mech parts. From here,
continue towards the fire, and look out for the canister of Refined Platinum
against the left wall.  Instead of continuing towards the fire, follow the left
wall all the way around the central rock island to find the navigator’s
log
and another canister of Refined Platinum (there is also some salvageable mech
parts a little further past the platinum against the right wall if you missed
them earlier).

Turn around and resume towards the flaming wreckage. In the middle of the area
you will find the Evacuation order, a med kit and a shipping manifest. Head
over to the right hand wall and follow it around the corner for a salvageable
damaged mech and another canister of refined Platinum. Continue up the nearby
ramp to find a box of power cells and a security report. When you are ready for
a fight, use the transmitter.

Activating the transmitter will cause a small army of LOKI mechs to spawn in
the area below your current position and in the previous areas leading back to
your shuttle. Make your way back to the shuttle, use the right hand path around
the circular rock island in the centre of the region. You will need to
eliminate 15-20 LOKIs and a YMIR mech on the way. When you reach the shuttle,
you can use it to leave the area even if hostiles are still on the loose. Doing
so will end the mission.


Reward:

XP 125
3,750 Credits



===============================================================================
                         N7: Abandoned Research Station
===============================================================================


Note: This side-mission can be found by scanning the planet in the below
      location after having completed the N7: Wrecked Merchant Freighter
      side-mission.

Location: Eagle Nebula > Strabo > Jarrahe Station


Enter the first door and pick up the PDA, continue around the corner and
through the unlocked door to find a pair of canisters of refined Iridium. Hit
the docking area power terminal in the corner. Return to the hallway and enter
the now unlocked door, continue until you reach the large square room with a
containment area in the centre that is locked and door on all four sides of the
room.

Enter the left hand room first and at the end look around for two canisters of
refined iridium and a research lab power terminal. Hit that and look on the
small balcony opposite to see that four laptops have become active. See the
beam on the right side of the room? We need to deflect that to the back left
corner using the terminals to re-position the mirrors here.  Arrange them like
so:


4---O       x
|           |
|           |        x = source of laser
|           |      1-4 = mirrors
3-----2-----1        O = laser target


Afterwards, return to the main room. Lets make our way to the right hand
room next, inside check the PDA on the right side of the room, before
continuing through the unlocked door and into the room at the end. Grab the med
kit here and activate the living quarters control. Doing so will lock the room
and the rest of the area. You will notice that a set of three computer
terminals in the left side of the room will become active. To unlock the doors,
use the middle one first, then the right, then the left. If done correctly, the
computers will disappear and all the doors will unlock. Enter the room across
the hall to loot a few lockers, and then return to the main room.

In the main room, head through the door on the opposite side of the room from
where we originally entered. You will find yourself in a long hallway filled
with several steam vents which will damage you if you run through them. Make
your way to the second steam fissure and look in the room to the right for a
couple of loot-able lockers and a PDA. Return to the steam hallway and make
your way to the far end. Continue around the corner and up the ramp at the top,
you will find a switch to re-activate the power. Now that the steam has been
disabled, you have a nice relaxing run back to the main room again.

Approach the lab in the centre of the room and use the terminal in front to
reactivate its power, enter the unlocked doors and use the machine here to
complete the mission.


Reward:

XP125
3750 Credits



===============================================================================
                      N7: Blood Pack Communications Relay
===============================================================================


Note: This side-mission can be found by scanning the planet in the below
      location after having completed the Omega: Archangel: Data pad Recovered
      and Patriarch side-missions on Omega

Location: Crescent Nebula > Lusarn > Tarith


Follow the path away from the landing site until you reach an abandoned camp.
Check out the crates for a data pad, and activate the beacon on the left side.
Continue down the path and hit the next beacon terminal you see on the left. As
you approach the third beacon, you will be attacked by a klixxen, keep your
distance and pop it before activating the terminal.

Look to the left to find a raw material deposit containing Palladium, then
follow the beacon into the mist. Eliminate another few klixxen then head to the
very left proportion of this area for another raw mineral deposit. Find your
way up the hill, using the blue stream of energy as a guide. At the top of the
path you will enter another derelict camp. Here you will find another data pad.
Activate the beacon terminal here.

Follow the path down the hill into the mist. At the fork, check the left area
first for another raw material node before cruising down the path to the right
towards the next beacon. As you approach, a group of three klixen will approach
through the mist to the left. So destroy them before picking up the PDA nearby
and activating the beacon. Continue onwards to the left. In the next area,
check out the right side for a raw material node, then return to the right and
climb the hill. Hit the next beacon at the top before continuing down the path
towards the next beacon. Kill the two klixen that attack you, and then hit the
beacon.

Climb the hill nearby and kill the pair of Blood Pack vorcha defending the top.
Look behind them for a canister of refined platinum. Return down the hill and
follow the blue energy to the final beacon. After hitting this switch, make
your way up to the relay at the top of the mountain.

When you arrive you will be attacked by a named Krogan – Salumal who has
a
barrier and a shield and likes to charge at you along with his supplement of
3-4 vorch troopers. When they are dead, bypass the communications terminal
nearby to complete the mission.


Reward:

XP125
3,750 credits



===============================================================================
                            N7: Imminent Ship Crash
===============================================================================


Note: This side-mission can be found by scanning the planet in the below
      location after having recieved an email in your private messages.

Location: Pylos Nebula > Nariph > MSV Broken Arrow

As you board the ship, a small countdown timer will appear in the bottom right
corner of the screen. We have 6 minutes to get in, stop the crash and get out
again. Bypass the first door and destroy the three Geth troopers inside. Grab
the med kit and the canister of iridium on the left side of the room and use
the console on the right to open the next door.

Continue through the now open door, along the walkway and down the ramp at the
end. As you reach the bottom, eliminate the Geth that appear on the balconies
to the left before checking out the canister of refined iridium close to the
bottom of the ramp. Turn around and activate the power coupling behind you.
Again Geth troops will spawn on the balconies, so deal with them. Continue down
the ramp opposite the canister of iridium we picked up before.

Cruise up the ramp into the other side of the room, once more Geth will spawn
and attack above, so eliminate them before hitting the console on the second
power coupling. If you are low on time, ignore the Geth and run to the top of
the nearby ramp and bypass the console here to restart the engines and complete
the mission.


Rewards:

XP 125
7,500 Credits



===============================================================================
                              N7: MSV Strontium Mule
===============================================================================


Note: This side-mission can be found by scanning the ship in the below
      location after having completed the N7: Archaeological Dig Site side-
      mission.

Location: Omega Nebula > Arinlarkan > MSV Strontium Mule


After regaining control of Shepard, cruise around the corner and take cover.
You will need to defend yourself against 15 – 20 Blue Suns mercenaries as
they come through the door at the far end of the room. The majority of them are
the standard troopers and a single Blue Sun legionnaire, but keep your eye out
for a couple of heavy troops who will shoot power weapons at you from near the
door. When the room is clear of hostiles, pick up the merc transmitter before
heading through the door.

Climb the various ramps until you reach the top floor. Kill the enemies here,
and then activate the switch up the short ramp to unlock the nearby doors.
First, make your way through the door at the far end. After the short hallway,
enter the next room and eliminate the enemies on the balconies trying to pick
you off. Work your way to the opposite side of the room from the entry and
climb up the ramp at the top, check out the merc transmitter for some
back-story and grab the box of power cells. Return to the previous room.

Head through either the left or right door and examine the rooms for a data log
and some med kits, climb the stairs to the top and kill the baddies up here if
you wish. Cruise into the long hallway with the locked door at the end. When
you reach it, turn right and at the end of the short corridor and bypass the
security console. This will open the locked door nearby, enter here and take
cover. Eliminate Captain Vorhess, the Commander bodyguard and the 4-5 Blue Sun
troopers. As they die, a group of FENRIS mechs will enter the room in the same
place you came in. Destroy them, and then use the console at the opposite end
of the room.

Return to the previous area and as you travel down the hallway you will be
attacked by Sgt. Boorit and a few additional troopers. Follow the balcony
around to the other side and enter the door to the right. Inside, pick up the
canister of refined iridium, hack the research docket on the wall for a new
research project (Heavy Skin Weave) and open the Payload nearby to complete the
mission.


Rewards:

XP 125
Credits 3,750



===============================================================================
                               N7: Blue Suns Base
===============================================================================


Note: This side-mission can be found by scanning the planet in the below
      location after having completed the N7: MSV Strontium Mule side-mission.

Location: Sigurd's Cradle > Decoris > Sanctum


As you land, a scene will play showing a guard running inside to get some
mates. As you land, you should immediately take cover as a group of 5-6 Blue
Sun mercenaries will exit the building in front of you. A further group of 5-6
will emerge soon after followed by a third and final group of 5-6 enemies. Just
about all these guys are the standard troopers with the exception of a couple
of heavy soldiers who will sit back and shoot rockets at you. Once the area is
clear, grab the canister of refined iridium near the door before heading
inside.

As you enter the building, take cover behind the glass wall directly in front
of you and open fire on the Blue Suns in the room below. If they try to climb
up the ramps to reach your level, do your best to eliminate them before they
can do so and you should have no worries de-enemyfying the room. When
it’s
safe, climb down to the bottom floor and check out the room behind the unlocked
door to the right for a wall safe and a data pad. Return to the main area.

On the left side of the main room, you will find a closure message and the
entrance to the next area. Cruise into the next room and turn left. Take cover
behind the tables here as a group of Blue Sun troopers will pour out of the
tunnel at the back of the room. Once they cease coming, enter the tunnel the
enemies came from.

In the tunnel, check the first alcove to the left for a canister of refined
iridium. Continue along the main passage until it opens out into a large
cavern. Check out the various bits and pieces lying around for three canisters
of refined iridium, a data pad and a box of power cells. After picking the lot
up, enter the door.

Turn left and descend the stairs for a scene. Afterwards you will have to
defend yourself against a pair of YMIR mechs. This can be tough as you have
very little space in which to manoeuvre. Your best bet is to seek out the solid
cover and use your party’s abilities as much as possible to take down
their
shields and armour before they get too close. Once they have been defeated, a
named mercenary – Captain Narrom and 8-10 Blue Sun troopers will enter
the
area from the same general location the YMIR mechs came from. Finish them off.

Either side of the locked door at the end you will find small ramps leading to
a storage room. In the left had room you will find a wall safe and in the right
one you will find a computer with a little back-story.  Return to the main area
and bypass the security on the locked door, overload the distress beacon
control here to complete the mission.


Rewards:

XP 125
3,750 Credits



===============================================================================
                            N7: Hahne-Kedar Facility
===============================================================================

Note: This side-mission can be found by scanning the planet in the below
      location after having completed the N7: Abandoned Research Station
      side-mission.

Location: Titan Nebula > Haskins > Capek


After landing, make your way into the clearing housing the entrance to the
factory. As you approach the door, a pair of FENRIS and LOKI mechs will emerge.
Dispatch them and enter the door. Head into the open room in front of you to
find a med kit, computer and a hackable wall safe, after picking them all up,
return to the corridor and enter the unlocked door at the far end.

Continue forward along the small walkway to the right and when you are spotted,
eliminate the pair of FENRIS mechs. Once the two of them are dead, take cover
behind the railing to the left and use it to eliminate the LOKI mechs (around
10) that appear in the room below attempting to reach your location. Once they
stop coming, turn around and pick up the canister of refined element zero
nearby before cruising round the corner and down the ramp to the room below.

There are two main passageways here. First, head all the way to the left wall
and fight your way through 4 LOKI mechs to reach a box of power cells. Return
to the ramp. This time, head all the way to the right, as you approach the
corner, a large contingent of LOKI mechs will find their way over to meet you,
there are around 30 of them, but they only come solo or in pairs, they will
continue to come until you have defeated them all. Move through the crates
until you are forced to turn right. Again you will need to defend yourself
against a flood of rampaging kill bots (this time only 10 or so!). Once they
have all been disabled, move forward and look at the end of the first small
passage to the right for a canister of refined element zero. Climb the ramp at
the end and enter the door.

After opening the door, look behind the crates to your left for a canister of
refined element zero before climbing the ramps to the top and opening the door.
Hit the production line shutdown console in the corner to complete the mission.


Rewards:

XP 125
3,750 Credits



===============================================================================
                          N7: Captured Mining Facility
===============================================================================

Note: This side-mission can be found by scanning the planet in the below
      location.

Location: Crescent Nebula > Zelene > Helyme


After landing, continue away from the landing pad and through the small tunnel
here. Investigate the cargo computer terminal. Continue into the doorway on the
right and immediately take cover. Defend yourself against a group of Eclipse
Vanguards and troopers. After they are dead, check the passage leading outside
to the left for a canister of refined palladium. Return inside and bypass the
security on the locked door.

Enter the room and take cover. Eliminate the vanguards and troopers in the
immediate area before following the room to the right, and around to the left
across a bridge. Continue to kill anything that gets in your way. When the room
is clear, head to the opposite side of the area from where you entered and
activate the bridge control. Use the bridge to access a canister of refined
palladium.

When you are ready to continue, find the mainframe at the back of the area and
bypass the security on it. Once successful, choose the decryption option.
Afterwards, you will now have to defend the mainframe against Eclipse attacks,
they come in the standard vanguard and trooper flavours with a commander thrown
in (shield + armour). Once you have killed all the baddies, the decryption will
magically complete itself. Use the mainframe again to complete the mission.


Rewards:

XP 125
7,500 Credits



===============================================================================
                                 N7: MSV Estevanico
===============================================================================

Note: This side-mission can be found by scanning the planet in the below
      location.

Location: Hourglass Nebula > Ploitari > Zanethu

===============================================================================
                         N7: Anomalous Weather Detected
===============================================================================

Note: This side-mission can be found by scanning the planet in the below
      location.

Location: Pylos Nebula > Dirada > Canalus


Note that for this mission you will be travelling through very low visibility.
From the start, look in front of the shuttle to the left to find a flare
revealing a path up the hill here, after picking up the three nodes of
palladium up here, return to the shuttle. This time, head straight forward and
away from the shuttle into an open area. Look behind the stone column to the
right for another palladium node. Turn around and make your way towards the
glowing blue object in the distance.

Try to hug the left side of the area as much as possible as there are multiple
pieces of cover here and when you are about a third of the way across the area,
Geth will start to shoot at you through the fog. You will be unable to see
them, but if your reticule goes over them, the target indicator will appear.
Killing as you go, work your way between cover until you reach the base of a
hill. At this point, a pair of Geth hunters will come down the hill to confront
you. Kill them and continue moving from cover to cover until you reach the top
of the path.

Eliminate any remaining hostiles here, and then move down into the valley below
towards the weather device. As before, move from cover to cover and destroy any
Geth that get in your way. As you move down the hill towards the device, you
will walk past five palladium deposits, so pick them up as you pass. When you
start moving up a hill again, take cover and eliminate the enemies as they come
down the hill. Work your way to the base of the Geth tower and destroy all the
synthetics in the area. Check out the deposit of palladium in front of the
tower, and then use the Geth terminal to end the mission.


Rewards:

XP 125
Research Project: Damage Protection
3,750 Credits



===============================================================================
                               N7: Javelin Launch
===============================================================================


Note: This side-mission can be found by scanning the planet in the below
      location after having recieved an email in your private messages.

Location: Sigurd's Cradle > Skepsis > Franklin

After entering the base, move forward and turn left as you reach the hallway.
Eliminate the batarian terrorists occupying the area before doing a quick 180
degree turn and bypassing the locked door in the distance.

Upon entering the room, take cover behind the crates in front and eliminate any
enemies you see in front or to the right. Once it is safe to do so, drop down
and continue up the stairs to the right to a balcony type area. Cruise to the
opposite side of the room from where you entered and eliminate the enemies in
the room below (note the central platform has a box of power cells if you
require them). Continue down the steps here and look in the far right corner
for a canister of refined palladium. Take the next set of stairs down and
bypass the door here.

Enter the room and take cover behind the small crate to the left. Defeat the
Batarian commander at the far end of the room before racing over to hit the
kill code. You will need to make a decision here. Afterwards, check the wall
safe to the right before ending the mission.


Rewards:

XP 125
3,750 Credits

===============================================================================
-------------------------------------------------------------------------------



  ***********************
 *************************
***    SIDE-MISSIONS    *** [SDMSS]
 *************************
   **********************

Heres a list of assignment side-missions.

Citadel: False Positives
Citadel: Krogan Sushi
Citadel: Crime in Progress

Illium: Blue Rose of Illium
Illium: Conrad Verner
Illium: Gianna Parasini
Illium: Indentured Service
Illium: Medical Scans
Illium: The Assassin: Salarian Family Data
Illium: The Justicar: Smuggling Evidence
Illium: The Justicar: Stolen Goods Found
Illium: The Prodigal: Lost Locket Found
Illium: The Observer

Normandy: FBA Couplings
Normandy: Serrice Ice Brandy
Normandy: Special Ingredients

Omega: Archangel: Datapad Recovered
Omega: Batarian Bartender
Omega: Packages for Ish
Omega: Struggling Quarian
Omega: The Patriarch
Omega: The Professor: Missing Assistant

Tuchanka: Combustion Manifold
Tuchanka: Killing Pyjaks
Tuchanka: Old Blood: Missing Scout


===============================================================================
-------------------------------------------------------------------------------


  ***********************
 *************************
***      UPGRADES       *** [UPGDE]
 *************************
   **********************

The upgrades in Mass Effect 2 come in the form of research projects you will
find on or as rewards from missions, talking to crew members or buying from
one of the games many stores. Each upgrade, once acquired will appear for
purchase in the tech lab on the Normandy (Mordin's hang out). Each upgrade
costs resources to purchase, so you will need to do your fair share of planet
scanning and probing before you are able to unlock them all. Here are a list
of the Research Projects in Mass Effect 2, and the area in which you can find
them.

NOTE: Purchasing research projects from shops will allow players to learn them
      instantly so they will not have to expend resources on the upgrade.

NOTE: If found on a mission, please read the above walkthroughs for said
      mission to locate the upgrade.


===============================================================================
                              Weapon Upgrades
===============================================================================

Heavy Pistol

   Heavy Pistol Damage (5 Upgrades)
     1. Can be found during the story mission - Dossier: The Quarian
     2. Can be found during the loyalty mission - Thane: Sins of the Father
     3. Can be found during the loyalty mission - Jacob: The Gift of Greatness
     4. Can be Purchased on Tuchunka from Fortrack's Database
     5. Can be Purchased on The Citadel from Rodan Expeditions

   AP Heavy Pistol       - Unlocked after purchasing 2 damage upgrades.
   Heavy Pistol Critical - Unlocked after purchasing 3 damage upgrades.



Sniper Rifle

   Sniper Rifle Damage (5 Upgrades)
     1. Can be found during the story mission - Dossier: The Warlord
     2. Can be found during the story mission - Reaper IFF
     3. Can be found during the loyalty mission - Garrus: Eye for an Eye
     4. Can be Purchased on Omega from Omega Market
     5. Can be Purchased on The Citadel from Rodan Expeditions

   AP Sniper Rifle        - Unlocked after purchasing 2 damage upgrades.
   Sniper Headshot Damage - Unlocked after purchasing 3 damage upgrades.



Assault Rifle

   Assault Rifle Damage (5 Upgrades)
     1. Can be found during the story mission - Dossier: the Professor
     2. Can be found during the story mission - Dossier: The Quarian
     3. Can be found during the loyalty mission - Samara: The Ardat-Yakshi
     4. Can be Purchased on Tuchunka from Fortrack's Database
     5. Can be Purchased on Illium from Gateway Personal Defense
(DLC)6. Can be found during the loyalty mission - Zaeed: Price of Revenge.
        You must choose the Renegade option half way through.

   Assault Rifle penetration - Unlocked after purchasing 2 damage upgrades.
   Assault Rifle Accuracy    - Unlocked after purchasing 3 damage upgrades.




Sub Machine Gun

   SMG Damage (5 Upgrades)
     1. Can be found during the story mission - Dossier: Archangel
     2. Can be found during the story mission - Dossier: The Assassin
     3. Can be found during the loyalty mission - Miranda: The Prodigal
     4. Can be Purchased on Illium from Gateway personal Defense
     5. Can be Purchased on The Citadel from Rodan Expeditions


   SMG Shield Piercing - Unlocked after purchasing 2 damage upgrades.
   SMG Extra Rounds    - Unlocked after purchasing 3 damage upgrades.



Shotgun

   Shotgun Damage (5 Upgrades)
     1. Can be found during the story mission - Dossier: The Convict
     2. Reward for completing the loyalty mission - Grunt: Rite of Passage
     3. Can be Purchased on Omega from Kenn's Salvage
     4. Can be Purchased on Tuchunka from Fortrack's Database
     5. Can be found during the story mission - Reaper IFF

   Shotgun Shield Piercing - Unlocked after purchasing 2 damage upgrades.
   Shotgun Extra Rounds    - Unlocked after purchasing 3 damage upgrades.



Heavy Weapons

   Heavy Weapon ammo (6 Upgrades)
     1. Can be found during the story mission - Freedom's Progress
     2. Can be found during the loyalty mission - Mordin: Old Blood
     3. Can be Purchased on Omega from Kenn's Salvage
     4. Reward for completing the exploration mission N7: Blood Pack Comm Relay
     5. Reward for completing the exploration mission N7: Blood Pack Base
(DLC)6. Can be found during the loyalty mission - Zaeed: Price of Revenge.
        You must choose the Paragon option half way through.

 ML-77 Missile Launcher - Unlocked after purchasing 1 heavy weapon ammo upgrade
 M-622 Avalanche        - Unlocked after purchasing 2 heavy weapon ammo upgrade
 M-920 Cain             - Unlocked after purchasing 3 heavy weapon ammo upgrade


===============================================================================
                               Ability Upgrades
===============================================================================

Biotic Powers

   Biotic Damage (5 Upgrades)
     1. Can be found during the story mission - Horizon
     2. Can be found during the story mission - Dossier: The Justicar
     3. Can be found during the loyalty mission - Jack: Subject Zero
     4. Can be Purchased on Tuchunka from Fortrack's Database
     5. Can be Purchased on Illium from Serrice Technology
(DLC)6. Can be found during the side mission - Project Firewalker: Prothean
        site

   Biotic Cooldown  - Unlocked after purchasing 2 biotic damage upgrades.
   Biotic Duration  - Unlocked after purchasing 3 biotic damage upgrades.



Tech Powers

   Tech Damage (5 Upgrades)
     1. Can be found during the story mission - Dossier: Archangel
     2. Can be found during the story mission - Collector Ship
     3. Can be found during the loyalty mission - Tali: Treason (Tali must be
        found innocent at the trial)
     4. Can be Purchased on Illium from Serrice Technology
     5. Can be Purchased on The Citadel from Saronis Applications

   Tech Cooldown   - Unlocked after purchasing 2 tech damage upgrades.
   Tech Duration   - Unlocked after purchasing 3 tech damage upgrades.




===============================================================================
                               Armor Upgrades
===============================================================================
3. Armor Upgrades

Damage Protection (5 Upgrades)
     1. Can be found during the story mission - Dossier: The Convict
     2. Can be found during the story mission - Collector Ship
     3. Can be found during the side mission - N7: Anomalous Weather Detected
     4. Can be Purchased on Illium from Gateway personal Defense
     5. Can be Purchased on The Citadel from Saronis Applications

   Redundant Generator - Unlocked after purchasing 2 damage protection upgrades
   Hard Shields        - Unlocked after purchasing 3 damage protection upgrades



Heavy Skin weave (5 Upgrades)
     1. Can be found during the story mission - Horizon
     2. Can be found during the story mission - Reaper IFF
     3. Can be found during the side mission - N7: MSV Strontium Mule
     4. Can be Purchased on Illium from Gateway personal Defense
     5. Can be Purchased on Omega from Kenn's Salvage

   50% Melee Damage Protection -Unlocked after purchasing 2 Heavy Skin upgrades
   25% Melee Damage            -Unlocked after purchasing 3 Heavy Skin upgrades



Medi-Gel Capacity (5 Upgrades)
     1. Can be found during the story mission - Dossier: the Professor
     2. Can be found during the loyalty mission - Miranda: The Prodigal
     3. Rewarded from completing Dr Chackwas side-mission Serrice Ice Brandy
     4. Can be Purchased on Omega from Serrice Technology
     5. Can be Purchased on The Citadel from Sirta Foundation

   Trauma Module        - Unlocked after purchasing 2 Medi-Gel upgrades
   Emergency Shielding  - Unlocked after purchasing 3 Medi-Gel upgrades


===============================================================================
                              Other Upgrades
===============================================================================

Geth Shield (2 Upgrades)
     1. Can be found during the loyalty mission - Tali: Treason
     2. Can be found during the loyalty mission - Legion: A House Divided

Krogan Vitality (2 Upgrades)
     1. Can be found during the story mission - Dossier: The Warlord
     2. Can be found during the loyalty mission - Mordin: Old Blood

+20% Mordin Tech Damage	- Talk with Mordin and choose the Upgrade conversation
                          option

+20% Jack Biotic Damage	- Talk with Jack and choose the Upgrade conversation
                          option

Grunt weapon: M-300 Claymore - Talk with Grunt and choose the Upgrade
                               conversation option

Legion weapon: M-98 Widow    - Talk with Legion and choose the Upgrade
                               conversation option

===============================================================================
                             Normandy Upgrades
===============================================================================

     1. Med-Bay Upgrade          - Check your private terminal for a message
                                   after the Freedom's Progress mission

     2. Thanix Cannon            - Talk with Garrus and choose the Upgrade
                                   conversation option

     3. Heavy Ship Armor         - Talk with Jacob and choose the Upgrade
                                   conversation option

     4. Multicore Shielding      - Talk with Tali and choose the Upgrade
                                   conversation option

     5. Advanced Mineral Scanner - Talk with Miranda and choose the Upgrade
                                   conversation option

     6. Modular Probe Bay        - Talk with Thane and choose the Upgrade
                                   conversation option

     7. Extended Fuel Cells      - Talk with Samara/Morinth and choose the
                                   Upgrade conversation option



===============================================================================
-------------------------------------------------------------------------------


  ***********************
 *************************
***ACHIEVEMENTS/TROPHIES*** [ACHMT]
 *************************
   **********************
===============================================================================
                  Story Progression Achievements/Trophies
===============================================================================

There are 15 story related achievements and as long as you complete the main
storyline and recruit all the members of your squad, you will not miss 14 of
these. However, there is one missable achievement that is linked into the final
mission of the game that requires you to finish the suicide mission with your
entire squad in tact - I will update this when I have found a solution!

Here's a list of said achievements:



Missing in Action (5g)
Description: Save your crew from an overwhelming attack

Very Elusive (10g)
Description: Return to active duty

The Archangel (10g)
Decription: Successfully recruit Archangel

The Professor (10g)
Decription: Successfully recruit the Professor

The Convict (10g)
Decription: Successfully recruit the biotic Convict

The Krogan (10g)
Decription: Successfully recruit the krogan

Colony Defense (25g)
Description: Defend a human colony from attack

Ghost Ship (25g)
Description: Complete the investigation of a derelict alien vessel

The Assassin (10g)
Decription: Successfully recruit the Assassin

The Justicar (10g)
Decription: Successfully recruit the Justicar

The Quarian (10g)
Decription: Successfully recruit the quarian

Friend or Foe (10g)
Decription: Obtain geth technology

Suicide Mission (50g)
Decription: Use the Omega 4 Relay

Against All Odds (15g)
Decription: Survive suicide mission


No One Left Behind (75g)
Decription: Keep your team alive through the suicide mission



===============================================================================
                   Game Completion Achievements/Trophies
===============================================================================

Mission Accomplished (125g)
Description: Save humanity throughout the galaxy from certain annihilation

Insanity (75g)
Description: Complete the game on the "Insanity" difficulty level without
             changing the setting

Long Service Medal (75g)
Description: Complete Mass Effect 2 twice, or complete it once with a character
             imported from Mass Effect 1



===============================================================================
                        Combat Achievement/Trophies
===============================================================================
Tactician (10g)
Description: Hit 20 different targets with multiple biotic powers to combine
             the effects

Overload Specialist (15g)
Description: Disrupt the shields of 25 enemies

Warp Specialist (15g)
Description: Warp the barriers of 25 enemies

Incineration Specialist (15g)
Description: Incinerate the armor of 25 enemies

Master at Arms (15g)
Description: Kill enemies with 5 different heavy weapons during the game

Merciless (10g)
Description: Make 20 enemies scream as they fall or are set on fire

Brawler (10g)
Description: Shoot and kill 20 enemies while they're knocked back by a punch

Head Hunter (10g)
Description: Perform 30 headshot kills with any weapon on humanoid targets



===============================================================================
                      Character Achievements/Trophies
===============================================================================

Ghost of the Father (10g)
Description: Gain the loyalty of the Cerberus Operative

The Prodigal (10g)
Description: Gain the loyalty of the Cerberus Officer

Fade Away (10g)
Description: Gain the loyalty of Archangel

The Cure (10g)
Description: Gain the loyalty of the Professor

Catharsis (10g)
Description: Gain the loyalty of the biotic Convict

Battlemaster (10g)
Description: Gain the loyalty of the krogan


A House Divided (10g)
Description: Hack a geth collective


Cat's in the Cradle (10g)
Description: Gain the loyalty of the Assassin

Doppelganger (10g)
Description: Help the Justicar resolve her mission

Treason (10g)
Description: Gain the loyalty of the quarian



===============================================================================
                     Exploration Achievements/Trophies
===============================================================================

Agent (50g)
Description: Complete 5 missions discovered by scanning unexplored worlds

Explorer (10g)
Description: Visit 100% of the planets in an unexplored cluster

Prospector (5g)
Description: Retrieve mineral resources by scanning and probing a planet in
             the galaxy map

Scholar (15g)
Description: Unlock 15 new Mass Effect 2 codex entries

Operative (15g)
Description: Complete a mission discovered by scanning an unexplored world



===============================================================================
                        Misc Achievements/Trophies
===============================================================================

Big Game Hunter (10g)
Description: Thresher Maw defeated

Fashionista (5g)
Description: Personalize your armor in your quarters on the Normandy

Highly Trained (15g)
Description: View all advanced combat training videos at Shepard's private
             terminal.

Paramour (50g)
Description: Successfully pursue a relationship with a teammate

Power Full (15g)
Description: Evolve any power

Power Gamer (10g)
Description: Reach Level 30 with one character

Scientist (10g)
Description: Complete any research project in the Normandy's laboratory

Technician (15g)
Description: Obtain 10 technology upgrades

Weapon Specialist (15g)
Description: Fully upgrade a weapon



===============================================================================
-------------------------------------------------------------------------------


  *********************
 ***********************
***  SPECIAL THANKS   *** [THNKS]
 ***********************
   ********************

I would like to thank the following people/entities:

- GameFAQs for always being there when I needed help and for accepting my FAQ.
- Bioware for being the greatest game makers in the universe and producing
  yet another killer game.
- My fiancee Kumiko, who has been incredibly patient and understanding.
- And everybody who has taken the time to read my FAQs so far.

Contributers:
- Hypnofunk for numerous additions and corrections
- John Condra II aka Grinch for giving me the locations of some missing
  upgrades/weapons



===============================================================================
-------------------------------------------------------------------------------


   *******************
 ***********************
***      Contact      *** [CNTCT]
 ***********************
   *******************

If you feel the need to contact me you can reach me at

sokkus[at]hotmail[dot]com.

Please include "Mass Effect 2 Guide" in the subject line.



===============================================================================
-------------------------------------------------------------------------------


   *********************
 *************************
***      About Me       *** [INTRD]
 *************************
   *********************

Im 26, Australian and live with my lovely fiancee. I have been thrice been
named as the world sexiest hugging machine. I work full time and study at
University full time as well. I write game guides as a hobby in what little
spare time I have and have thouroughly enjoyed writing each and every one.
Please head over to the website i write for -  www.consoledomination.com to
check out  some of my guides, previews and reviews.

If you enjoy this guide, please feel free to send me an email with any
suggestions or corrections and check out some of my other guides:

- Call of Duty: Modern Warfare 2 FAQ/Walkthrough
- Call of Duty: World at War FAQ/Walkthrough
- Darksiders FAQ/Walkthrough
- Dead Space 2 FAQ/Walkthrough
- Fable 2 FAQ/Walkthrough
- Gears of War 2 FAQ/Walkthrough
- Halo 3 Skull Guide
- Halo 3: ODST FAQ/Walkthrough
- LIMBO FAQ/Walkthrough
- Mass Effect 2 FAQ/Walkthrough
- Resident Evil 5 FAQ/Walkthrough

or as mentioned before, check out more of my guides and reviews at:
www.consoledomination.com

Thanks for reading!
Enjoy!




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***  VERSION HISTORY  *** [VERHI]
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Version 1.5
The guide currently contains:
- Complete Campaign Walkthrough
- Complete Squad Loyalty Mission walkthroughs
- Complete Exploration Mission walkthroughs
- Complete Upgrade list and locations
- Complete Side-mission guide
- Complete romance guide
- Complete list of achievements - guide coming soon.
- Added Upgrades and romances sectrions - both coming soon.

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Version 1.1
The guide currently contains:
- Complete Campaign Walkthrough
- Complete Squad Loyalty Mission walkthroughs
- Complete Exploration Mission walkthroughs
- Complete list of achievements - guide coming soon.
- Added Upgrades and romances sectrions - both coming soon.

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Version 1.0
The guide currently contains:
- Complete Campaign Walkthrough
- Complete Squad Loyalty Mission walkthroughs
- Complete list of achievements - guide coming soon.
- Complete list of Exploration side missions. Walkthroughs coming soon!

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Version 0.75
The guide currently contains:
- Campaign Walkthrough @ 80% completed
- Squad Loyalty side-quests @ 85%
- Complete list of achievements - guide coming soon.


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Version 0.50
The guide currently contains:
Walkthrough @ 50%
Squad Loyalty missions 85%
Achievement listing and categorisation