_/¯¯¯¯¯¯¯\
\ )
F I G H T F O R T H E L O S T \/¯¯¯) /
__ __ _____ ____ ____ ____ ____ _________ __________ / /
| ' | | __| __| | __| __| __ __| ____ _| / /
| | ¯ |__ |__ | | __| __ __| __| |__ | | / /
|_\_/___|¯|___________| |______| |_| |____,____| |_| / /_______
/ _.'
Spoiler-free FAQ/Walkthrough by Shotgunnova/P. Summers / _.-~'˜
EMAIL: shotgunnova (a+) gmail (do+) com /_.-~'˜
Characters ....................................................... CHRC
Para/Gade ........................................................ PRGD
Field Objects .................................................... FLDO
New Game Plus .................................................... NGMP
ME1 Importing .................................................... MPRT
Tips N' Tricks ................................................... TPST
Garrus ........................................ Eye for an Eye ... LY01
Grunt ........................................ Rite of Passage ... LY02
Jack ............................................ Subject Zero ... LY03
Jacob .................................. The Gift of Greatness ... LY04
Kasumi ......................................... Stolen Memory ... LY05
Legion ....................................... A House Divided ... LY06
Miranda ......................................... The Prodigal ... LY07
Mordin ............................................. Old Blood ... LY08
Samara ...................................... The Ardat-Yakshi ... LY09
Tali ................................................. Treason ... LY10
Thane ..................................... Sins of the Father ... LY11
Zaeed ................................... The Price of Revenge ... LY12
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| CONTROLS [CNTR]
|_|_|_|____|____|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
___ ___
L. Trigger -> /___\___ ___/___\ <- R. Trigger
L. Bumper -> /\___/ \___________/ \___/\ <- R. Bumper
/ ___ ___ _ \
/ /,-.\ _ /_ _\ _ _(Y)_ \ <- Y-Button
L. Analog -> / (( )) {_} ( _/_ ) {_) (X)¯(B) \ X-Button
( \'-'/ \___/ ¯(A)¯ ) A-Button
| ¯¯¯ _,-._ ___ ¯ | B-Button
( /_|¯|_\ /,-.\ )
D-Pad -> \ (|_ _|) (( )) / <- R. Analog
\ \ |_|_/ \'-'/ /
\ ¯'-'_,-------._¯¯¯ /
\ _,~'¯ ¯'~._ /
'-'¯ ¯'-'
L3 and R3 buttons are accessed by pressing the left and right analog sticks
downward, respectively. Nonfunctional buttons aren't listed below. [Configs
can be changed under the options menu.]
___________ _______________________________________________________________
| BUTTON | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| D-Pad | L/R: Direct squadmates to reticle / U/D: Ally power shortcuts |
| Start | Toggle main menu |
| Back | Exit weapon stance |
| Y-Button | Use power shortcut |
| X-Button | (Hold) Switch to previous weapon / (Tap) Reload current weap. |
| A-Button | (Hold) Storm / (Tap) Take cover / (Forward+A) Vault cover |
| B-Button | Melee attack |
| R Bumper | Use power shortcut |
| R Trigger | Fire current weapon |
| R Analog | Controls camera POV |
| R3 Button | Toggle map display (when applicable) |
| L Bumper | Use power shortcut |
| L Trigger | Zoom-in with current weapon |
| L Analog | Controls Shepard's movement |
| L3 Button | Toggle map display (when applicable) |
|___________|_______________________________________________________________|
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| TH' BASICS [THBS]
|_|_|_|____|____|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHARACTERS [CHRC]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Here's the essentials on the recruits. Asterisks (*) denote loyalty abilities,
which are only usable if the character is loyal. "LI" stands for love interest
and where listed, is applicable for the protagonist's gender. [In the listing
below, the 2nd ability is unlocked by being Lv2 in the one right above it.
Example: Miranda's Warp unlocks when Overload's Lv2.]
_________
| MIRANDA |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: SMGS, Pistols
| • Overload |
| • Warp | Miranda is a top Cerberus officer and the head of
| • Cerberus Officer | the Lazarus Project, in which Shepard's deeply
| • Slam* | involved. Everyone loves her for the officer class'
|________________________| squad buffs. [MaleShep LI]
_______
| JACOB |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: Pistols, Shotguns
| • Pull |
| • Incendiary Ammo | When the Alliance turned out to be a bunch of
| • Cerberus Operative | goofballs, Jacob joined Cerberus, and his kind
| • Barrier* | personality wins him lots of friends! [FemShep LI]
|________________________|
________
| MORDIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: SMGs, Pistols
| • Incinerate |
| • Cryo Blast | A brilliant scientist who just happens to have a
| • Salarian Scientist | shady past, this speed-talker is one of the more
| • Neural Shock* | lively personalities on the Normandy.
|________________________|
___________
| ARCHANGEL |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: Assault Rifles, Sniper Rifles
| • Concussive Shot |
| • Overload | Remember this guy from ME1? Y'soon will if not! He
| • Turian Rebel | brings his deadeye marksmanship to the team, and
| • Armor-Piercing Ammo* | may even finish his vendetta if there's time...
|________________________| [Femshep LI]
_______
| GRUNT |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: Assault Rifles, Shotguns
| • Concussive Shot |
| • Incendiary Ammo | Created to be the perfect krogan, Grunt is a force
| • Krogan Berserker | to be reckoned with...although he does have a few
| • Fortification* | personal problems to sort out.
|________________________|
______
| JACK |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: Pistols, Shotguns
| • Shockwave |
| • Pull | Also known as "Subject Zero," this deadly biotic
| • Subject Zero | may prove useful on Shepard's squad, if she can
| • Warp Ammo* | get all those chips off her shoulder. [MaleShep LI]
|________________________|
________
| SAMARA |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: SMGs, Assault Rifles
| • Throw |
| • Pull | Shepard has a "choice" between two asari biotic
| • Asari Justicar | specialists down the line, each with their own
| • Reave* | loyalty tech (listed respectively). They should
|________________________| be fun...
_________
| MORINTH |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: SMGs, Assault Rifles
| • Throw |
| • Pull | The alternative to Samara, Morinth's Ardat-Yakshi
| • Ardat-Yakshi | powers should prove useful in the road ahead,
| • Dominate* | especially the organic-controlling Dominate loyalty
|________________________| skill. Just don't be fooled by her bedroom eyes...
______
| TALI |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: Pistols, Shotguns
| • Combat Drone |
| • AI Hacking | Tali should be familiar to ME1 fans as the lovable,
| • Quarian Machinist | slightly naive quarian with the husky voice! She's
| • Energy Drain* | back in action for ME2 and has shotguns now! Yay!
|________________________| [MaleShep LI]
_______
| THANE |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: SMGs, Sniper Rifles
| • Throw |
| • Warp | A drell assassin of the highest caliber, Thane's
| • Drell Assassin | surprisingly well-grounded, not some thug. During
| • Shredder Ammo* | his travels he's had time to atone for many of his
|________________________| shortcomings... [FemShep LI]
________
| LEGION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: Assault Rifles, Sniper Rifles
| • AI Hacking |
| • Combat Drone | Ever wanted a geth on your team? Now y'can. While
| • Geth Infiltrator | kinda weird in his own way, in many respects he's
| • Geth Shield Boost* | got a wisdom beyond his making.
|________________________|
_______
| ZAEED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: Assault Rifles, Sniper Rifles
| • Concussive Shot |
| • Disruptor Ammo | Known throughout the galaxy as a feared bounty
| • Mercenary Veteran | hunter, Zaeed ends up allying with Shepard -- the
| • Inferno Grenade* | money's great! Just don't get on his bad side or
|________________________| things could get ugly...
________
| KASUMI |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: Pistols, SMGs
| • Shadow Strike |
| • Overload | Her exploits are many, her fame is few -- she's
| • Master Thief | such a great thief that no one knows much about
| • Flashbang Grenade* | her. Her Shadow Strike and Flashbang Grenade techs
|________________________| let her pull off some amazing maneuvers...
PARA/GADE [PRGD]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Paragon & Renegade choices (or para/gade for short) is a conversation system
setup, letting the player choose how to play Commander Shepard. This impacts
many things.
Selfless, altruistic, and understanding choices typically garner paragon
points, which (1) help heal Shepard's scarring (2) can reclaim loyalty on
allies who've lost it (3) unlock paragon-specific options, allowing one to
get more paragon points faster. Ruthless, hateful, dismissive, and selfish
options give renegade points, which (1) make Shepard's scarring more prominent
(2) may affect certain situations with love interests (3) unlock renegade-
-specific options, which give more renegade points if chosen.
The "answer wheel" appears during dialogue and features all the current
choices the player can pick. The NW and NE options are "paragon" by nature,
while the SW and SE options are "renegade" by nature. The left/rightmost
options show ambivalence and are considered "neutral," giving no points to
either gauge. The leftmost neutral slot is also used for investigation
purposes, which can lead to more para/gade options or codex entries. [NOTE:
Certain choices give the points; there isn't a for-sure way to get them
without foreknowledge. Also, sometimes the conversation is geared toward one
outcome and, say, the "neutral" slot choice may give P/R points.] Here's
an fake example of an answer wheel:
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Please have some pie! -. _________ ,- Want some pie? |
| \//¯¯¯¯¯¯¯\\/ |
| Investigate. --(( ))-- I'm eating pie. |
| /\\_______//\ |
| Touch my pie and die. -' ¯¯¯¯¯¯¯¯¯ '- My pie! MINE! |
|____________________________________________________________|
The NW/NE options are typically "paragon" by nature, while the SW/SE are the
"renegade" choices. The leftmost is for investigatory purposes, while the
rightmost is mostly ambivalent (neutral) by default. However, because there's
no way to tell which options give para/gade without foreknowledge, a player'll
often have to retry to get the desired outcome. [Some answer wheels don't
give six options like above, so, say, the rightmost option could give paragon
points, etc.]
FIELD OBJECTS [FLDO]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When exploring vast new worlds, there's plenty of things, environmental or
not, to watch out for.
• Enemies -- duh, right? From measly organics to big bad Geth Colossi, there
are tons of enemies to sift through, and their arsenals all differ.
• Ammo Clips -- ME1 may have had unlimited ammo, but that's all gone for this
game. Defeated enemies may drop ammo clips -- shimmering cylinder-like
objects -- that partially replenish all normal weapons carried on Shepard's
person (AI-controlled allies don't take clips). Heavy weapons ammo is not
replenished in this way, however; the player has to find crates labelled as
"power cells" to get more. While heavy weapons have some of the worst ammo
capacities in the game, don't despair! There are ways to upgrade those
crappy carrying limits until y'won't even remember they existed.
• Explosive Canisters -- hitting one of these a few times blows up, dealing
area damage to any friend or foe in the area. It's always best to take 'em
out beforehand or detonate 'em tactically. [Containment cells, explosive
crates, and such variants follow the same rules.]
• Raw Elements -- sometimes there are cases of mined ore that can be robbed,
adding 'x' amount (usually 150-1000ish) of the 4 main elements to the ship
supply. There's no downside to taking these and they never require hacking,
so help yerself.
• Weapons Lockers -- inspecting one of these refills all current ammo, as
well as letting one change weapons at leisure. Repeatedly switching one's
heavy weapons is a good way to get the "Master at Arms" achievement, by
the way.
NEW GAME PLUS [NGMP]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
After beating ME2 once, a player can unlock this mode, which allows them to
replay the game with some of their former file's things. To access the mode,
choose to start a new game, then "import ME2 character" and use Y-button to
switch careers. NGPs carry over the following things, with bonuses pointed
out as such.
• Character's level
• All armor and weapons (including heavy weapons)
• Assigned skillpoints (can be redistributed)
• All EXP gains x1.25 [BONUS]
• 50,000 of each element [BONUS]
• 200,000 credits [BONUS]
• Choose a skill during character creation [BONUS]
NOTE: NGP characters cannot change their class, although those imported from
ME1 still can.
IMPORTING [MPRT]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If a gamer has completed Mass Effect (1) and has a cleared save available,
they can import that character into the 2nd game, rather than creating a new
Shepard. Here's a list of things of ME1 bonuses.
• [If import Shep was under Lv50] 1000 Experience + 2500 Elements each, 20000c
• [If import Shep was Level 50+ ] 2000 Experience + 5000 Elements each, 30000c
• [If import Shep was Level 60 ] 5000 Experience + 10K Elements each, 50000c
• Bonus starting para/gade points depending on ME1 Shepard's nature (190 max)
• 100,000 credits (if ME1 character obtained Rich achievement)
These bonuses do stack with NG+ bonuses, too. Other ME1-specific events that
bring gravity to ME2 are as follows -- SPOILERS FOLLOW:
• Helping Gianna Parasini on Noveria
- Opens the "Gianna Parasini" sidequest on Ilium
• Saving the majority of people in Zhu's Hope
- Opens the "Medical Scans" sidequest on Ilium
• Killing Wrex on Virmire
- Saving him has Wrex as chieftain on Tuchanka
• Killing Rana Thanoptis on Virmire
- Saving her gives her a cameo during "Recruit the Krogan"
• Kaidan Alenko or Ashley Williams dying on Virmire
- One meeting on Horizon and a few lines elsewhere about the past
• Whether or not Shepard saved the Council at end of ME1
- Changes whether or not the council is human-dominated
• Whoever was picked to be humanity's ambassador in the Council (at ME1 end)
- Changes a few lines here and there.
These events affect ME2, either with a sidequest about them or just a few
lines from random NPCs (like in the case of the rachni queen on Noveria). Some
ME1 events, like saving minor NPCs, may earn thank-you emails later on.
TIPS N' TRICKS [TPST]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
• SAVING. A fundament of any game, saving is very important, and this applies
even if auto-saves are turned on. As you'll soon find, auto-saving takes
place only when going back to the Normandy, to a planet/location, or after
certain storyline-based events. That leaves a whole lotta space in-between,
and if the player isn't diligent about saving, it can get pretty annoying
if things go south. The game keeps track of the # of saves, but it affects
nothing so don't feel intimidated. ME2 gives the option to restart missions
entirely if something goes awry, but it's still good to have an alternative
save to fall back on.
• COVER YOURSELF. The enemy has no problem ganging up Commander Shepard, and
unlike allies, if s/he dies, it's automatic game over. Sidling up to a flat
(vertical) surface lets the commander back up to it, which not only provides
cover and quick-fire opportunities around corners, but gives a safe vantage
point to see enemies around without being pumped full of plasma. Just make
sure your back/flank is cleared first or someone can just walk up to the
team and play firing squad. [Shepard automatically takes cover when s/he
encounters an applicable object while sprinting.]
• BOTTLENECKING. No, not slide guitar! Some enemies will swamp the party on
many sides, which is an obvious disadvantage. So what to do? Find a bottle-
-neck, such as the access corridor the squad went in. By forcing the enemy
into the tight space ("bottleneck"), it gives perfect firing opportunities
by all allies and robs the enemy of any cover. This is not only a good all-
-around tactic but can be used as leverage if the allies aren't equipped
that well (which usually comes with being low-leveled). Note that not all
enemies are going to bumrush a corridor, so sometimes Shepard will have to
command allies to stay put and act as bait to draw enemies closer. Since
many uncharted planets' bases are exactly the same structure-wise, this
tactic will save a lot of grief.
• TEAMMATE SKILLS. Since Shepard's cohorts have fixed jobs, this means that
certain combinations may be good or bad (although all can work technically).
Some people -- like Wrex and Garrus -- are good at both weapons and biotics,
and this balance reflects in their skills and armor. Others, like Kaidan &
Liara, are best as support and aren't that useful in a straight-out fight.
Since the player can pick which job Shepard is, it's wise to surround one-
-self with allies who best compliment that setup. Either way, having
someone around with First Aid, Decryption, and Electronics skills will be a
good idea, so don't count those support units out yet.
• CHOICES MATTER. Shepard can be played as an altruistic saint, a neutral
fence-sitter, or a heartless bastard -- middle ground, however, gives noo
benefits. Doing good deeds and showing self-sacrifice will give points to
the Paragon gauge, while treating fellow races like crap, showing disdain
for others' plights, and acting like a loose cannon will give "Renegade"
points. There is no wrong way to play the commander, but be warned: some
situations can go awry unless Shepard's able to talk his/her way out of it!
[In the early going, investing points in the class-based para/gade booster
skill is a good idea.]
• JOURNAL IT: The journal keeps record of all missions and sidequests, even
which step they're currently on. Check it frequently for a refresher.
• MISSABLE UPGRADES: Many, many, many places are one-time-only romps, and
automatic scenes can ruin some exploration. Basically, don't put off
searching until the end! And think about saving before opening certain
doors, approaching large wide-open spaces where bosses may lurk, and so
forth.
_________________________
__ __ ____ ____ __________________________________/ III. WALKTHROUGH [WLKT] |_
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| 01) Lazarus Research Station [WK01]
|_|_|_|____|____|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
--- This walkthrough is written for Normal Difficulty! ---
[Paragon/Renegade points shown are at their default value]
_
|5|_____________ After completing the revivification project, the
| _• _____• _END real game starts, and Shepard can run around.
|_| | ___| | Miranda will be talking to our hero(ine) over
|_ |_| ___| the intercom, so use her directives to get yer
|_____ •| | bearings. First stop: the heavy pistol in the
___| ___| nearby weapons locker. In the future, the lockers
_| ___|___ will be spots to change Shepard's current arsenal
|_4 •| | _ ___ and replenish all normal guns' ammo. Take cover
|_|___ __|_| | | at the chosen spot to avoid the door's blast, and
| ___ | |•|___ pick up a thermal clip from the corpse outside.
| | |___|___ |
|_____| |• x| In the next room, keep an eye out for shimmering
___|_ | cylinders on the floor -- they're ammo pickups.
| 3 | | Vault over the barricade and take out the mech,
|_ _| | aiming for the head, of course. Repeat this in
|___ _| the adjacent room's squad as well, perhaps using
|_ ___| Disruptor Ammo (synthetic damage+) if learnt.
_|• |_
|_____ | |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_ 2 ___|_ _ _____ | • | Battlesite |
| | 1 | | | | x | Jacob's Location |
| |START | | 1 | M-3 Predator [Pistol] |
| |_____|_| • | | 2 | M-100 Grenade Launcher |
| | |_| | | | 3 | Wallsafe (975c) |
|_ • ___|_| | 4 | Datapad (900c) |
| _____| | 5 | Datapad (975c) |
|_| |___|________________________|
Down the hall, Miranda informs Shepard that some mechs are bustin' in, so
take the M-100 Grenade Launcher (huzzah!) and blow up the fools when they
crash through the lower bulkhead. Note that heavy weapons ammo is NOT
replenished by weapons lockers or ammo pickups, rather by specific crates
called "power cells"...and even then, only a handful of shells are obtained.
The ammo can be used with any heavy weapon and has an "exchange rate" with
other types -- three grenade launcher shells can mean 'x' amount of fire w/
the flamethrower obtained later on, to just name one instance.
Down the elevator, sprint through the flaming geyser and unlock a few doors.
A nearby office has a few datalogs to listen to, plus a wall safe to hack.
ME1 had a simple Simon-like minigame for all its hacking, but ME2 switches it
up a bit: here, to fix the circuit, Shepard must match the 6-8 nodes...a
memory game, basically. [Save beforehand until y'get the hang of it; reload
if it fails.]
Using the nearby stairway, continue until a Cerberus employee (Jacob) is
found fending off a mech attack all by his lonesome. This is one of the first
times where dialogue choices can influence Shepard's Paragon/Renegade points.
[+2R] I need answers!
[+2P] Just a few questions...
[+2R] I'm tired of taking orders!
The fight can be finished off by ordering Jacob to use his Pull biotic power.
After, Jacob becomes a "subordinate" which basically means Shepard can give
him orders and start screwing around with his skillpoints. Through the next
doors, there'll be light resistance as Wilson radios in his position. Down the
twisting hall, eventually they'll find the good doctor in Server Room B.
[+2P] Let's get you out of here.
Shepard will have to heal the injured comrade before moving on. Take some
medigel from the first aid station, then use & select Unity from the power
wheel to heal him.
NOTE: There's a glitch here where Shepard takes the medigel before the task
updates, so it points to the wall station but Unity is still locked.
This is easily rectified, however; it's just worth mentioning if you're
too hasty.
Following, hacked mechs storm the room and Wilson's only ability (Overload)
is necessary to clear the explosive canisters blocking the way.
[+2P] That sounds familiar...
[+2R] You lied to me.
[+2P, +2R] I'll never work for Cerberus!
[+2R] Fine. Let's go.
[+4R] What are you after?
Through the next door, another datapad can be hacked for credits. This one
features the game's other minigame, similar to the memory-oriented one except
with segments of code. Many snippits of code appear and Shepard has to pick
the right one three times in a row to hack -- picking the wrong one is a
step backward, while hitting the red "X"-ed out portions screw the whole
thing up. If the time limit ends, the amount of credits able to be obtained
starts decreasing. There's really no trick to this besides (1) practicing
making this much easier (2) the codes are colorized and have idiosyncracies
in their shape, so try focusing on that.
Down the hall, the shuttle bay is reached. There are two specific mech squads
to fight here: one near the entrance and one near the upper walkway, a group
of 4-5. There's a datapad to hack here as well, if y'want. Opposite there,
approach the door to have Miranda show up and dispose of the traitor.
[+2R] I knew he was lying.
Then it's time to blow this joint.
SHUTTLE RIDE
¯¯¯¯¯¯¯¯¯¯¯¯
After escaping the base, Miranda and Jacob ask a few questions to make sure
Shepard's noggin is in tiptop shape. The questions differ depending on the
protagonist's background, as well as events from ME1 if the player's using an
imported profile.
DOCKING STATION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
After escaping, everyone ends up at some unnamed place, although it's listed
as the research station (same as before) in the savefile. Either way, the
task is to talk to the Illusive Man downstairs. If the player's obtained DLC
armor by now, use the armor wardrobe on the wall to get the "Fashionista"
achievement early.
Downstairs, it's conversation time with Shepard's new employer. As y'can see,
making nice and agreeing with Cerberus, Shepard's old nemesis, gives renegade
points, while remaining skeptical of IM's motives give paragon points. This
is how it'll be for a long time.
[+2P] You don't know me.
[+2R] I need some answers.
[+2P] You're not my friend.
[+2R] Skip the pleasantries.
[+2R] Not bad.
[+2P] I'll need a lot of convincing.
[+2P] Maybe I believe you.
[+2R] Where do we start?
[+2P] Do I have a choice?
[+2R] I'll find the evidence.
Afterwards (optionally), Shepard can talk with Miranda...
[+2P] Thanks for resurrecting me.
[+2P] I'll do my best.
[+2R] You sound jealous.
[+2P] We don't have to be enemies.
[+2R] Is there a problem here?
[+2R] What's your problem?
...and Jacob.
[+2P] Those colonists need my help.
[+2P] I didn't join Cerberus.
[+2R] I'll reserve judgement.
[+2P] Yes.
[+2R] I'm not sure.
[+2R] No.
Taking the door near where Shepard started finishes this mission, and for
those who imported ME1 saves, it's a good overview for all the bonuses
obtained. [Mission reward: 3750c, 1000 EXP]
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| 02) Freedom's Progress [WK02]
|_|_|_|____|____|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Veetor-|¯¯¯| En route via shuttle...
___|_ |¯¯¯|
| 78 ___| | [+2P] Someone could still be alive.
_|¯ ¯|_ [+2R] Do whatever it takes.
|6 | BOSS | x |
|_ *| | _| The first thing a player notices when arriving is that
|_ ¯¯¯¯¯ _| the team has been outfitted with more weapons, although
|_ _| which ones are applicable to Shepard depends on his/her
|¯ ¯| class. For instance, a jack-of-all-trades Soldier'd have:
|x•¯ |
| | |_|_ • M-3 Predator [Heavy Pistol]
|5|___ | • M-100 [Grenade Launcher]
¯| ___| • M-23 Katana [Shotgun]
|_ | • M-8 Avenger [Assault Rifle]
|_ |_ • M-93 Mantis [Sniper Rifle]
_| _ _|
_____|• _ | Not too shabby, huh?
|4 • ___| | x |
¯|_ |___ ¯¯¯ |¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|_ |-Tali | * | Power Cells |
_|_ |_ | • | Battlesite |
|3|• _| | | x | Medkit Location |
|_ ___|____ ___ | 1 | Spare Parts (1000c) |
|2x _ _ |__ ___| _|_____ | 2 | Wall Safe (2000c) |
|____| |_ | ) _| | _ _| | 3 | Spare Parts (1000c) |
|_ | ( | _| | 4 | Wall Safe (2000c) |
|• | |_ | | 5 | Spare Parts (1000c) |
|___|1( __/ | | 6 | Wall Safe (3000c) |
¯ )___|___| _ | | 7 | 2000 Iridium |
| |_| | | 8 | Heavy Weapon Ammo [Upgrade] |
|START| |___|_____________________________|
¯¯¯¯¯
Don't forget to start tweaking Miranda and Jacob's skillpoints, if y'haven't
already. This place is mostly deserted, with only two areas having programmed
mechs to fight (use Disruptor Ammo and Miranda's Overload for easier wins).
There's a few junkpiles with salvagable credit caches, though, so feel free
to plunder this ghost town. Eventually, the Cerberus squad will stumble upon
a quarian investigation team spearheaded by an old comrade...
[+2R] Don't point those guns at me.
[+2P] I didn't have a choice.
[+2R] I did it to help humanity!
[+2R] You think he's alive?
[+2P] We need to team up.
[+2R] We'll handle it from here.
[+2P] Sounds like a plan.
[+2R] Forget it.
Once the teams part ways, downstairs there's a hackable wall safe and a lone
mech guarding it. Outside, recon annoying mech drones will be flying around.
Don't bother wasting tons of ammo on these morons -- use Jacob and Miranda's
biotic powers (and Shepard's techs) to avoid careless shots. Overload, like
usual, is especially good against these suckers. This battle repeats down the
next house's stairway. There's a medkit here, although if Shepard's already
at full capacity, a minute amount of credits is received instead (in case
y'think the legend for the map above is wrong). To breach the loading docks,
direct the subordinates to either side of the door by pressing left/right on
d-pad at the designated spots.
Immediately following, the Cerberus squad must fight off a giant YMIR mech,
armed with rockets and heavy machine guns. It's also protectedy by shields
and armor, so biotics like Pull won't work. Take cover behind a white crate
stack (don't make the mistake of hoping a "fragile crate" will stop bullets!)
and turn on Distruptor Ammo if known. Miranda's Overload is a good skill and
she'll spam it constantly if the "Squad Power Usage" option is set to "yes."
Whatever y'do, don't leave cover to fight it mano e mano -- it'll chew fleshy
organics up pretty easily. It only has a barrier and armor, no 3rd health
bar.
Afterwards, search the two side houses for goodies and inspect the YMIR's
ruins for a Heavy Weapon Upgrade, the first of five obtainable. Upgrades are
not usable until a head scientist is recruited, which will be one of the next
tasks coming up. This is a ONE-TIME-ONLY visit, so scour before continuing!
In the final bay, Veetor is holed up like some loony, but none of the answers
given matter paragon/renegade-wise. Might as well give Veetor back to Tali,
eh?
ILLUSIVE MAN COMMUNICATION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Time for debriefing once the boss comes a-knockin'. The choices differ
slightly depending on whether Veetor was taken or released into Tali's
custody, but none affect paragon/renegade points.
Mission ends once our fave pilot rejoins Shepard. [Reward: 10000c, 1000 EXP]
NORMANDY SR-2
¯¯¯¯¯¯¯¯¯¯¯¯¯
[+2P] Joker won't like this.
[+2R] AIs are dangerous.
[+2R] Glad to hear it.
The Normandy SR-2 is Shepard's new "gift" from Cerberus, and s/he'll be able
to take it around the galaxy just like the previous game. Shepard's private
cabin is on the top floor; the 2nd floor has the galaxy map and armory; the
third floor has crew quarters and Chakwas; the lowest floor only has a few
engineers right now. If a player's wondering why certain parts of the ship're
inaccessible, don't worry -- each invited character settles into a different
part of the ship, and those places are where they can be talked to.
Mass Effect 2 culminates in a "suicide mission," which goes well depending on
how many people are recruited (and subsequent loyalty gained), and badly if
Shepard's preparations are done in a slipshod manner -- ignoring invites,
lost loyalty, ship upgrades not done, etc. Basically, the majority of the
game is preparation to this one big event. There's plenty to do before then
though, with the main objectives right now being...
• The Veteran [Zaeed] -- Omega (requires Zaeed's DLC)
• The Professor [Mordin] -- Omega
• Archangel -- Omega
• The Warlord [Dr. Okeer] -- Korlus
• The Convict -- Prison Ship Purgatory
• The Master Thief -- Citadel (requires Kasumi's DLC -- see section LY05)
Omega's the next stop since there's three people to recruit there (or just
two, if Zaeed's DLC isn't obtained yet). RECRUITMENT CAN BE DONE IN ANY ORDER
so don't feel pressured to follow the walkthrough's order (although some of
the post-crew dialogue may change if y'don't).
A little paragon/renegadeness before leaving...
-------------------------------------+--------------------------------------
PTS DIALOGUE OPTION | PERSON
-------------------------------------+--------------------------------------
[+2R] Bringing you wasn't my choice. | Jacob
[+2P] Glad to have you aboard. | "
[+2P] I appreciate your honesty. | "
[+2R] Do your job. Nothing more. | "
[+2P] Why are you here? | Dr. Chakwas
[+2P] Hello. | Engineer Donnelly/Engineer Daniels
Asking the mess sergeant, Dr. Chakwas, and lowest-floor engineers what they
need gives the "Special Ingredients," "Find Brandy," and "Find F&A Couplings"
side missions. There are various points of interest to see as well, and they
often add codex entries (which go towards the Scholar achievement). After the
ship's acquainted with, check Shepard's private terminal -- either in the
cabin or by the galaxy map -- to see what's what. The Anderson one arrives
after a bit; any others are typically DLC-related.
SAHRABARIK CLUSTER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Access the galaxy map and this is the default area, where Omega is located.
For intercluster movement (the green ring at the periphery of the map), the
Normandy needs to buy fuel. This can only be bought at Fuel Depots, and one
nearby fits the bill...although there's no need to leave this system quite
yet. Omega is the next stop, although feel free to scan/probe the unexplored
planets nearby.
Omega is a giant asteroid city, and since it plays host to three of the
recruitable characters, there's a crapload of things to do here. Clicking
left analog can bring up the place's map, although one's been provided here
as well. [NOTE: Only certain places have maps to show in this manner; if the
map can't be accessed from the main menu, the area doesn't have one.]
Here's a list of sidequests available at the station:
• Talking with Kenn of Kenn's Salvage starts the "Struggling Quarian" quest
• Later, Ish can be found near the loading dock ("Packages for Ish" quest)
• Aria gives "The Patriarch" quest after Archangel or Mordin's recruited
• Talk with a barkeep in Lower Afterlife to start the "Batarian Bartender"
• "Datapad Recovered" is started during Archangel's recruitment
__ __ ____ ____ ___________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | __| __| 04) Omega: Recruit The Veteran [WK04] |
|_|_|_|____|____|___________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
After the Batarian "welcome wagon" is done, Zaeed can be found right down the
corridor, manhandling a prisoner.
[+2P] Welcome aboard.
[+2R] Report to the Normandy.
[+2P] No. He didn't.
[+2R] There's always a catch.
[+2P] We can do that.
[+2R] If there's time.
Zaeed goes to get settled in on the Normandy, although if y'want him ASAP,
simply go to the ship's docking door and "request" his presence. Yes, he's
really that easy to get! Additionally, the mission he mentioned earlier is
actually his loyalty one, and can be done right now if y'wish. [Finishing it
unlocks his Inferno Grenade ability...pretty awesome.]
NOTE: Being a DLC character, Zaeed does not have interactive conversations
like the rest of the team, and instead just rambles on about past
missions for fun. Basically, there's no paragon/renegade chances when
seeing him on the Normandy.
__ __ ____ ____ _____________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | __| __| 05) Omega: Recruit The Professor [WK05] |
|_|_|_|____|____|_____________________________________________________________|
_ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_________|2| The professor's presence is needed to open the ship's tech
| _ _ •| lab (and get upgrades), so he's a key character to recruit
| | |_| | -- the earlier the better. The mission starts when Shepard
| • | | 3 | visits the turian guard blocking the quarantine sector's
|¯¯¯ |¯¯¯| | entrance, #11 on the Omega map. He'll let everyone in w/o
| _|_|4 | much of a fuss, but unless the paragon/renegade decisions
_ _| |_ ¯|¯| | are made, the guards inside will be hostile.
|1| | ¯ _|
| START| | 5x| __ NOTE: Once inside, leaving is impossible until all
|¯¯¯¯¯¯¯ • _____|__| | events are finished!
| x |¯¯|_ |_| 8 __|
¯¯¯¯ |7 |_ | |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯| |_ |_ Clinic | $ | Mordin's Location |
|¯ • | __/__ | * | Power Cells |
| |_| __ |_|10 11| | • | Battlesite |
|_____|->| | |9x _| Daniel | x | Medkit |
| ¯ | ¯ |_ _\_ | 01 | 250 Element Zero |
¯¯|_| |¯12 | |x •| | 02 | Terminal (5000c) |
|¯¯¯¯¯ x |13 $ |___| _| | 03 | Datapad (2000c) |
|¯ _¯ (¯¯¯¯¯|x* 14| __ _| | 04 | Wall Safe (4000c) |
| | • \_ 15 ¯¯¯¯¯ 16|_ | | 05 | Salvaged Parts (1000c) |
|_ ___ ___|¯¯|¯¯¯¯¯¯ •| | 06 | Wall Safe (4000c) |
| x| |¯ ¯¯|___| | 07 | Assault Rifle Damage [Upgrade] |
¯¯¯¯¯_______| |_ | | 08 | 250 Element Zero |
| _______| _ | | 09 | 2000 Palladium |
| _ _ _ •_ __ | | 10 | Medigel Capacity [Upgrade] |
|____ _______| | 11 | 2000 Platinum |
_| | | 12 | 500 Element Zero |
|17x|_ | 13 | 2000 Iridium |
|_|• | | 14 | M-6 Carnifex [Heavy Pistol] |
|¯ _| | 15 | Gambling Terminal (3000c) |
___| |___ | 16 | Bank Terminal (5000c) |
| _ _ | | 17 | Spare Parts (1000c) |
|• _ • _ •| |____|________________________________|
| | |_| | |
|x| END |x| Part 1: Reaching the Clinic
¯ ¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The trek to Mordin's hospital starts at the quarantine sector's entrance,
so loot the nearby element zero box and move past the turian barricade. One
guard warns of vorcha and Blue Suns troopers beyond, so expect a fight! [Use
Incendiary Ammo if available.] After dispatching a dumb duo, Shepard can talk
with a nearby Batarian victim.
[+2R] Leave him.
[+5P] [Heal Batarian when prompted.]
[+2P] I'm here to help.
[+2R] I need information.
Saving him earns some paragon points, while leaving him to rot has no real
value (unless you want to steal his measly 2000c that badly). If saved, he
eventually sends a thank-you email...big whoop, right? There's a hackable
door nearby that lead to a slum corpse's wall safe, and further down the
hall, a battle with some Blue Suns hiding behind a barricade. They can be
taken out pretty easily from afar with the sniper rifle, although it's wise
to use the 2F mezzanine nearby for better line of sight. When there dead, a
residence nearby can be entered (hacked) and looted a bit. Talk to the
refugees if y'like.
[+5P] I'll help you get there.
[+5R] Hiding here won't save you.
Past the Blue Suns' barricade, snag the assault rifle damage upgrade and
continue down the corridor to the next battlesite. Like before, the option
of high ground is given for sniping, but the lower fountain area has plenty
of cover, too. Watch out for one of the flamethrower-carrying vorcha -- he's
quite lethal up-close! Afterwards, search the anterooms branching off this
area to find some scummy looters in an apartment. Shepard can ignore them
or play "catch the bullet" with their faces.
[+2P] I don't like looters.
[+5P] No...but someone will.
[+2R] Yes.
[+5R] If I have to.
Back at the last battlesite, the opposite side leads towards the downstairs
clinic. Loot the place, especially the medigel upgrade in a terminal, and
find Mordin in one of the rooms.
[+5R] [Interrupt and yell at Mordin]
[+5P] [Calm Mordin down with smooth talk]
[+2P] I'll take care of it.
[+2R] Why can't anything be simple?
Talking with Mordin earns the Carnifex Hand Cannon pistol, upgrading the
normal one. The Carnifex has fewer ammo but packs a wilder punch; just be
sure to aim well! [If y'don't want it, use the clinic's weapons locker to
change back.] The optional task of finding Mordin's apprentice Daniel is also
received 'round this time. Exit the clinic from the previously locked door
in the reception area.
PART 2: Save the Environment......al Plant
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Down the hall, a wild firefight begins in the Blue Suns' purlieu, a large
interior plaza sectioned off by debris, with a few waves of reinforcements
coming after most die. The structure allows plenty of flanking opportunities,
so don't get pinned down in the center or anything. Upstairs, the nearest
door leads to where Daniel's been captured.
[+5P] Nobody needs to die.
[+5R] Kill him, and you're next.
[+2P] Everyone stay calm.
[+5R] [Signal henchmen.]
</pre><pre id="faqspan-2">
Paragon/Renegade options can defuse the situation, although the other options
typically get Daniel killed. [Zaeed makes a funny comment if y'examine his
corpse, though, so maybe it's worth it?] The room opposite this one is the
next place to visit, leading past a small vorcha squad near a stairway. This
leads to a large walkway area with vorcha on far-off (inaccessible) balconies,
trying to "snipe" with rocket launchers. Take shelter on 2F and snipe those
suckers quickly to avoid needless damage and/or casualties. A couple more
waves appear at ground level near ventilation control's entrance, so they're
easier to take out from there.
Past a small skirmish, everyone reaches the final destination: the ventilation
fan room. An annoying vorcha initiates conversation when entered.
[+2P] Why are you doing this?
[+2R] You're dead.
This chamber's fights basically go like this: defeat a vorcha wave, approach
a local destination, fight a wave on the way back. After the 1st pack is
dead, turn on the fans on the center corridor -- this leaves two more machines
to start up, on either side of this area, before the mission is finally
complete and the cure's distributed. The remaining two fans can be done in
any order, but Blood Pack members are both below and on the upper inaccessible
balconies with their heavy-weapons rockets, so neutralizing them is similar
to the previous large area's strategy. When both are turned on, everyone's
automatically brought back to Mordin's lab.
[+2P] I'm sorry. He's dead. -.- Daniel perished
[+2R] He got himself killed. -'
[+2P] I saved your life! -.- Daniel saved/Batarians killed
[+2R] You ungrateful little ass! -'
[+2P] Will you join me?
[+2R] Don't forget our deal.
[+5P, +5R] [Successfully recruit Mordin?]
Mission reward: 25000c, 1000 EXP.
NORMANDY SR-2
¯¯¯¯¯¯¯¯¯¯¯¯¯
[+2P] Cerberus hasn't changed.
[+2R] Cerberus does good work.
[+2R] You think this is fascinating?
[+2P] Yes.
[+2R] Stay focused, Professor.
After that, the doc settles in. Shepard can start purchasing upgrades once
an upgrade is found (during gameplay) and by having appropriate amounts of
elements, found by mining unexplored planets and occasionally in field boxes.
"Investigating" new party members can lead them to suggest new upgrades; in
this case, Mordin suggests an omnitool (for him) to boost tech damage +20%.
There's also some new para/gade options to do with crewmembers, although the
horribly small, white font obscures what some of 'em say [any reader who has
eagle eyes should send me an email about what's written].
-------------------------------------+--------------------------------------
PTS DIALOGUE OPTION | PERSON
-------------------------------------+--------------------------------------
[+2P] Don't be so formal, Jacob | Jacob
[+2R] I need a reason? | "
[+2P] We're all in top shape. | " (female-only) -.- May be same answer;
[+2P] You're still in top shape. | " (male-only) -' I translated it
[+2P] None needed. | " wrong due to small
[+2R] Something you'd like to see? | " (female-only) font...perhaps?
[+2P] I like that you took a stand. | "
[+2R] They lost a good man. | "
[+2P] Thanks for thinking of me. | " (female-only)
[+2R] You think I'm perfect? | " (female-only)
[+2P] I make you nervous? | " (female-only)
[+2R] For now (?) | " (female-only)
[+2P] We don't need them. | " (male-only)
[+2R] Can't tell people everything. | " (male-only)
[+2P] I'm not Cerberus | Miranda
[+2R] This is my operation. | "
__ __ ____ ____ _____________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | __| __| 06) Omega: Recruit Archangel [WK06] |
|_|_|_|____|____|_____________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Archangel is known to be hiding out somewhere in Omega, but his exact area is
not known to the general public. To unearth his location, it's time to visit
the woman who rules Omega, Aria T'Loak, who stays in the Afterlife bar's
upper area. Approach her to start a few scenes:
[+2R] Like hell.
[+2P] Simple enough.
[+2R] I have similar rules.
Interrogate her about Archangel to learn the station's gangs are teaming up
to kill him, and the local merc recruiter nearby (like, literally down the
stairs) can sign Shepard up for the task.
[+5R] [Brandish gun (FemShep-only)]
As Shepard's leaving, some greenhorn packing a pistol walks in to the spot.
[+2P] How old are you?
[+2R] Yes.
[+5P] [Fix greenhorn's gun]
Helping the wannabe merc doesn't matter really -- forcing him to think twice
about his decision saves his life, and later he sends a thank-you email...not
that great. There's a space taxi near Omega's entrance (#3 on map) where one
can start the mission to find Archangel. Like usual, once started, there's no
going back until it's over.
|¯| _ _____
|•| |•| | _ _ |
| ¯¯¯ ¯ _•_ | |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¯¯¯|x | x | | * | Power Cells |
_______|_| |_|¯¯¯¯¯ | • | Battlesite |
| 6 x 9 x | | x | Medkit |
| x|¯¯¯¯¯ | 01 | 500 Element Zero |
| 87x | | 02 | Datapad (4000c) |
_ _ ¯¯| |¯¯ | 03 | Account (6000c) |
|2| _| | | | | 04 | Submachine Gun Damage [Upgrade] |
|¯¯¯¯¯|1|_| | |_ | | | 05 | Account (5000c) |
| |¯| _| |_| | | 06 | Tech Damage [Upgrade] |
|_ |¯¯¯|¯ |_ _| | | 07 | M-15a Vindicator [Assault Rifle] |
_| |_ ¯|3 ___| | 08 | Footlocker (2000c) |
| | ¯|¯ | | 09 | Wall Safe (4000c) |
| | | | |*45| |____|__________________________________|
|START| ¯¯¯
|_|_|_| After the taxi ride, Shepard ends up in the gang's staging
area -- although since s/he's hired, they don't attack on
sight or anything. A ways down the hall, a lounge with a few Eclipse members
can be found. They're not important, though -- it's a message on the table
that is. [Reading it opens the tiny "Omega: Archangel: Datapad Recovered"
sidequest.]
In the next hall, a side door leads to a disabled YMIR mech, which is to be
used in the assault against Archangel. Shepard has the option of hacking it
to attack the gangs when they restore function -- this saves a lot of wasted
time and ammo later. Without doing it, it's just another mech to scrap...do
the right thing an' sabotage that thing. The Blood Pack's lounge is down the
hall but there's not much to get there, 'sides a codex entry on the crew.
In the adjacent area, besides a hackable datapad, a bypassable door leads to
the Blood Pack weapon cache. There's a submachine gun damage upgrade, as well
as a few power cells and another datapad. Next stop: talking to Cathka's
nearby, who's trying to repair the gunship for the upcoming strike.
[+5R] [Stab Cathka in the back]
Killing Cathka seems to make the gunship easier to destroy later on, so it's
always wise to put a halt on his repairs. The storming sequence automatically
starts afterwards, with the mercs advancing across the bridge while avoiding
Archangel's deadeye sniping. There's a gauge tracking his vitals, and it'll
deplete as the mercs start picking away -- thus, the mission is to assassinate
the rest of the hired help and join up with our sniper. This is quite easy
for the most part as they're completely blindsided by the "betrayal." Take
the tech damage upgrade on the lower floors before going up.
As it turns out, Archangel is our old friend Garrus from Mass Effect 1 (I
only "spoil" this now since he'll be referred to as such for the walkthrough's
duration).
[+2P] It's good to see you.
[+2R] Is that you, Garrus?
[+2P] They won't get through.
[+2R] Let's kick ass.
[+5R] [Snipe a scout when looking through Garrus' rifle]
Garrus' vantage point is the perfect sniping spot, and that's where he'll
stay (AI-controlled), although Shepard can stay there with him and help pop
a few mech scout heads. Alternatively, the downstairs floors are a wealth of
cover and ammo pickups, and the balcony overlooking the 2F stairway has good
position, so those are other spots to think about using. It's advised to take
the Vindicator battle rifle on Garrus' couch since it's the best one in the
game -- it shoots in 5-round bursts so it's ridiculously accurate, but it
eats through ammo quickly so aim well. [Taking it now supersedes the current
assault rifle.] Anyway, overview of the situation:
WAVE 1: Footsoldiers approaching from the bridge, mixed mech/merc variety.
Most use assault rifles but a few shoot rockets.
WAVE 2: Jaroth's YMIR merc is brought out onto the bridge, and has a couple
mech/merch cohorts accompanying its approach. If Shepard hacked the mech
before, it'll go haywire and start shooting the cohorts nearby. It still has
to be destroyed but this way's much easier. [Use Overload and Disruptor Ammo
if needed. This one has 3 healthbars instead of two, since Jaroth is piloting
it directly.] Regroup with Archangel afterwards, perhaps saving beforehand.
[+5P] I'm not leaving you alone.
[+5R] You need help.
Shepard has the option of leaving an ally behind to help protect Garrus,
which drastically increases his survivability. On the flipside, it leaves
only two people to go take care of the remaining waves downstairs, and that
can pump up the hurt a bit (especially on higher difficulties). Obviously
Archangel ain't recruited if he bites the big one, and his healthbar doesn't
replenish in the downtime, so make a calculated decision here. [If you're
just interested in the paragon/renegade points, choose the option and then
renege.]
WAVE 3: To reach the downstairs portion, find the door underneath the ground-
-floor stairway and take that route. There's a weapons locker and medical
station here, so feel free to backtrack to it in case ammo gets low. There
are three shutters to close here -- the first is easily accessible, and will
stop any foes from flooding in that direction. The remaining two, on either
side of that door, are past enemy-infested routes. Most foes are light-armored
vorcha so headshots work well, 'specially with the new Vindicator. Just
remember the waves are infinite, so work quickly, efficiently, and use plenty
of cover. [NOTE: The enemy will disengage the shutter lock if they get a
chance, so y'gotta keep fighting to the bitter end!]
WAVE 4: Shepard automatically returns to Archangel's base after closing all
shutters. Garm and his Blood Pack vorcha will have cut through a door to
infiltrate the place, and are hellbent on killing Garrus on the upstairs
balcony. Take care of the cohorts ASAP and get upstairs to help the sniper,
since he won't be able to take much of Garm's relentless Krogan assault.
[Biotics like Pull are great for making him an easy target.] Heal up, save,
and talk with Garrus afterwards to start the final wave.
WAVE 5: This is less a wave than it is a full-out assault! Tarak will have
seized control of the gunship and deposits a few foot soldiers in the 2F
balcony region, so protect Garrus (if he's hurting) and quickly take out
everyone, especially the leader Jertha (or something, the font's too small
to read!) who has a triple-layer healthbar. Next, some normal troops are let
into the downstairs part via the window, so use the stairway bottleneck as
the focus point.
WAVE 6: The final section is defeating the gunship that got Garrus, who won't
be participating in this fight (on the flipside, there's no healthbar to pay
attention to). If Shepard killed Cathka during the preamble part of this
mission, then the gunship should start at low health, perhaps not even a full
bar. It's main methods of attack are (1) depositing troopers at window access
points (2) using its mean machine-gun attacks (3) firing streams of incendiary
rockets. It's able to flank one so switch cover when appropriate, and use
synthetic-related skills (Overload, Disruptor/Warp Ammo) to neutralize it
quicker.
Mission reward: 20000c, 1000 EXP
NORMANDY SR-2
¯¯¯¯¯¯¯¯¯¯¯¯¯
[+2P] No worse than usual, buddy.
[+2P] You've got my back.
[+2R] Cerberus is right this time.
Garrus will have situated himself on the crew floor, in the defenses section
past the mess sergeant's place. When pressed for upgrade suggestions, he'll
unlock the Thanix Cannon armament for the Normandy, which can help its
survival later on (get it eventually, yeah?). Inspecting the icon near him
also adds codex entries for Disruptor Torpedoes & the Javelin.
-------------------------------------+--------------------------------------
PTS DIALOGUE OPTION | PERSON
-------------------------------------+--------------------------------------
[+2P] What did you do? | Mordin
[+2R] I suspected as much. | "
[+2P] This is good news. | "
[+2R] This is a major threat. | "
[+2P] What you did was wrong. | "
[+2P] Thank you for telling me. | "
[+2R] You did the right thing. | "
[+2P] We're not with them. | Garrus
[+2R] Glad you're happy here. | "
[AUTHOR'S NOTE TO SELF: Miranda has no new dialogue (doesn't want to talk);
FemShep trying to flirt with Jacob leads to no new para/gade options; Kelly
has a fruitless p/r dialogue about cuddling Garrus]
The remaining two recruits (Warlord, The Convict) are located in different
star systems, so using the cluster's mass relay is necessary to visit them.
So far the team doesn't have a stellar biotic character, so getting our
imprisoned friend is a good idea.
__ __ ____ ____ _____________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | __| __| 07) Purgatory: Recruit the Convict [WK07] |
|_|_|_|____|____|_____________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Prison Ship Purgatory is the next stop, and located by a simple cluster
jump. As usual, this is a one-time-only dungeon so come prepared.
Down the docking corridor, a guard has an annoying gimme-yer-weapons request.
[+2R] Go to hell.
[+2R] It's not going to happen.
From that point on, Shepard can walk around the vessel at leisure, with the
destination being outprocessing. Down the way, a prison guard is overwatching
a beating of some ruffian. Shepard can use some wiles to stop the relentless
kicking, or tip his hat. [Para/gade choices required in part here.]
[+2P] Is this necessary?
[+2R] That's justice.
[+5P] This is beneath you.
[+5R] I told you to stop.
[+2R] You're doing the right thing.
The other prisoners ain't important. Outprocessing is straight on through
the next door, but of course, nothing goes as planned -- the warden withdraws
his hospitality and wants Shepard for his little collection.
[+2P] Let's negotiate.
[+2R] Hell, no.
[+2R] What about serving the galaxy?
Time to bust out of this refrigerator! A few local troops storm the room in
an attempt to subdue Shepard's squad, but the numerous desk arrays make it
quite good in a standoff, cover-wise. And, of course, the Blue Suns enemies
are organic in nature, meaning techs like Incendiary Ammo will murder in this
dungeon. Play janitor with the next corridor's gangbangers and kill a techie
controlling the cryogenic freezer; screwing with that will unlock Jack from
stasis. Try to help her (!) fight the YMIR mechs and find she's already
clobbered them single-handedly...g'dang. Check one of the junkers to get a
Damage Protection upgrade, then hit the road.
The next hallway has a blown-up door, leading into a large isolation chamber
that's...uh, caught fire. A lot. Part of the walkway is trashed, and there's
a lot of detritus around as well -- use it all as cover when fighting off
a few escapees and the YMIR mech down the way (Overload, Disruptor Ammo,
etc). May not even have to waste any heavy weapons ammo. Loot the room for
upgrades and credits, then do the same for the next corridor. It's mostly
the same deal, just with more mercs and the YMIR has three health bars. [Use
cover under the walkways to fight the mech.]
Through the next hallway, the party arrives at the final cellblock, where
the evil warden has activated a barrier and is poised to let his flunkies
put new holes in Shepard's hide. The barrier's strength is marked with a
gauge, and decreases when its generators -- the devices the blue, wavy beams
stem from -- are deactivated (being shot, obviously). When all three are
destroyed, it's time to put the warden on ice, too. He's got three health
bars but that shouldn't be too important. [Cohorts still enter the room via
an inaccessible doorway, for reference, so ammo doesn't run out.] Warden's
got a mean assault rifle, and not a burstfire type, so at long ranges it's
less accurate...sniping him's a good idea.
Once Kuril's cooked, it's time to meet Jack, although her "coercion" dialogue
doesn't affect anything. Even if Shepard bluffs about letting her see the
files, they'll still be anyway.
MISSION REWARD: 15000c, 1000 EXP
NORMANDY SR-2
¯¯¯¯¯¯¯¯¯¯¯¯¯
[+2P] Give her the files now.
[+2R] You can wait for your files.
Jack settles into the bottom of the ship, underneath the engineers' area, and
when asked, can contributed a "Subject Zero Biotic Boost" implant that raises
her biotic damage 20%.
-------------------------------------+--------------------------------------
PTS DIALOGUE OPTION | PERSON
-------------------------------------+--------------------------------------
[+2P] Glad they're helping. | Jack
[+2P] I can't let you do that. | "
[+2P] Do you want better quarters? | "
[+2P] My mission is too important. | "
[+2R] How would you help? | "
[Garrus, Miranda, Mordin, and Jacob should have no new dialogue currently.]
With a biotic user in tow, that only leaves the Krogan warload to recruit.
Mass-relaying to the Eagle Nebula is necessary to find this battle titan...
__ __ ____ ____ _____________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | __| __| 08) Korlus: Recruit the Krogan [WK08] |
|_|_|_|____|____|_____________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This mission takes place in the Eagle Nebula's Imir system, planet Korlus.
_____
| x | ___ ___
| | •¯¯¯| |7 | |
| |___|5|_|¯ _| |
|_ • 4|___•¯ | _|
_______ | |¯ |6 *| |
|¯¯¯| ___| _ |___ | •¯|_ ¯|¯ • |
( |•|_| _ •| | • 1 •|___ ___|___ | | _| |
| | |x | | | |¯¯¯¯¯| | | | |•| | ___| Okeer
) |_ •| | |_| | • x | |___|_ 3x* _| |• _ | _ __/__ ___
(__| |___| | ¯¯¯¯¯ 2| |___| | _ •|_|x| 9 | |
START ¯¯¯¯¯¯¯¯¯ | |• _ 8 _| |
|_____| |_|_____| _|
| |
Jedore (BOSS) -| | | |
|_________|
After landing in the ruins, trek down the debris path until a lookout post's
reached. Past the goons, there's a wounded merc whining on the ground.
[+2P] Medigel change your mind?
[+2R] Where's the warlord?
[+5P] Get rid of them. [or] The radio. Get rid of them.
[+5R] Reply with bad directions.
[+5R] [Shoot merc when he defies directive]
[+5P] [Merc isn't killed during conversation]
If the team doesn't help the merc, he tries to radio his superiors about the
offworld presence at the facility. Not killing him during the transmission
finalizes that radio contact, and the people ahead will know it's invaders,
not krogan, who are attacking. [This may increase resistance later on.] The
para/gade options aren't necessary here -- shooting the guy is always an
option.
Blue Suns troopers constitute a few skirmishes down the path, often mounting
their attacks from upper (inaccessible) walkways, so don't get blindsided.
The 2nd fight has a few rocket-firing heavies, so take cover immediately.
After the 3rd fight, Shepard can talk with a "friendly" tank-grown Krogan
to open the way forward, but no para/gade options to speak of here. This
dirty route leads to an open area of criss-crossing walkways, where quite a
few Krogan "rejects" put up a fight. Berserkers carry rockets and fire 'em on
a dime, so find cover and don't leave unless they flank. After, don't forget
to search the area for ammo! Hack the stairway door to complete this lower
section.
The middle section of the area is inhabited by the same mix of mercs, and is
not that different from the first. Be sure to snag the sniper rifle damage
upgrade (start), one of the few available on this level. The rest of the
hackable objects just give credits. Upon completing the middle portion, which
leads into a small medical bay. A normal playthrough has nothing extra here,
but if one's playing an ME1 import, Rana Thanoptis (the girl from Virmire in
first game) will be here.
[+2P] Why are you here?
[+2R] Everyone there should be dead.
[+2P] Try harder to avoid trouble.
[+2R] Stay out of my way.
Through the next door, the party finds Warlord Okeer hard at work. There's a
Krogan Vitality upgrade from a hackable terminal, and unlike others, only two
can be found, so missing one would suck pretty badly. Don't leave without it!
[+2P] Okeer, I presume?
[+2R] Names first.
[+2R] Change your tone.
[+2P] A tough decision.
[+2R] I did what I had to do.
[+2P] Will you join us?
[+2R] Is your soldier ready?
[+2R] I'm handing you to Cerberus.
[+2P] Why so concerned?
[+2R] Looks like I hold power now.
Okeer stays behind while he tasks everyone with killing Jedore, the lab's
local Blue Suns representative. She's located at the landing below Okeer's
overwatch position, accessible by a side stair. The final battle of this
dungeon involves fighting "crazy" Krogan rejects released from their tubes;
a YMIR mech that activates when shot or after a bit; and Jedore, who has 3
healthbars and fires rockets throughout the battle. Incendiary Ammo is good
for the organic targets, while Overload/Disruptor Ammo/Warp are good for the
synthetics. The best place to fight everything off is the row of tubes near
the entrance, which puts good distance between Jedore and the YMIR, while
giving decent firing opportunities. [Flanking the boss can work too.] Note
that on higher difficulties, it may be best to headshot Jedore from afar with
the sniper rifle, since her demise means no more krogans are released.
Afterwards, return to find Okeer gone and his "pure warrior" in its test tube.
No matter the team's hesistancy, the Krogan package is taken onboard the
Normandy. [No para/gade options.]
Mission Reward: 20000c, 1000 EXP
NORMANDY SR-2
¯¯¯¯¯¯¯¯¯¯¯¯¯
[+2P] Relax, it's sealed.
[+2R] Keep it to yourselves.
[+2P] So we'll be careful.
[+2R] He gets out, we vent the hold.
Shepard now has the ability to let the Krogan (named "Grunt") out of its
tube, despite the crew's fears. Taking a self-defensive/understanding stance
typically gives paragon points here; exerting control by force gives renegade.
[+2P] He's too valuable to leave.
[+2R] Do as I say, EDI
[+2P] You'll get more than that.
[+5P] Join my crew. We'll find it.
[+5R] My command is your reason.
[+2P] Stand down or else.
[+5R] [Shoot Grunt when prompted.]
[+2P] You leave me no choice.
[+2R] I was being generous.
When asked about upgrades, the Claymore Heavy Shotgun (Grunt-only) becomes
available. This sucker is a great close-range weapon, although if a player's
already downloaded the Eviscerator (DLC), it's not likely to replace it.
-------------------------------------+--------------------------------------
PTS DIALOGUE OPTION | PERSON
-------------------------------------+--------------------------------------
[+2R] I wouldn't joke about that. | Jack
[+2P] You don't trust anyone? | "
[+2R] You're bitter as hell. | "
[+2P] You regret none of it? | "
[AUTHOR'S NOTE TO SELF: Grunt, Garrus, Miranda, Jacob, and Mordin are all too
busy to talk, if their previous (where applicable) conversations were viewed.]
If a reader's following this walkthrough, all recruitment dossiers should've
been completed. Visit the galaxy map control deck and Kelly mentions Illusive
Man wishes to speak with Shepard in the briefing room (between armory and
tech lab, to wit). VISITING ILLUSIVE MAN STARTS NEXT MISSION AUTOMATICALLY,
so if y'have other affairs to take care of, like Zaeed's loyalty mission,
they can be done first.
Once the crew disembarks, the first battle takes place at an outdoor loading
area. The Collectors are armed a little better than typical gangbangers, and
a few may even have particle beams (heavy weapons classification), so take
cover and prioritize those types first. These baddies are organic -- stuff
'em full of Incendiary Ammo (etc.) and they'll fold like origami swans.
After reaching the settlement proper, some collectors fly (!) in and bring
one of ME1's mainstay enemies: husks! These humans have been modified by
geth/reaper technology and have become synthetics, able to release a biotic
blast (stemming from self) at close ranges. They're not that hard to kill but
often appear in groups, mere cannon fodder for the more equipped foes. Loot
the area, especially the heavy skin weave upgrade, and observe a dead husk
down the road.
[+2P] Let's go save the colonists.
[+2R] We're wasting time here.
The previous area is now blocked off, and the only way forward is through
what used to be the colony's main residential area. The houses have large
porches and walk-ups, making good cover from the collectors scouring the
place. This neighborhood doesn't have much of interest, but the next one
has plenty to loot, including a Particle Beam heavy weapon laying against a
coffin-like object. [One of the multistory houses has some hackable credits,
too.] This 2nd neighborhood's battle is where Harbinger, the Collectors'
general, is introduced. He will "hack" normal collectors and "assume direct
control," being able to fight on the battlefield through them. He's tougher
than normal grunts, but one can cut down on how many times he appears by
killing the cohorts first. Lesson: Harbinger can't reappear if his squad's
toast. A garage nearby has to be hacked to continue; a mechanic's met there.
[+2R] Calm down!
[+2P] Who are you?
[+2P] Wait here.
[+2R] You're a coward!
The mechanic mentions defense towers situated at the spaceport, so there's
the next destination -- loot the garage before going, of course, 'cause the
team won't be able to come back in. [NOTE: Don't be so hasty in switching out
the collector particle beam; it's great against the scions coming up.]
In the next plaza, more collectors! As said, the particle beam is particularly
good against the husk scions, giant organic beings with a lot more armoring
than usual. Incinerate and Incendiary Ammo can all help, just as sniper
rifles can. Either way, take cover when they're around because they like to
use Shockwave. [One tactic is to move in close range to lure them into using
shockwave, rather than their gun-like move, then moving out of range to avoid
the shot. By continuously baiting them like this, they may be more managable.]
Either way, when everyone's roasted, search the surrounding residences for
goodies, including a collector corpse carrying a biotic upgrade, and bypass
the far door's security to reach the spaceport.
This is the final area of this map, filled with boxes and other collector-
-brought junk. To kickstart the events, dual scions with accompanying husks!
Take out the minions first, since they tend to swamp Shepard when s/he's
focusing on the stronger baddies (and be prepared to use Unity, since someone
always seems to die 'round here). The best place to fight off scions is the
peripheral walkways, which gives good cover and plays off the foes' slowness.
NOTE: When opening the door into the final area, it's possible to kill the
scions (who are obscured behind the central platform) from afar without
repercussion. Sniping is the best way to take them out, with damage-
-boosting abilities (like Adrenaline Rush) and Incendiary Ammo turned
on. No weakpoints are visible, but on the flipside, it's possible to
loot the previous residential area for ammo, if needed. [Killing the
scions before the husks are summoned means they _won't_ be summoned!]
When able, hack the central computer to reestablish contact with the Normandy.
This starts the remaining waves, fighting off collector drones, a few husks,
and Harbinger until the towers are back online. [There are 3 waves of normal
guys. Be sure to collect ammo refills in the downtime, especially if you're
using the Vindicator; starting the next part with low ammo kinda sucks...]
The FINAL FINAL fight on this level is against a collector Praetorian, a
hovering scarab-looking organic that fires a particle beam as its primary
weapon, while alternating between an area shockwave attack (when it quits
levitating). Use all the normal organic-oriented tricks to increase damage,
and most importantly, stay away! Keep distance at all times, use unbreakable
cover, and probably more frequently, since it's quite good at flanking. It's
only got two layers of health (barrier/armor) but the barrier regenerates, so
this battle probably takes longer than 99% of the game's finest. Using the
Particle Beam can halve the time it takes to do this, though.
Afterwards, Shepard is reunited with Kaiden Alenko or Ashley Williams from
the first game, depending on their gender (or import data, which overrides
the defaults). There's no para/gade decisions to make here; or, if there are,
they're not shown in the updates aboard the Normandy.
Mission reward: 30000c, 1000 EXP
ILLUSIVE MAN COMMUNICATION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+2P] I didn't save everyone.
[+2R] I enjoyed the fight.
[+2P] No more colonies get hit.
[+2R] Let's go on the offensive.
[+5P] My team is strong.
[+2R] Don't worry so much.
NORMANDY SR-2
¯¯¯¯¯¯¯¯¯¯¯¯¯
[+2P] We can do this.
[+2R] Don't lose your nerve now.
Illusive Man has given Shepard three more dossiers, so it's back to character
recruitment! However, the crew suspects they may not make it out of the
upcoming suicide mission, so they're trying to tie up loose ends -- Jacob and
Miranda's loyalty sidequests should unlock when talked to.
-------------------------------------+--------------------------------------
PTS DIALOGUE OPTION | PERSON
-------------------------------------+--------------------------------------
[+2P] Something on your mind? | Jacob (loyalty dialogue)
[+2R] I decide what's personal. | "
[+2R] Get to the point. | "
[+2P] You don't want to find him? | "
[+2R] No. | Yeoman Chambers
[+2P] Thank you. | "
[+2R] No, it's easy. | "
[+2P] Of course. | Miranda (loyalty dialogue)
[+2P] I'm curious. | Jack
[+2R] Answer my questions. | "
[+2P] What if I really care? | "
[+2R] You don't make this easy. | " (female-only)
[+2P] You fascinate me. | " (female-only)
[+2P] No, I want to get to know you. | " (male-only)
[+2R] Sounds good to me. | " (male-only)
[+2P] You have no reaction? | Grunt
[+2P] And yet you became strong. | "
[+2R] Ignore it. I need a warrior. | "
NOTE: If MaleShep is paying particular attention to Jack, she may ask if he's
looking for casual sex. Choosing to do the deed screws up the romance in the
long run (she ends up hating him for using her), while courteously declining
helps in the long run. Neither option screws up her loyalty, but if a player
wants the Paramour achievement, put the sex off 'til later.
With more dossiers on-hand, Shepard can put his/her nose to the grindstone
and get back to team-building. Two characters (The Justicar, The Assassin)
are recruited on Ilium in the Crescent Nebula, while Tali can be invited from
her spot in the Far Rim. Let's get her's out of the way first before doing a
big section, huh? It's also good because the Tempest SMG is obtained, an
upgrade for those crappy machine pistols. [This mission's on Disc 2.]
__ __ ____ ____ _____________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| | __| __| 10) Far Rim: Recruit Tali [WK10] |
|_|_|_|____|____|_____________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
NOTE: If you want the Geth Pulse Rifle -- which is found in Tali's room at
the mission's end -- make sure the difficulty is Hardcore or better
before leaving for the mission! When the mission's done, just change
the difficulty back to normal and all's well.
___
Tali-|17 | |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
___| _|__ | * | Power Cells |
|* ____ * | | • | Battlesite |
|_ 16 | | | x | Medkit |
|13 •14|x| | ! | Demolition Charge Location |
_|__15 _| | | 01 | Corpse (3000g) |
Kal'Reegar-|x ________| | 02 | Heavy Pistol Damage [Upgrade] |
|_ 12 __| | 03 | 400 Iridium |
|¯ _ | | 04 | Corpse (6000g) |
_| |_| | | 05 | Tempest SMG [Weapon] |
( •__ | | 06 | 400 Iridium |
______ \_ ___| | 07 | 400 Iridium |
|*x! |__|___ | | 08 | Assault Rifle Damage [Upgrade] |
|¯¯¯ 7 • | | |_ | 09 | Wall Safe (3000c) |
|___________| | x| | 10 | Corpse (6000c) |
_| _______ x| ¯| | 11 | Wall Safe (6000c) |
|x|_|_ _ ^^_ |¯| 11| | 12 | Wall Safe (6000c) |
|__ | _ |,' 89| | 13 | 200 Iridium |
|x !• •6| _, 10| | 14 | 200 Iridium |
|_____|___ | ¯¯¯ | 15 | 200 Iridium |
|_| |_ | 16 | 200 Iridium |
|_ _| | 17 | Corpse (9000c) |
|_45| |____|________________________________|
___| •_|
| _ |_ Haelstrom's atmosphere is slowly decaying, making
__| ___| sunlight an environmental hazard -- touching any part of
| _ | its rays degenerates a character's shielding. [Note that
| 3• _| |_ health itself is not affected.] Basically, the players
|__ _|2| |<| have to combat their foes from the shadows, literally.
| | _|
__| _ | |_ Down the abandoned road, the guardhouse controls unlock
| __ ___| x| the first expanse's gate. This may be the player's first
| __• __ | |¯ encounter with Geth, a synthetic race focusing mostly on
|__ _____| assault rifles, while Geth Prime/Destroyers may use
_| |x 1| rockets and tactical cloaking. No infiltrators in this
|_ ¯ ¯| first part, but either way, the shielded fringe walkway
| |¯¯¯ is a lot better movement-wise than the open, sun-blasted
| | middle portion of the ruins' road. [Not to mention it
( (_ deposits the team right by a heavy pistol upgrade.]
) \
Start-\__/ At the opposite side of the expanse, kill a few more geth
until stumbling on quarian corpses, one of which has the
Tempest SMG and the other with a radio to answer. [Opening communications
automatically advances to next section of area, so loot the current place
before doing so.]
[+2P] I'm here to help.
[+2R] They're all dead.
[+2P] What's your current status?
Kal'Reegar's mission was to exfiltrate Tali from this warzone, but now it's
looking like Shepard will have to use a magic touch. Her bunker's entrance
was blocked by rubble (argh!) and finding the two demo charges are necessary
to clear a path. The nearest charge is in a garage opposite Tali's bunker,
and once a way is cleared inside, more arrive to pin the team down. This
includes a rare sighting of a Geth Prime, a large 3-healthbar fiend more
than twice the size of normal geth. [But, like all synthetics, they can be
brought down quicker with Overload, Warp, Disruptor Ammo, etc.] The 2nd demo
charge is in a 2nd ground-level garage, past the sun-burned pedestrian bridge.
The battles are mostly the same, except the Prime is replaced with multiple
Destroyers, who specialize in rocketry. On the way out, there'll be more too,
of course, but they're easier to take out since radiation eats their shields.
Got both charges? Good. Plant 'em on the slab to gain access to Tali's bunker
(funny thing: standing at point-blank range doesn't kill Shepard). Lamely,
she's not exactly in this bunker...but the one further down the way. Dry yer
tears with the ancient loot, such as an assault rifle damage upgrade, before
radioing Tali.
[+2P] No one else is left.
[+2P] I came to help.
[+2R] I'm recruiting you.
Tali opens the route to the observatory, similarly sized to previous ranges
and filled with normal geth accompanied by attack drones (weak but annoying
to kill) and two Geth Prime. The route forward is spangled with sunlight, so
it's mostly leapfrogging from cover to cover, pulling back if the enemy
encroaches too fast. There doesn't seem to be a huge abundance of ammo here,
so for those eating through assault rifle munitions, try taking drones with
pistols (etc.) instead. [Geth Prime won't attack if Shepard's too far away,
setting up good snipe opportunities.] Past there, lifting the security
lockdown tips off the geth outside Tali's observatory. The lower path leads
to Kal'Reegar.
[+02P] Is she safe?
[+02P] No. Stay down.
[+15R] Sounds like a plan.
[+15P] [Talk Reegar down from his stubborn position.]
Picking the paragon prompt seems to keep Kal'Reegar alive 100% of the time,
or at least with ample time to pick off the opposition. Taking the renegade
route can make him die, although working fast will prevent that. The main
goal here is to take down the Geth Colossus, which has a repair protocol that
can regenerate health. Basically, Shepard must take it down before then (when
it compacts itself). To do this, it's suggested to avoid the middle area and
use the fringe sniper route, which flanks the geth platoon and leads to a
drop-down point to pick away at the ol' Colossus. [The sniper route is
radiation-blasted, so stay back and let the geth come to you first.] When the
shields drop, it's recommended to use a heavy weapon to take it down -- some
power cells are nearby for this very reason. The Particle Beam works quite
well due to its accuracy and constant rate of fire.
NOTE: The central route can also be taken to the colossus, and it has more
cover and shade, but the brunt of all foes. Going in Rambo style can
work, as there's power cells on either side of the colossus, but this
way can be less safe, still. [NOTE: Squadmembers may come this way
if they're not directed to the sniper walkway at the beginning, so if
y'wanna avoid sloppy execution, don't forget that.]
Loot the battlesite for its iridium and power cells, then locate Tali in the
observatory. [No para/gade decisions to speak of here.]
Mission reward: 30000c, 1000 EXP
NORMANDY SR-2
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[+2P] I agree completely.
[+2P] Feel free to study the ship.
Tali settles onto the engineering deck, and contributes Multicore Shielding
when asked about upgrades. Jack's loyalty mission should be unlockable around
this time, too.
-------------------------------------+--------------------------------------
PTS DIALOGUE OPTION | PERSON
-------------------------------------+--------------------------------------
[+2P] I don't trust them. | Tali
[+2R] They're on our side. | "
[+2R] Make it quick. | Jack (loyalty dialogue)
[+2P] I'll confront them. | "
[+2R] Cerberus is different now. | "
[+2P] Let's go. | "
[+2R] Leave it behind you. | "
[+2P] Why is that funny? | Grunt
[+2R] This brutality has a point? | "
[+2P] I don't like hearing this. | "
[+2R] Not quite, but I'm not Krogan. | "
[+2R] What about Garrus? | "
[+2R] Damn right I did. | Mordin (loyalty dialogue)
[AUTHOR'S NOTE TO SELF: Garrus, Jacob, Mordin, Miranda = too busy to talk,
if loyalty missions not becoming available. Kelly's Tali dialogue has no
para/gadeness; Grunt/Garrus' loyalty dialogue has no para/gadeness either.]
ILLUSIVE MAN COMMUNICATION
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The rest of the dossiers are technically optional. While doing sidequests and
loyalty missions, eventually the Illusive Man will require a conference and
the next mission starts automatically. [Once the message is received, Shepard
can't go anywhere else anyway.] This typically happens after ~5 recruitment
or loyalty missions are done.
A derelict Collector ship...spooky. There aren't any enemies to fight around
here, so take the available path until a pile of corpses can be inspected.
[+2P] Maybe they're better off.
[+2R] We can't help them now.
Past there, a mandatory stop involves looking at a Collector specimen.
[+2P] The Collectors are Protheans!
[+2P] That's a horrible fate.
[+2R] They'd be better off dead.
Afterwards, Shepard finds a pile of weapons and can get weapon training with
one of them, no matter what class s/he is. The weapons are: Revenant Machine
Gun (assault rifle), Claymore (heavy shotgun), and M-98 Widow (sniper rifle).
Which should Shepard pick? Depends on one's style of play and what weapons're
available already. [NOTE: A class can only pick the weapons above if they're
already capable of using that weapon type. The rewards change to generic
weapons training if a class can't use the weapon innately. For instance, an
Infiltrator can pick the Widow since sniper rifles are already usable, but
has to settle for basic assault rifle/shotgun training on the others.] My
suggestions, from a purely tactical standpoint:
• SOLDIER: Revenant. They're the only class that can use it, and with 500ish
ammo, it's a great alternative to assault rifles (albeit less accurate than</pre><pre id="faqspan-3">
the Vindicator). The reason to pick this over the awesome Widow is because
the rapidfire Viper sniper rifle is perfectly coupled with Adrenaline Rush's
damage-boosting ability. [Also, Grunt can get the Claymore and another ally
yet unfound can get the Widow, so it's possible to have them all in one
active party.]
• VANGUARD: Assault rifle training seems best, letting one cover all distances
rather effectively, and that counts for this class. Picking sniper or a
shotgun can work too, depending on the user's style of play.
• INFILTRATOR: Widow, probably. Paired with Assassin Cloak...wow. This'll
help take down some of the more annoying enemies, like scions, faster than
normal. Of course, this matters more on higher difficulties -- picking the
assault rifle, for instance, can be a good substitute for those ridiculous
SMGs/pistols.
• SENTINEL: Claymore or Widow, generally, whichever complements Tech Armor's
ability (for extra shields, Widow; for cherrypicking knocked-down enemies,
Claymore).
• ADEPT: Revenant or Widow, depending on one's style of play and how it'll
complement the biotics. The Claymore's not that useful in this vein.
• ENGINEER: This class gets the Tempest SMG which is sufficient in that
department, so the Widow may make more sense (not to mention be a godsend
on higher difficulties, or with ammo-related bonus abilities). If one can
get the Locust SMG from Kasumi's DLC, then the Widow is definitely the way
to go.
A weapons locker nearby can change out the new weapon if y'don't want it
yet, for some reason. Follow the path past more salvagable technology, and
a computer with a damage protection upgrade. Cresting the hill leads to the
"outer" part of the ship, ending at a radio platform.
[+2P] We're okay.
[+2R] Status report -- now!
The obvious trap is revealed! The radio platform sends the team floating into
the air, and now they must fight off Collectors docking on similar platforms.
Like before, these guys are organics and Harbinger -- who takes over the
lesser grunts -- appears as well. There's also some scions to defeat, if it
wasn't annoying enough. Since the platforms occasionally relocated, this means
Shepard's team should do the same, putting them on the edge of where the
foes are and preventing back/flank/pincer attacks. There's a box of power
cells in this area, too, towards the end. Operate the console when everyone's
done.
[+2P] Good work.
[+2R] About time.
[+2P] Don't jump to conclusions.
[+2R] He betrayed us!
There are five remaining battles on the way out. The first two are normal
collector fights, a mix of drones and particle beam users. The 3rd is versus
a praetorian, one of those annoying buglike things last seen on Horizon. The
area is quite spartan for cover, so look for the rock masses and use the
entrance ramps when fighting it off. The 4th fight is drones, heavies, and
a scion, plus a new addition -- abominations. These are basically exploding
husks, so destroy 'em before they get close. Final (5th) battle is with a
_bunch_ of husks, which are easy to defeat and good for getting the Brawler
achievement. All of these are made easier depending on which weapon was taken
during the start of this mission, particularly the Widow sniper rifle (which
can absolutely murder Harbinger appearances, as well as practically two-shot
a Scion with damage-boosted headshots).
Mission reward: 37500c, 1000 EXP
ILLUSIVE MAN COMMUNICATION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+2P] I knew I couldn't trust you.
[+2R] What the hell is going on?
[+2P] I'd have found another way.
[+2R] Never again, you hear me?
[+2R] Another "derelict" ship?
NORMANDY SR-2
¯¯¯¯¯¯¯¯¯¯¯¯¯
[+2P] I agree.
[+2R] I still don't like it.
[+5R] [Finish conversation]
[+5P] [Finish conversation]
-------------------------------------+--------------------------------------
PTS DIALOGUE OPTION | PERSON
-------------------------------------+--------------------------------------
[+2P] Thank the entire crew. | Yeoman Chambers
[+2R] I didn't need her. | "
[+2P] It usually is. | Jacob
[+2R] I wouldn't know. | "
[+2P] I can lie if you want. | "
[+2R] Toughen up. | "
[+2P] I'm interested. | Jack
[+2R] So what? | "
If Shepard's romancing Jack, around this time she'll be candid, asking if
he has feelings for her. Answering the affirmative or staying in the gray
area makes Jack want to be alone for awhile.
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| | __| __| 12) Ilium [WK12]
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Planet Ilium opens up when TIM hands out the remaining dossiers, and is the
site of two recruits (Justicar, Assassin) plus Miranda's loyalty mission. Nos
Astra's map is as follows:
_______
| 3 | |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
_______ |_|_ _| | 01 | Normandy Dock |
| | | | | | 02 | Serrice Technology (Shop) |
| |___| |_____| |___| | 03 | Eternity Bar |
| | ( 2 |___ | 04 | Liara T'Soni's office |
|1| \_ ____| 4 | | 05 | Shipping Cargo |
¯ | __ |_ | | 06 | Gateway P.D. (Shop) |
| -| |-> | | 07 | Tracking Office |
¯¯|¯ |¯¯¯| | 08 | Barla Frontiers (Shop) |
| ¯| 5 | | 09 | Taxi Stand |
|__ __| |____|___________________________|
___| __|
|7| __ 6|
|8 | | |
| 9| |_|
¯¯¯
Sidequesty stuff that can be done on Ilium:
• On an ME1 import file, Gianna's near the Serrice Technology stand and can
start the "Gianna Parasini" sidequest.
• Visiting the Eternity Bar on an ME1 import file has Conrad Verner starring
as "A Troublemaker" to be dealt with.
•
__ __ ____ ____ ______________________________________________________________
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| | __| __| 13) Ilium: Recruit the Justicar [WK13]
|_|_|_|____|____|______________________________________________________________
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Shepard has no idea where the justicar is, so it's time to hit the streets...
PART 1: Info-gathering
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The first step in tracking down the asari justicar is locating her. As it
would happen, ex-shipmate Liara T'Soni has an office in the area, and her
information brokerage can help. Inquiring about Samara is the way to go --
one learns Tracking Officer Dara has more info. Naturally, she's at the
Tracking Office (SW part of map)!
[+2P] I only want to talk.
[+2R] So what if she did?
Shepard can then hail a cab that leads to the spaceport, Samara's last known
sighting.
PART 2: Commercial Spaceport
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Locate Detective Anaya in the nearby office, and talk her into letting the
team through the cordoned-off crime scene around the corner (no para/gade
options here). There's 3000c to find in an alleyway circuitboard, plus one
skirmish with Eclipse mercs (biotic-user/mech mix). Samara is found through
the next door.
[+2P] You killed in cold blood.
[+2P] Yes, I am.
[+2R] Not really.
[+2P] Maybe I can help.
Samara agrees to join if Shepard learns the ship name of her prey, who has
escaped from Nos Astra already. She will wait at the station (i.e. not yet
invitable) while the commander gets to the bottom of things. Pitne For, the
volus merchant in the spaceport, supposedly knows something about this end
and must be questioned!
[+5R] [Draw a gun on the merchant]
Pitne hands over a pass card for the Eclipse base's elevator, which is right
alongside the police station (how serendipitous).
The final step of this mission requires ascending the Eclipse base to find
our smuggler. It'd be standard fare if there weren't so many asari biotics
(vanguards) running around, and they can make things a little more annoying
than usual. The other new surprise are "toxic containers," explosive boxes
that leave corrosive poison clouds around for awhile -- they're good for
inflicting additional hurt on the foes, but don't get caught in 'em either.
Past the first set of fights, pick up the Scimitar shotgun (switch it out if
y'have the DLC-only Eviscerator) and check the anteroom nearby to find a
cowardly merc.
[+5P] [Shoot Elnora]
[+5P] Go.
Upstairs, fight through a few more merc battles until arriving at a large
gunship hangar. The titular vehicle flees when attacked, so get it out of
the way before cleansing the chamber of biotic threats. The adjacent room
has more power cells and a confession from Elnora saying she killed Pitne
For's business partner -- this can help exonerate him. The corridor nearby
leads to a large open space which, naturally, means a large battle...this time
with the returning gunship. The cover in this area mostly consists of crates,
so use the higher ledges near the vehicle to attack (that's what all the
power cells're for!). Being mechanical, attacks like Overload and Disruptor
Ammo work well, although combos (like Adrenaline Rush + sniper rifle shots)
easily deep-six it, too.
Next-door, another hackable terminal and the sidequest-related Shipping
Manifest, which can pin down Pitne For's smuggling operation. It's really so
careless to leave those lying around, huh? Speaking of Volus, there's one
around the corner as high as a space-kite! (He also gets some of the game's
best lines).
[+2P] Calm down.
[+2R] You're high.
[+5R] We're right behind you.
[+5P] [Tip Niftu Cal over]
Putting Niftu Cal to sleep saves his life, and later he'll send a thank-you
email; sending the "biotic god" to his drug-addled doom is for meanies only!
Check the medical/weapon station down the hall before entering Wasea's room,
where the final firefight foments fatalities! Wasea can Throw toxic canisters
so it pays to detonate them as a preempt. Besides that, pretty much business
as usual! Just watch out for flankers. [If you're wondering about that area
behind her desk that starts closed off, Wasea only goes there when the battle
is prolonged. Destroying the toxic canisters usually starts the crate-moving
event, but there's nothing back there, so...]
When everyone's a perforated, rotting corpse (^___^) check Wasea's desk for a
datapad detailing the sought-after ship name. A teammate suggests going back
to the spaceport immediately, although looking around is possible, too. [If
that's the case, the chamber's entrance is the auto-exit.]
PART 4: Spaceport [II]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Samara is still waiting at the detective's place.
[+2P] I am honored.
[+2P] Welcome to the team.
[+2R] You'll do anything I say?
[+5R] [Samara is recruited]
[+5P] [Samara is recruited]
Shepard can turn in Elnora's evidence (if obtained) to clear Pitne For of all
murder charges, although s/he can turn around and give Anyala the shipping
manifest to have him arrested -- the reward's +5P & 4200c. On the flipside,
giving Pitne the manifest so he can avoid going to the clink earns +5R and
9000c. Both Anyala and Samara have speech options for returning to the ship,
so that's the quick way out.
Mission summary: 1000 EXP, 30000c
PART 5: Normandy SR-2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+2R] We need her.
Samara uses the ship's observation deck as a meditation spot, located on the
3rd-lowest deck (the crew one). Talking to her down there gives no para/gade
options (note to self: this is the convo where she won't talk about the perp
she was chasing, when asked).
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| 14) Ilium: Recruit the Assassin [WK14]
|_|_|_|____|____|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Like in the justicar's mission, talking to Liara T'Soni about Thane tips the
team off to his Seryna, someone who may know his whereabouts. She's located
in the shipping cargo area (#5 on map above).
[+2R] Show some respect.
[+2P] Where is he?
[+2R] Then talk fast.
Thane's location is revealed to be Dantius Towers, and Seryna can get everyone
in (like usual, going there means no leaving until event's over). The locale
is made up of two towers, one completed and another still in construction --
that's the in.
DANTIUS TOWERS (TOWER 1)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Since the floors are roughly the same, I'll just divide 'em up.
1F: A few mechs start the show off, but they're nothing new. The med station
nearby has a hackable terminal [4800c] but the other direction's the real
path. There's a salarian worker there.
[+2P] I'm sorry.
[+2R] You're lucky.
[+5P] [Heal worker before he dies]
[+5P] Hang on.
[+2R] We're done here.
The rest of the floor is under renovation, so there's odd stacks, fragile
crates, and the like lying around. The opposition is still a mech/dog mix,
although towards the end, some humans (vanguards) enter the scene. Then, the
door leads up to...
2F: This area's prefaced by some mercs talking about infiltration -- oh, how
wrong they are! The dogs have been ditched for a merc/mech mix, and the floor
has plenty of side corridors for flanking purposes. At the curved part of the
walkway, where a giant pit's in the middle, follow the bend to a side room
(bypassable) with a few salarian workers inside.
[+2P] Yes.
[+2R] No.
Also, at the dead end around there, the 5-97b Viper [sniper rifle] can be
found. This is a rapid-fire weapon and has more capacity than a normal one,
but does less damage per hit and may be inaccurate if fired consecutively. In
short, it may be better to switch to the Mantis again when the chance is
given. However, the Viper does go very well with soldiers' damage-boosting
Adrenaline Rush ability. [Power cells, 4200c terminal nearby, too]
Trying to access the elevator summons three enemies, a krogan bounty hunter
and two biotic engineers, so take cover (as advised). Upstairs...
3F: [I'm calling this 3F because I dunno which one it is.] The floor starts
with a talkative merc (memorably) getting blindsided by Shepard's gang.
[+2R] I need answers.
[+2P] I've got an offer.
[+2R] Listen carefully.
[+5R] [Push merc out of window!]
[+5P] Don't be stupid.
[+5R] I hope you can fly.
After the "flying lesson," pick up the datapad to start the "Salarian Family
Data" sidequest, which is a simple info delivery for later. Either way, the
ensuing chamber has the merc leader's team, and they fight no matter the
outcome. [Power cells in area.] There's a bypassable door that leads to a 2nd
locked-in salarian, and a PDA with 6000c in it.
[+5R] [Punch salarian.]
[+5P] Let me help you.
[+5R] Put down the gun.
[+2P] I don't think so.
[+2R] Not that one.
4F: Up the ramp, Nassana's sent out some of her biotic vanguards. This area's
noticably more spartan than the lower ones, so take care when moving from
cover to cover. [500 Element Zero, med kit, weapons locker in area]. Around
the corner, another skirmish! This time an asari commando joins the fray, and
has 3 healthbars to deplete. She also has pink blood...eww.
Near the bridge drop-down point, pick up the med kit and submachine gun damage
upgrade from the corpse. [Body also has 12000c PDA...miser!] Make sure to get
everything here because lowering into the trench prevents backtacking!
DANTIUS TOWERS (TOWER 2)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The bridge to the 2nd tower is the first step to conquer, and is mostly
populated by those assault rifle mechs -- cook up some disruptor ammo to take
'em down quickly. Once on the windswept part, another fight starts, same as
before. From here, two rocket drones are setup and start sniping as Shepard's
crew advances; either snipe 'em or get in closer for other weapon options.
The Viper actually sucks on this end, no matter what the description says, so
if y'have to use it, Adrenaline Rush first (if applicable). In fact, since
the enemies have high cover towards the end, Adrenaline Rush + Viper sniping
is a good idea all-around. Save before going in past the commando's door.
[Convos have no para/gadeness.]
Mission reward: 30000c, 1000 EXP
NORMANDY SR-2
¯¯¯¯¯¯¯¯¯¯¯¯¯
[+2P] What's the problem, Jacob?
[+2R] Watch yourself, Thane.
[+2R] Keep an eye on him.
Thane settles into the life support (*giggle*) chamber, and can be talked to
there if need be. [If asked, he contributes the Modular Probe Bay upgrade for
the Normandy.]
[+2P] Can we help?
Elsewhere...
-------------------------------------+--------------------------------------
PTS DIALOGUE OPTION | PERSON
-------------------------------------+--------------------------------------
[+2R] Sounds like you. | Samara (loyalty mission dialogue)
[+2P] I can see why she's dangerous. | "
[+2P] Let's go get her. | "
[+2R] I'll think about it. | "
[+2P] Samara, I am so sorry. | "
[+2R] You should have told me. | "
[+2P] Tell me more. | "
[+2P] You have survivor's guilt? | Jack (romance dialogue)
[+2R] I assume you took revenge. | "
[+2P] We're all nuts. | "
[+2R] Your trauma is unimpressive. | "
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| 15) Derelict Reaper [WK15]
|_|_|_|____|____|______________________________________________________________
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The IFF can be collected from a Reaper ship in Hawking Eta's Thorne system
(by way of Chandrasekhar system).
NOTE: This marks a turning point in the storyline, so to increase everyone's
survivability for the final stretch, recruit all allies and do their loyalty
missions, plus any sidequests (etc.) that should be gotten out of the way.
The reason for doing this? After acquiring the IFF, there's precious little
time to do extra things -- that is, without incurring severe loss Normandy-
-wise. [This'll be expounded on at end of this section.]
_______
|10 |
_ | |•| |
|x| |__ __|
|4| _|9|
) (__ |x |\
( _• | ________ ___| | | Reaper IFF
___________| _| | _|x5 6•_ |_____| |_ |
|_ •• *3| |_| ¯| | __| • | •|
| |¯¯¯¯¯¯¯¯¯¯¯| • _ ¯| | _ | |8|¯|___|¯¯¯
| |_______ ¯¯¯| • |x|7* •|¯
|x 1 _| ¯¯¯¯¯ ¯ ¯¯¯¯
¯¯¯|2| |
¯|_|-Start
There's some safes and worklogs to browse, but the real fun starts when the
far pressurized door is opened: kinetic barriers trap everyone inside, and
the mission changes to deactivating the core causing said nuisance. After the
convo with Joker, the ensuing walkway will have explosive crates and husks
(plus a few Abominations), so have Incinerate or (Squad) Incendiary Ammo up
and at 'em -- Inferno Grenade works well, too. Since they climb up from
opposite sides of the walkway, it's best to pull back a bit to keep them all
in focus.
Past the spot the where sniper rifle damage upgrade is, husks appear with
their daddy (a.k.a. scion) in two separate battles, so do the previous strat
to avoid being flanked. The waves are thicker as well, so this is one instance
where exploding the environmental crates can help more than usual. Don't try
to open the exit corridor in-between the two fights, unless you like husks
flaying you alive with their karate chops...
In the next area, after the geth sniper disappears, the exercise in husk
extermination appears again (2 battles). This time, the height differential
can be problematic as the swarms appear in close quarters, so use bottlenecks
(ramps, stairs) to slay 'em easier -- Inferno Grenade just mops 'em up here!
Only one scion, luckily, but its Shockwave attack may get better range if it
shoots from higher up, so take cover! This same situation repeats roughly
six more times, with the final scrapes having two scions to eliminate! The
"retreat and burn" strategy never quits applying, however. If this gives a
player trouble, particularly on higher difficulties where enemies have more
armor, remember to save in-between skirmishes! [Incendiary Ammo + Adrenaline
Rush + Viper sniper rifle = hilarious win also]
When the main fighting's over, a bypassable door leads to the reaper IFF and
a wall safe. Past there, the geth sniper seen previously is doing computer
work while husk types stream into the core's room. This sets the stage for
the final events: destroying the core amidst a sea of husks. The core has an
outer plating that prevents any damage, and only opens after approximately
0:30 has elapsed (in other words, worst operating system ever!). Incendiary
effects work best, like usual, but the melee-n'-shotgun tactic pays off well,
too. KEEP MOVING AND SHOOTING -- standing still lets the husks gang up on
Shepard, continuously knocking him/her off-balance to maximize chances of
melee killing!
Mission reward: 25000c, 1000 EXP
NORMANDY SR-2
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Back onboard, the two Cerberus employees are split on how best to deal with
the captured geth.
[+20P, +5R] I want to talk to it first.
[+20R, +5P] Cerberus gets the geth.
[+02P] Just be careful.
The final (non-DLC) teammate to obtain is that geth sniper, locked up in the
med bay's AI core. Like Grunt, activating him is totally optional.
[+2R] Why not?
[+2R] All geth are the same.
[+2P] You want to work with me?
[+2R] I don't "cooperate." I lead.
[+2P] That works.
[+2R] Quiet, EDI.
-------------------------------------+--------------------------------------
PTS DIALOGUE OPTION | PERSON
-------------------------------------+--------------------------------------
[+2P] Can they be saved? | Mordin
[+2P] I trust you, too. | Tali (romance dialogue/either gender)
[+2R] You're embarrassed? | "
[+2P] You even trying to get better? | Grunt
[+2R] Save some for our enemies. | "
[+2P] This isn't going well. | "
[+2R] That's what we need. | "
[+2P] Cerberus is wrong. | Miranda
[+2R] So do I. | "
[+2P] And you. | "
[+2R] You sound unhappy. | "
[+2P] You always bring that up. | "
[+2R] This again? | "
[+2P] That's not true. | "
[+2R] I'm sorry you feel that way. | "
[AUTHOR'S NOTE TO SELF: Legion's loyalty dialogue has no para/gadeness]
When trying to land on any station/planet/etc. after finishing this mission,
EDI notifies the team that the IFF is ready but needs to be tested.
[+2P] You thought of everything.
[+2R] Let's move!
Shepard's crew will then leave the Normandy on a shuttle...which happens to
be the worst imaginable time -- Collectors board the ship while they're away.
This starts a mini-event where Joker is the controlled character. EDI's lit
up the floor, pointing Joker toward the research lab, the med bay AI core on
the crewman deck, then the engine room. [Move fast to avoid being killed by
Collectors.] Non-essential crewmembers end up kidnapped though, making this
personal! When Shep returns...
[+2P] Are you okay, Joker?
[+2P] Is the virus contained?
[+2R] I'm not interested in excuses.
[+2P] I trust it.
[+2P] So the ship is ready to go?
[+2R] You're equipment, not crew.
-------------------------------------+--------------------------------------
PTS DIALOGUE OPTION | PERSON
-------------------------------------+--------------------------------------
[+2P] I care about [ally name]. | Mordin (romancing teammate convo)
[+2R] What? I'm not doing that! | "
[+2P] You're not a typical assassin. | Thane
[+2R] You don't seem confident. | "
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| | __| __| 16) The Suicide Mission [WK16]
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The next step is going through the Omega-4 Relay to visit the Collectors'
homeworld. To avoid any more casualties, make sure all important ship upgrades
-- like weapon upgrades, shielding types, etc. -- are purchased. Stuff like
a Modular Probe Bay (etc.) aren't crucial. When ready, head to the relay in
the Omega Nebula...
-- INSERT DISC 1 --
If Shepard's been cultivating a romance with an applicable teammate, and they
considered consummating it, then that love scene plays out after the disc
switch. [No para/gade seemingly.]
ILLUSIVE MAN COMMUNICATION
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[+2P] The team is strong.
[+2R] I don't need to know.
GOING THROUGH THE OMEGA-4 RELAY (TARTARUS DEBRIS FIELD)
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Remember how it was said to get the important ship upgrades, like the Thanix
cannon, armor plating and extra shielding (Garrus, Jacob, and Tali's upgrades
respectfully)? Well, for each that ISN'T installed, a teammate will die just
en route to the Collector Base!
Either way, the Normandy will be attacked by an "Oculus," a flying eyeball-
-like robot Shepard and two teammates have to fight off (in a real fight).
The battle takes place on the engineering deck and loyalty has nothing to do
with things, so take your faves! The boss is fought twice: the 1st time it
flees after incurring 'x' amount of damage, the 2nd time it's for real. Its
only attack is a red laserbeam from its eye, so any combination of synthetic-
-killing attacks works well. [The Viper sniper rifle + Adrenaline Rush +
Disruptor Ammo strategy is fine.]
COLLECTOR BASE, PART I
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Before setting out, there are two matters to discuss.
• PICKING A TECH EXPERT: This person will go through the ventilation shafts to
unlock the far door, letting both fire teams escape safely. There are only
three good choices here (Tali, Legion, Kasumi). Pick whoever's loyal for the
task. Choosing anyone else, or a tech expert who's disloyal, will end up
getting themselves killed.
• PICKING A FIRETEAM LEADER: This person will lead the 2nd diversion team
(i.e. whoever's not on Shepard's squad) during the infiltration expedition.
There are three good choices here -- Miranda, Jacob, and Garrus -- so pick
whoever's loyal to do the job. Choosing a poor leader makes the selected
tech expert die at the end of this portion!
Shepard's team will encounter ~7 battles with collectors, which also serve
as appearances for Harbinger. Remember the strategy? Kill off weaker enemies
to prevent them from being hijacked by Harb. All the while, Shepard's team'll
have to be on the lookout heat exchanger valves. Activating these takes the
pressure off the vents' tech expert -- LETTING IT GET TOO HOT KILLS THAT ALLY
so there's not a lot of time to sit behind cover. Gotta go on the offensive
for all this, so use (Squad) Incendiary Ammo! There are 8 valves to trigger.
The segment ends when all teams regroup at the far door, hopefully escaping
with all lives intact.
COLLECTOR BASE, PART II
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[+02P] I'd never abandon my crew.
[+02R] I didn't come for you.
[+02P] I wish I could have.
[+02R] That wasn't an option.
[+15P] I'll have someone escort you.
[+15R] The mission comes first.
When the captured crewmembers are located, the way forward is complicated.
There are now three jobs for the next segment.
• PICKING A BIOTIC SPECIALIST: Despite what Miranda says, there are only two
choices who can get through the field of bugs without faltering: Samara (or
Morinth) and Jack. Choosing any neophyte biotic to do the job results in a
teammate getting swarm'd! [Whoever's chosen won't participate in the fight
this segment has, though; they only do the barrier.]
• PICKING A FIRETEAM LEADER: The same ones as before -- Garrus, Miranda, and
Jacob -- are still applicable. Whoever's loyal should be selected for this
job. Miranda seems to be the best choice since she's scripted to survive
regardless of loyalty.
• PICKING AN ESCORT: This person will escort the remaining crewmembers back
to the Normandy, although s/he won't be selectable for the rest of the
segments (i.e. can't fight final boss). However, whoever is put in this
position automatically survives the ordeal, so the best choice is Mordin --
his scrawny butt can screw up other positions if he's delegated 'em, and
he can be a liability in the next section. [Any loyal crewman can do this
position, but the others are more helpful here. Picking no one ensures the
Normandy crew's turned into mincemeat!]
The biotic specialist protects Shepard's squad from the Collector swarms, but
that doesn't mean there's no fighting -- the team will still have to rebuff
teams of drones that appear, and all from within the confines of the barrier.
Difficult? Not technically. Relying on biotics and techs here is a great idea,
since one has to scavenge for the occasional ammo drop. There are three (3)
main fights in all, with the final one having a scion & abominations to kill.
A few isolated teams of husks/abominations will appear, too, but are much
easier to eliminate -- remember that Throw instantly kills both types.
COLLECTOR BASE, PT. III FINAL
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For the final boss, Shepard's team will advance forward while the others'll
"hold the line," to borrow an ME1 phrase.
• PICKING FINAL TEAM: Since enemies ahead will be both organic and synthetic,
it's wise to choose a loyal, well-rounded, offense-oriented team to assist.
If a disloyal person is taken along, they die after the next boss without
exception.
• PICKING DEFENSIVE TEAM: The remaining allies will stave off the foes while
Shepard turns this station on its head. Certain allies -- Garrus, Zaeed,
and Grunt -- are great for defensive purposes, and leaving them behind'll
improve everyone's chances of surviving. Leaving behind loyal members also
gives a bonus, too.
[+2P] The galaxy is depending on us.
[+2R] Feel sorry for the Collectors.
Prefacing the final boss fight, Shepard's team must deal with Collectors on
moving platforms, a near replica of the scenario on the Derelict Reaper. Take
cover according to current enemy placement and scour the area for ammo when
a little downtime's given. Whatever ammo amount the team ends this segment
with is what's brought to the final boss, so being biotic/tech-reliant ain't
such a bad idea. The enemy mix here is drones/guardians/assassins/Harbinger;
the 5th has two scions.
[+2P] We can't let it survive.
[+2R] Let's take it down.
FINAL BOSS: Human Reaper
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EDI says the way to defeat this sucker: shoot its "feeding tubes," which'll
destabilize it and make it fall into the abyss. The first half of this fight
is simply shooting those tubes (you'll know to fire when the syringe shutters
fall back to show the orangey liquid). The reaper just sits there during this
segment, letting Harbinger and his assassin/drone cronies do the legwork. As
there's precious little ammo to pickup here, try to defeat these wastes of
time with techs; or, at very least, use Incendiary Ammo to conserve a few
for later. ALSO, it helps to direct allies to cover or y'may be turning to
Unity a lot.
When all supports are through, Illusive Man time.
[+02P] I didn't do it alone.
[+02R] I'm just getting started.
[+02P] This place is an abomination.
[+02R] You think it can help?
[+02P] This doesn't feel right.
[+02R] Are you sure?
[+15P] No. We don't need it.
[+15R] OK, let's take it and use it.
But it ain't over yet! As the timebomb or EMP pulse is readied (10:00 time
limit), the human-reaper larva crawls out of the abyss for round two! Killing
this enemy is as simple as shooting it in its eyes/chest hole when it charges
its beam attack. It changes positioning every so often, so be prepared to
switch cover accordingly. Running low on ammo here means each bullet weighs
a ton and none should be wasted -- use careful sniping and the slow-mo effect
of Adrenaline Rush to get this fight over with. [Some collector drones who
enter battle may drop ammo, the one saving grace on this end.] Direct allies
to cover, lest they don't do it themselves and get ganked by concentrated
fire from Harbinger, the boss, etc.
When the fight's over, Shepard's team makes a mad dash (cutscene) back to the
Normandy. Joker, despite having "broken all his ribs" even gives suppressing
fire!
NORMANDY SR-2
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Back onboard, the Illusive Man will talk about the choices Shepard made, in
destroying the base or salvaging it. [No para/gadeness, seemingly.] If the
"No One Left Behind" achievement prereqs were fulfilled, that's gotten after
the convo ends.
_________ _______ _______ _ ______ _
\__ __/|\ /|( ____ \ ( ____ \( ( /|( __ \ ( )
) ( | ) ( || ( \/ | ( \/| \ ( || ( \ )| |
| | | (___) || (__ | (__ | \ | || | ) || |
| | | ___ || __) | __) | (\ \) || | | || |
| | | ( ) || ( | ( | | \ || | ) |(_)
| | | ) ( || (____/\ | (____/\| ) \ || (__/ ) _
)_( |/ \|(_______/ (_______/|/ )_)(______/ (_)
Post-game allows for Shepard to do remaining loyalty missions, mining for
resources, and assorted sidequests. However, teammates who died in the suicide
mission remain dead, closing off applicable missions they were the focus of.
-------------------------------------+--------------------------------------
PTS DIALOGUE OPTION | PERSON
-------------------------------------+--------------------------------------
[+2P] Are you okay? | Yeoman Chambers
[+2P] I care about Garrus. | Mordin (romancing Garrus convo)
[+2R] What? I'm not doing that! | "
[+2P] You're not a typical assassin. | Thane
[+2R] You don't seem confident. | "
_____________________________
__ __ ____ ____ ______________________________/ IV. LOYALTY MISSIONS [LYLT] |_
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| | __| __| 01) Garrus [Eye for an Eye] [LY01]
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Garrus' mission takes him to a familiar setting, the Citadel -- this is open
from the game's beginning, remember. The layout has changed since ME1's days,
and is a lot simpler to explore (click L-analog to see map). Assuming the
player hasn't been to Citadel yet, go through C-Sec's scanners and meet with
Captain Bailey on the other side, clearing up the "death" issue. At this
point, the preamble ends and Shepard can snoop around for Garrus' contact,
Fade. [No para/gade options for any of these convos.]
Bailey sets the team on Fade's trail by saying some of his contacts work out
of a warehouse, located on the west/left side of the map (downstairs from
C-Sec's position). Upon entering...
[+5R] [Shoot the Krogan bodyguards]
[+2R] Shut up.
[+2R] I can't wait.
The identity of Fade's prefab foundary in the factory district's revealed,
so visit the nearest transit station and arrive there. [Garrus' mandatory
presence begins now.] _______
| END | |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| • 11| | * | Power Cells |
|_____ | | • | Battlesite |
|98 _10| | x | Medkit |
___ ___ ______|¯|¯| 7|¯ | 01 | Wall Safe (1500c) |
|56*|_| | • _ • x|¯ | 02 | Circuitboard (900c) |
_| x___ ,' |_|¯|_| | 03 | Circuitboard (900c) |
|_ • 4| |_|___,' | 04 | Circuitboard (900c) |
_| 3| | 05 | 2000 Iridium |
|_ • ¯|_ | 06 | Laptop (4500c) |
|_ ¯ | | 07 | Circuitboard (1200c) |
_ | |• _|_| | 08 | Forged IDs [sidequest item] |
_|2|_| _| | 09 | Wall Safe (2100c) |
|_ x ___| | 10 | Sniper Rifle Damage [Upgrade] |
__| ( | 11 | Datapad (1200c) |
|1_ /\ |____|_______________________________|
|__ _/\
| •____/ This place sucks surprise-wise but those craving almost nonstop
|_ __ | fighting will like the warehouse, which mostly consists of navigating
|•| •__| ground-level crates while fighting mercs and organic Blue Suns mercs
|____ x| (most of which are just footsoldier types). A YMIR mech is fought
|•| after the bridge lowers, and at reasonably close quarters to boot, so
START|_| reteat a bit before setting aim. At the nearby observation booth,
rob the place of its forged IDs (sidequest item) and sniper rifle
damage upgrade. The window here shows a glimpse of what the next room holds...
The final warehouse chamber has alternating stacks of crates, and the team
must climb each landing to get further in. The mech/merc mix continues, but
"Fade" has sent some heavy rocket-firing troops in as well. Although it's
not important, shooting the overhead crates causes them to fall and fragment,
damaging anyone who may be underneath. The final surprise is two YMIR mechs,
Fade's last vanguards, who must be neutralized before continuing. The way
backwards is blocked off at this time, so jump down to floor level and use
those obstacles as cover -- the higher ones seem to be less effective.
Following that, eliminate the rest of the Blue Suns on the white crate stack
and get ready to deliver Fade's beating! [No para/gade options.] After, a
scene where Sidonis gets ready to meet with Shepard occurs, as Garrus finds a
sniper nest to pick the traitor off from. Our sniper can be talked down from
his stance by continuously blocking his shots and talking with Sidonis, then
using a paragon-exclusive "Don't do it, Garrus." option. [No para/gade points
are received via notification during these final dialogues, however.]
Mission reward: 15000c, 750 EXP
NORMANDY SR-2
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Back onboard, Garrus has a conversation depending on how his vendetta went.
If the player's a female Shepard, she can suggest some "sparring" in his
"quarters"... [This is done by prying about how Turian ships prepare; doing
this gives no paragon/renegade options.]
__ __ ____ ____ ______________________________________________________________
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| | __| __| 02) Grunt [Rite of Passage] [LY02]
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Grunt's loyalty dialogue suggests visiting the krogan homeworld of Tuchanka,
in the Krogan DMZ's (demilitarized zone) Aralakh system.
After arriving, a lackey tells Shepard that the clan leader wishes to speak.
In the main hall of the camp, look for a group of Krogan on a large pile of
rubble in the well-lit part of the room. The leader is Wreav or Wrex -- the
former is the default leader since Wrex dies by default in a non-ME1 import
save; an import where Wrex specifically lives makes him the leader.
[No para/gadeness for Wrex/Wreav dialogue.]
Either way, Shepard has to ask about Grunt's problem to continue his loyalty
quest. It's learned that
[+2R] Does it change anything?
[+2P] His call.
Next step is speaking with the Shaman, straight across from the chief's dais,
up the stairway.
[+2P] We have permission.
[+2R] He dares stand in Grunt's way?
[+2R] I want this crap over with.
[+2P] He is part of my crew.
[+2R] We will kill for Grunt.
[+5R] [Headbutt Uvenk]
[+2P] You defy a shaman?
[+2R] Do you want to die, Uvenk?
[+2R] Let's get this crap going!
The shaman can start the ritual when asked.
GRUNT'S RITE OF PASSAGE
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NOTE: There's a few known glitches here: (1) activating the keystone may make
the sound cut out. This doesn't affect much, and saving/reloading seems to
rectify the problem (2) saving/reloading in the rite of passage's battlesite,
before the keystone's red button turns to green after a few seconds, may make
it unable to be chosen. Redoing the mission solves this. (3) feeding the
domesticated varren at Camp Urdnot may screw up this part (4) sometimes during
the bug-fighting part, after all have been killed, allies fire at an
"invisible" bug and one can't progress any further.
True to Krogan simplicity, there is no dungeon to wander through -- only pure
bloodshed on sacred ground! Examining the keystone near the platform sends a
wave of enemies into the place, to which Grunt and his "krantt" must defeat.
Before starting, however, feel free to loot the battlesite for credits. [Y'may
want to hold off on collecting the power cells if you're at max capacity.] It
doesn't hurt to familiarize oneself with the area's ammo pickups, which
respawn in the same spots after awhile.
Anyway, flip the keystone to let the fun really start... [It's possible to
save in-between bouts.]
WAVE 1: Varren. These fleshy organic dogs are well-known Krogan partners, and
they attack low to the ground in packs. (Squad) Incendiary Ammo is the
best supplement here, although these suckers are easy target practice
more than they are man's best friend.
WAVE 2: Klixen. These insectoid (rachni-like) bugs are similar to varren in
their attack range, although they have an incendiary breath attack
that gives 'em a slightly better edge. Additionally, they explode upon
death, so mid- to long-range killing is ideal. If (Squad) Cryo Ammo
is learned, kickstart it. [And no, you can't kill the giant flying
bug that deposits klixen in the area.]
WAVE 3: Thresher Maw. This giant, burrowing worm should be familiar to any
ME1 player, as they appeared on many unexplored planets. Here, the
goal is merely to survive 5:00 against it -- a simple task, since it
remains on the battlefield periphery spitting acid bombs, which can
be blocked by sticking obstacles in-between. However, it's possible to
defeat the sucker and doing so earns the Big Game Hunter achievement,
and later, Clan Urdnot's respect. [Using heavy weapons and precision
damage-boosted shooting are the easiest ways to neutralize the maw.
Keep mobile! The area's towers can be destroyed by repeated strikes
and end up providing scant cover.]
Gatatog Uvenk shows up after this to see how things are...uh, going.
[+02P] He's the ultimate krogan.
[+02R] Are you here to fight?
[+02P] Your call, Grunt.
[+02R] He can't join your clan.
[+15P] [Automatically awarded]
[+15R] [Automatically awarded]
WAVE 4: Clan Gatatog. No matter the speech outcomes, Uvenk's idiots attack the
team. They've got the firepower to back up their speech, but are still
organic types, so (Squad) Incendiary Ammo rips 'em apart. Just make
sure to whittle 'em down from cover and watch out for flank tactics.
Uvenk has three healthbars and is accompanied by a few rocketeers as
well, in addition to normal warriors. A few have shotguns, so stay at
mid- to long-range when eliminating the threat.
Back at camp, Grunt is ordained a proper Urdnot clansman by the shaman, who
also gives a Shotgun Damage upgrade as a present. [Dialogue has no para/gade
points.]
Mission reward: 15000c, 750 EXP
NORMANDY SR-2
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Tank-related dialogue back on the ship:
[+2P] Someday it'll end. It has to.
[+2P] No shortage there.
[+2R] I can't have you going rogue.
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| 03) Jack [Subject Zero] [LY03]
|_|_|_|____|____|______________________________________________________________
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Our favorite psychopath's loyalty mission takes her to the Nubian Expanse's
Dakka cluster, planet Pragia. Time to face fears, facts, and the past...
Take shelter from the rain down the helipad walkway, revealing the deserted,
overgrown interior of the facility. There's no enemies around, so rob the
remaining consoles at leisure. In the larger room a ways in, a pack of varren
(dog-like monsters) attack. There's also a blood stain that Jack'll talk
about, if asked, and inspecting the 2nd security log gives a para/gade convo.
[+2P] Maybe there was more to it.
[+2R] Or not.
Through the next hallway, which has a fresh varren kill, Blood Pack mercs're
found in the morgue. Most attack at ground level, so the fight's simplistic,
and even a bit ironic. Further down the way, past a small vorcha ambush, the
holding cells are found -- make sure to check 'em all! The team draws steadily
closer to Jack's room at the compound's end, going past a playground to a
medical lab (get the biotic damage upgrade!). The security logs can be viewed
for more para/gade scenes.
[+2P] Don't blame yourself.
[+2R] Makes sense.
[+2P] You were distracted.
Finally, the team finds a Blood Pack platoon waiting for 'em nearby.
[+2P] Why are you here?</pre><pre id="faqspan-4">
[+2R] Get ready to fight.
This ends up being a rather standard fight, the only exception being Kureck,
the 3-healthbar krogan, and a few heavy units who fire rockets. On higher
difficulties the flanking krogan may be a problem, but it's quite managable
on lower ones. Maneuver to Jack's cell to find Aresh...
[+02P] He was drawn here, like you.
[+15P] Killing him changes nothing.
[+15R] Do it.
[+05P] Leave him alone.
[+05R] Kill him.
[+10P] [Stop Jack from killing Aresh]
[+10R] [Command Jack to kill Aresh]
[+02P] Good work.
[+02R] You're free.
If Shepard gave Jack time to look around, there are places to observe while
Subject Zero reminisces about her childhood. Either way, this mission
culminates in a gigantic explosion, one for the ages. [And she gets a new
costume, in case y'didn't like looking at her scanty nipple belt setup, haha.]
Mission reward: 15000c, 750 EXP
NORMANDY SR-2
¯¯¯¯¯¯¯¯¯¯¯¯¯
Additionally, if Jack's loyalty mission was done, there'll be an argument
between the two ladies ("Take pictures!" Joker says, haha). The default
options have Shepard siding with one of them, making the other lose loyalty,
while the para/gade options salvage both of the crewmembers' loyalty.
[+15P] This is a distraction.
[+15R] This ends now!
NOTE: Whoever gets shunned and loses loyalty over the argument can have their
loyalty regained with para/gade options. They won't say anything else to
Shepard 'til this is cleared up, though. Reconciliation can occur when one's
para/gade points are at 'x' amount of the total amount currently available --
basically, the earlier the hatchet's buried, the better.
In normal circumstances, talking with Jack back onboard gives more dialogue.
[+2R] Get over yourself.
[+2P] Feel like you've changed?
[+2R] I need you functional.
[+2P] I wanted to help you.
[+2P] It's a start.
[+2R] Deal with it.
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| 04) Jacob [The Gift of Greatness] [LY04]
|_|_|_|____|____|______________________________________________________________
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This mission takes place in the Rosetta Nebula's Alpha Draconis cluster, on
planet 2175 Aeia. When scanning the planet, an anomaly will be detected -- use
the white line to locate the anomaly, probe it, and then land.
_,-.______ |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
/ • x 7*|_ | * | Power Cells |
____( (¯|¯¯¯___¯ | | • | Battlesite |
) •56¯) _ _ _ | | x | Medkit |
(_ ___( • ___ • | | 01 | PDA (3000c) |
| | ) 8 9 | | 02 | Spare Parts (1500c) |
______| | ¯¯¯( (¯¯¯ | 03 | Spare Parts (1500c) |
| •___| _) )_ | 04 | PDA (2100c) |
_| 4 | | END | | 05 | Heavy Pistol Damage [Upgrade] |
/ x 3| ¯¯¯¯¯ | 06 | Spare Parts (1500c) |
/ /¯¯¯¯¯ | 07 | Spare Parts (1500c) |
( (______ | 08 | PDA (2400c) |
\ 2_•_ \ | 09 | 500 Element Zero |
\_____ ( |____|_______________________________|
____ \ \
/1/ / ) ) Down the road, the wrecked Hugo Gernsback is plain to see. One
)2 ( / / section of the bulkhead is accessible via gangplank, and has a
/ /\ \/ / hackable PDA mixed with partial logs. Talking with the VI is
¯ \ / mandatory to proceed; further on, a messed-up survivor flags the
( ( party down.
( (_
) \ [+2P] Calm down!
\__/ [+5P] [Save survivor from getting shot]
START
"Hunters," basically humans who're opposing the Leader's rule on
this planet, attack Shepard's crew at the supply site. (They're all organics,
natch). Down the road, a settlement is found, but...it's odd. No para/gade
options to speak of, but there's a few things to loot. A few mechs attack at
the village exit; after, talk with the doc.
[+2R] We're waiting.
[+4P] Sounds like he cracked.
[+2R] Harsh, but defendable.
[+4P] Does this make sense to you?
[+2R] They're fighting back now.
Once the nearby mech is programmed to explode, the way towards the leader's
camp is opened. The next "village" is all mechs, so hit up Disruptor Ammo.
Most come from the road leading to Taylor's compound, which is prefaced with
power cells, medkits, and so on. Once inside, there's a bunch of organic
targets (assault rifle users, mostly) and a YMIR mech to destroy. A lot of
the cover is breakable or low to the ground, so staying near the entrance is
a good idea, at least until y'can flank the robot. Following, the final stage
is to confront Ronald. [No para/gade options.]
Mission reward: 15000 EXP, 750 EXP
Note: Jacob always becomes loyal upon finishing, no matter the resolution.
NORMANDY SR-2/ILLUSIVE MAN COMMUNICATION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[+2P] Good job.
[+2R] We'd better be.
[+2R] Still toying with us?
[+2R] To help or mess with him?
[+2P] You're welcome.
[+2R] One time only.
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| 05) Kasumi [Stealing Memory] [LY05]
|_|_|_|____|____|______________________________________________________________
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Once Kasumi's DLC is obtained (560 MSP), Shepard should get an email saying
to rendezvous with her at the Citadel's Zakera Ward. Upon disembarking, look
at the odd advertisement terminal nearby to get in touch with the master
thief.
[+2R] Cut the crap.
[+2P] Welcome aboard.
[+2R] Let's head out.
With that, Kasumi automatically goes to the Normandy (Port Observation Deck)
and can be selected as a crewmember. Like Zaeed, her onboard interaction is
limited to "inspecting" her person for quips or her valuables for stories.
But hey, at least Shepard's long-awaited dream of a Normandy bar is realized.
Inviting Kasumi opens up the Boltzmann cluster in the Serpent Nebula, where
Kasumi's loyalty mission can be started (planet Bekenstein). Similarly to
Zaeed, her mission can be done from the get-go -- no waiting around like the
other allies'.
---
After touchdown at Hock's mansion...
[+2P] Of course.
[+2R] If that's what it takes.
[+2P] What's the plan?
[+2R] I can do this alone.
Then the real fun begins.
STEP 1: CASE VAULT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[AKA "Kasumi: Stealing Memory"]
With Kasumi having to stealthily infiltrate the party, Shepard will have to
pick up the brunt of the legwork. The vault is located opposite the entrance,
down the stairs and through the only door. Kasumi gives an overview: the
security has a voice lock, DNA analysis, and a kinetic barrier. Getting in
will be a bit tricky, so it's time to break the security down piecemeal.
[The following steps can be done in any order, mind you.]
STEP 2: FIND DNA SAMPLES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[AKA "Kasumi: DNA Scanner"]
In order to get enough of a DNA sample, Shepard'll have to sneak into Hock's
private quarters. The main door is guarded, but on the balcony, there's a
drop-down point off to one side that provides a quick infiltration. There'll
be three Eclipse troopers down below, probably quite easy to dispose of even
with just pistols. [For a fun time, use Throw on the railing guard and watch
him fly off the cliff.]
Using the makeshift ramp, break the glass window and neutralize the two guards
upstairs. This allows free access to the bedroom area, where Shepard can
commence scanning everything to find a sample. Concentrate on the datapad,
antique weapons collection, and wineglass. [The couch has +1c and wallsafe
has +7800c, too.]
Once back in the party, return to the vault and activate the DNA Scanner to
remove that obstacle and finish the miniquest.
---
[David Bernstein writes:] "I did this a different way. There is a PDA out on
the balcony, reading it tells you about chief Roe. I took out the power cable
and the security room next. After that I went to the door to Hock's room and
talked to the guard, and dropped Roe's name and said I had permission. I was
also female this playthru. Got in, no gun shots fired. Definitely more useful
that going up against 5 gunmen on insanity difficulty."
Outside of the vault, along one of the walls, a cable feeding power is
visible -- examine it to see that the power source is nearby. Locate one of
the sitting rooms nearby, one of which has a statuette leading to a false
wall with the generator behind it. Kasumi takes care of it a moment later,
finishing this section.
To defeat the voice lock, one must have Hock's voice and knowledge of his
password. Start by locating a security door (left of entrance), which Kasumi
hacks, and defeating the guards in the station beyond. [Wallsafe has +7200c
here.] A carelessly-placed datapad says the password's "PERRUGIA," which takes
care of that ordeal.
Obtaining a voice sample can be done by finding Hock himself, standing near
the twin interior stairways. The objective is to keep him talking long enough
to get a voiceprint (not unlike a certain ME1 quest on Noveria). Charming the
target is the best course of action. [A few answers require para/gade, but
aren't mandatory to get through the section.]
[+5P] Expecting trouble?
[+5R] Understandable.
[+5P] [Flirt] You're not offensive.
[+5R] Don't walk away from me.
[+5P] We should do business.
[+5R] My enemy is your enemy.
[+2P] You have great taste in wine.
[+2R] Not much of a party.
Answers on the left-hand side automatically fulfill the voiceprint conditions,
although if Shepard makes Hock mad, Kasumi can still bootstrap the parsing --
no harm done.
STEP 5: ENTERING VAULT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Triumphing over Hock's locks lets the duo enter the secure elevator beyond,
in full battle gear, of course. There'll be a notification of "greybox
proximity" here -- the lower the number, the closer to the item in question.
It's quite easy to find, on a platform on the left side, right next to the
DLC's other awesome item: the Locust SMG. Of course, once the graybox is
taken, things go awry!
[+5R] [Shoot a priceless artifact]
STEP 6: ESCAPING VAULT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The vault's shape has a walkway around its rectangular interior, with a
criss-crossing path in the middle; the artifact pedestals can provide cover.
The Eclipse mercs who infiltrate are a normal trooper mix, with Chief Roe
accompanying as well (2 healthbars). Watch out for enemies who throw grenades
-- yes, a new tactic! -- as they inflict damage and force one from cover,
temporarily stunning them.
When the fuss is over, Kasumi determines the exit to be eastward. [Collect
the medkits and switch weapons if need be, of course.] The adjacent garage
has another scrape, this one with a few troopers and a YMIR mech. The best
course of action is to _not_ advance forward, instead kayoing the frontline
enemies from the starting position. There are more troopers behind the mech
but they (trooper/vanguard mix) won't advance forward if Shepard doesn't.
A Hackable PDA, 4200c, is near the exit.
The next garage has a similar situation, except with some heavies and more
grenadiers. [Items: Spare parts for 4800c & 1200c, 1000 Palladium] Fight
through the scrubs and pick up on Kasumi's hints about the explosive tanks --
operating a combat vehicle's turret blows a hole in the far wall. This leads
to ANOTHER garage with more troopers babysitting a YMIR. Towards the end, a
dead mech has a rare [Tech Damage Upgrade] to get.
The final garage has 1000 Platinum total, 4800c credits total, and a lot more
mercs, this time with a rich blend of vanguards and heavies thrown in with the
troopers. At long last, everyone reaches the eastern landing pad...naturally
there's a final showdown with Donovan!
Hock arrives in a gunship protected by a kinetic barrier and some LOKI mechs.
The best point of strike is right by the start, with the half-arc of crates
that provides good cover. The gunship is typical, firing a machine-gun burst
or missiles, and when its barrier is depleted, it regenerates it and flees.
Defeat the rest of the lackeys and wait for it to reappear, which starts Round
2 with the bugger. Kasumi will automatically remove the gunship's shielding
when the foot soldiers are defeated, so concentrate on them first to speed up
the process. Round 3 has the gunship fighting without shielding, which means
it can be defeated like any other -- and, the team automatically returns to
the starting point, which has the best defense! The ship retreats when it's
at full health, reappearing when the cronies are defeated. After that, Hock's
got no where to go...well, except straight down. [There are medkits and a
power cells box around this area, if needed.]
When the dust settles, the Normandy's shuttle arrives on the landing pad,
effectively closing the mission. Shepard can then persuade Kasumi to keep the
graybox for posterity, or destroy it in accordance with Keiji's wishes.
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| 06) Legion [A House Divided] [LY06]
|_|_|_|____|____|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Once activated, speaking with Legion can unlock his loyalty mission, taking
the team to the Heretic Station in the Phoenix Massing Cluster's "Sea of
Storms" region (by way of Tassrah system). Since all foes inside will be
geth (obviously) it's best to have allies with Warp, Warp Ammo, Overload, or
Disruptor Ammo -- all that usual stuff.
___ _____|¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| x| _ | | * | Power Cells |
Start | | | | •| | | • | Battlesite |
\_| |_____|1|•| | x | Medkit |
|___| _ |¯ | | 01 | Geth Hub (3000c) |
|2 | |___|_| | 02 | Geth Hub (3000c) |
|_| • _| | 03 | Geth Hub (3000c) |
| 3|___ _ | 04 | 2000 Palladium |
| ¯ • x| | | 05 | Geth Shield Strength [Upgrade] |
¯¯¯| |¯ | | 06 | Geth Hub (3000c) |
| | |•| | 07 | Geth Hub (3000c) |
|___| |___ |____|________________________________|
| ___ |
| | _•| | | Once the crew lands...
| |_____| |
| _| ___| [+2P] Rewriting is bad./Rewriting is unethical.
_|_ _| | [+2R] They're just machines.
| |*| 5|
_| | x| |¯ ...then it's time to start the show. The geth're
|4 ¯¯¯ (_____ mostly in slumber mode, letting the team move
¯¯¯|¯¯¯ •| | around without bothering any -- as long as they
| ¯¯¯ 6•7 | don't step on any glowing floor sensors, which
¯¯¯¯¯|___ | are pressure-sensitive. The easiest way to get
_| |_ through rooms is to tiptoe around and locate a
_____| | "geth hub," which inactive geth are attached to.
| ___ x • | Blowing it up with a well-directed shot sends the
_| | |_____| synthetics flying (due to low gravity), letting
EXIT___| them be picked off easily. Make sure to salvage
wrecked hubs, too! The first time this is done...
[+2P] The heretics are a part of you.
[+2R] Why worry about brainwashing?
[+2P] You'd lose that perspective.
[+2R] Their judgement sucks.
[+2P] That could be traumatizing.
[+2R] You'll feel guilty.
Hub rooms all operate the same way, although navigating the alarm system may
be a bit harder as things go on, especially if teammates screw up the stealth.
Corridors connecting these locations often have small geth squads to fight,
and Legion can hack inactive turrets (found in hallway) to assist briefly
before self-destructing.
Eventually, down the line, there'll be a corridor with a Geth Shield Strength
upgrade, one of the few to find in this dungeon. The next battlesite is just
another hub area, although considerably more dangerous -- it's harder to
avoid alarming the foes, and if a hub's destroyed, they flank the team! Be
sure to play your cards right here. The next hallway has a dialogue point w/
Legion.
[+2P] Things change.
[+2R] You were naive.
[+2P] It's not your fault.
[+2R] It's their fault.
In the final room, there's a medkit and several drones -- early warning signs
of a large fight ahead. [And, as Legion says, drones in the room below can
also be hacked.] Once our friendly geth starts the indexing process at the
terminal, it'll be time to hold the line in the current chamber. Geth spawn
in the (inaccessible) lower room, then come up one of the side-stairs to the
drop-in point. Perhaps the best defensive position is in the room's middle,
where a half-arc of blocks allow good sightlines to the stairways. There are
3 waves to defeat in all, mostly made up of Hunters and Rocket Troopers. [Be
sure to direct ally positions with the d-pad to concentrate fire better. At
the end, Shepard can decide to rewrite the heretics or delete them entirely.
[+30P] We'll rewrite them.
[+30R] It's safer to kill them.
No matter which option's picked, the team will have 3:00 to evacuate the
station. The exit corridor is stuffed with typical geth types (hunters,
troopers, etc.) with one gigantic Prime blocking the way out. There should be
ample time to cut through the synthetics on normal(esque) difficulties, but
on higher ones, utilizing better strategies -- like pairing Adrenaline Rush,
Disruptor Ammo, and the Viper sniper rifle -- to swathe a path out.
Mission reward: 15000c, 750 EXP
: Legion gets loyalty no matter which option Shepard chooses.
NORMANDY SR-2
¯¯¯¯¯¯¯¯¯¯¯¯¯
Back onboard, there will be an immediate argument between Legion/Tali (if her
loyalty mission was completed) about some stuff. Like usual, normal options
that side with one ally make the other lose loyalty; the para/gade-specific
options settle the dispute without sacrificing anyone's loyalty.
[+15P] You're both right.
[+15R] Knock this crap off.
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| 07) Miranda [The Prodigal] [LY07]
|_|_|_|____|____|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Miranda's mission takes everyone to the Crescent Nebula's Tasale system, on
planet Ilium's main city, Nos Astra. Assuming the place hasn't visited yet, a
welcome wagon appears (no para/gadeness). If Miranda is with, EDI delivers a
mission-specific message that says her contact Lanteia is waiting at Eternity
(a bar) for her. When there...
[+2P] What should we do?
[+2R] We're altering the plan?
Once the shuttle drops Shepard's crew in, Eclipse mercs appear for a talk.
[+2P] I'm with Miranda.
Either way, instant firefight. Eclipse's hired help are mostly organic with
a few mechs in the mix, so nothing y'haven't seen already. After the second
fight, Miranda talks at the elevator.
[+2P] We need to get to your sister.
A few more battles later (look for Medigel Capacity & Submachine Gun Damage
upgrades!), the cargo line is reached, which is where conveyor arms drag the
containers through the battlefield. This acts as an obstacle and gives foes
time to regroup, so it's advised to flank 'em if possible. There's plenty of
Eclipse engineers here and they'll setup attack drones, so don't get too
close or they'll fire incendiary rockets.
Once the elevator guards are destroyed, take the lift up to the final battle
area.
[+2P] What happens now?
[+2R] Kill him.
[+2P] We can solve this peacefully.
[+5P] [Stop Miranda from shooting]
This starts a shootout with Enyala, the asari biotic seen in the cutscene. The
cohorts are basic Eclipse mercs, although some may have multiple healthbars
for the event (Enyala always has three). Incendiary Ammo is the way to go, but
watch out for flankers! When done, search the area for remaining items, with
the sidequest-related Trinket near the exit door being something useful to
take. [This place is one-time-only, remember.]
The closure scenes afterwards have no para/gadeness.
Additionally, if Jack's loyalty mission was done, there'll be an argument
between the two ladies ("Take pictures!" Joker says, haha). The default
options have Shepard siding with one of them, making the other lose loyalty,
while the para/gade options salvage both of the crewmembers' loyalty.
[+15P] This is a distraction.
[+15R] This ends now!
NOTE: Whoever gets shunned and loses loyalty over the argument can have their
loyalty regained with para/gade options. They won't say anything else to
Shepard 'til this is cleared up, though. Reconciliation can occur when one's
para/gade points are at 'x' amount of the total amount currently available --
basically, the earlier the hatchet's buried, the better.
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| 08) Mordin [Old Blood] [WK08]
|_|_|_|____|____|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Like Grunt, Mordin's mission is based out of Tuchanka, in the the Krogan DMZ
(Aralakh cluster).
Upon landing in the base camp, EDI informs the team that the captured salarian
is mentioned in the chief scout's logs -- he's the one to talk to. Speak with
him about the issue to learn Wrex (or Wreav) has allowed them to borrow a
truck for the quest. Picking the [Take Truck] option sets off for Weyrloc's
base. ___
|11 |-END
|_ |
| 10|_____
_|_ ¯| 8|_____
|__ __| |_|_ 6_7|
|__|•|__| ___ _|_
|* x _| 5 | | x |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ¯¯¯¯| 9|¯¯¯¯¯|_ |4|_
| * | Power Cells | ¯¯ |_|_ |
| • | Battlesite | | 3|
| x | Medkit | | ¯¯¯|_
| 01 | 600 Palladium | ¯|¯ • 2|
| 02 | Combustion Manifold [Sidequest] | |¯ ___|
| 03 | 600 Iridium | |___ 1|
| 04 | 300 Iridium | |x|
| 05 | Krogan Vitality [Upgrade] | ___|•|
| 06 | 500 Iridium | / •| |
| 07 | Circuitboard (3000c) | / _____|
| 08 | Datapad (1500c) | (___• |
| 09 | Crate (3000c) | ___| |
| 10 | Heavy Weapons Ammo [Upgrade] | (__ _|
| 11 | Terminal (3000c) | \|
|____|__________________________________| START
The first part of this quest involves navigating the ruined superstructures
of Tuchanka's wasteland. Clan Weyrloc employs krogans only, which means using
incendiary ammo/Incinerate are good ideas (among other things). Klixen, the
insectoid rachni-like enemies, are also found out here -- if y'haven't seen
'em in Grunt's loyalty mission yet, they blow up when killed! Stay away from
the blast radius. [There's also varren but those are nothing new.] Either
way, there's four main battlesites to this outdoor place, none too special.
Watch out for short-range pyros appearing towards the end! [The Combustion
Manifold is part of the base camp mechanic's wishlist, a tiny sidequest.]
Inside the repurposed hospital, examining a corpse gives para/gade options.
[+2P] I'm stopping this.
Further in, Weyrloc's clanspeaker appears to spread a message of terror. Eek!
[+2P] You're letting us go? Why?
[+2R] Look what I've done so far.
[+2P] No one else has to die!
[+5R] [Shoot flammable pipe to kill clanspeaker]
A battle with "hardened Blood Pack veterans" ensues, but it ain't that hard.
Since the foes start on the balcony, they quickly maneuver downstairs via the
ramp bottleneck -- moving there immediately can catch them without any cover
and show 'em the true meaning of slaughter! The lab is the next stop. The
most important thing to get is the Krogan Vitality upgrade, which should be
the 2nd and final one to claim. Inspecting the dead krogan female gives some
dialogue, too.
[+2R] We killed dozens already.
[+2P] The genophage was wrong.
[+2R] The genophage was right.
[+2R] Great. Talk about the corpse.
[+2P] That's garbage.
[+2R] I agree with you.
Finding the chief scout's...err, scout in an anteroom gives more dialogue.
Since he's been brainwashed, being forceful or uncaring makes him die; using
para/gade options to send him back to base saves his life (he gives an email
later about this).
[+2P] We were looking for you.
[+2P] Mordin can help.
[+2R] Just sit tight.
[+2P] Can you get out?
[+2R] I dealt with them.
[+2P] I want to help.
[+2P] Stay here. I'm trying to help!
[+2R] [Lie] Relax. It's okay.
[+5R] Forget it. I'm leaving.
[+5P] It doesn't help your clan.
[+5R] I see what's really going on.
When entering the next room, EDI notifies the team that the crates contain
explosive materials -- a poor- or well-placed shot can send 'em flying. This
is also the final battlesite, a two-layered room with walkways spanning an
abyss. The Weyrloc Guld chief appears towards the end (3 healthbars), with a
few varren and associates. Hack a terminal in the remaining stairway for a
heavy weapons ammo upgrade, then go see Maelon...
[+02R] He betrayed you.
[+02P] What now, Mordin?
[+02R] This project is over.
[+05P] [Stop Mordin from killing Maelon]
[+02P] Leave, Maelon. Now.
[+02P] Are you okay?
[+02R] Are we done?
[+02P] His research was sick.
[+02R] Might be worth keeping.
[+15P] You should help the krogan.
[+15R] Genophage was the right call.
[+15P] Hold onto the data.
[+15R] Destroy the data for now.
Make sure to stay behind instead of immediately leaving; this lets one hack
the terminal in Maelon's lab.
Mission summary: 15000c, 750 EXP
NORMANDY SR-2
¯¯¯¯¯¯¯¯¯¯¯¯¯
Mordin post-mission dialogue = no para/gadeness to speak of.
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| | __| __| 09) Samara [The Ardat-Yakshi] [LY09]
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[Refer to section WK03 for map, if needed.]
This mission typically unlocks one mission/event after Samara's been invited,
and once talked to, she's ready to get back on the trail of the Ardat-Yakshi
murderess she's been pursuing. This takes everyone back to the familiar
Omega station.
STEP 1: Talk with Aria
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This saucy lass is still in Omega's Afterlife club, and must be tapped for
info on Morinth. Question about "Samara's Daughter" to learn the Ardat-Yakshi
last targeted a girl from the tenements nearby.
STEP 2: Find Tenements
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The tenement in question is right near the entrance to the quarantine zone.
Diana has some para/gade options.
[+2P] I believe you.
[+2P] I'm on your side.
[+5P] [Console Diana]
[+2R] No promises.
This gives access to Nef's room, and the diary's oldest entry will give the
"password" to access the lounge where Morinth picked up her prey. However,
be sure to read the other entries to learn about Vaeria and Hallex, which'll
be important later. Samara ruminates on the events...
[+2R] This sounds easy.
[+2P] A perfect predator.
[+2R] Can't wait to meet her.
It's decided Shepard will be the bait to lure Morinth out of the shadows, as
the killer's MO is to find artistic individuals and play soul-sucker! And so
the middle step is...
STEP 3: Access VIP Lounge
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The VIP lounge hasn't been accessible until this loyalty mission, so a player
may not know where it is. Basically, it's north of the market area (eastern
side of map), not connected to where Afterlife is situated. There's a bouncer
to talk to, who allows admittance only when Januut's name-dropped.
STEP 4: Lure out Morinth
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Playing bait is as easy as being interesting, which means mingling with the
other residents to show Morinth (who's not present, but is probably watching
from the shadows) Shepard's creative spark. Basically, the option is to stand
out, i.e. resolve barflies' conflicts successfully, not cop out as a neutral
third party. Fail too many conversation events and Morinth ends up leaving!
First off, para/gade for all the conversations:
Vij --------- [+2R] Get away from me
Verf -------- [+5R] Let's step outside.
Edwin ------- [+5P] Treat your customers.
Edwin ------- [+5P] Let's do it.
An overview of the small events...
• Meln is hitting on an asari dancer, thinking she's some easy broad, and
Shepard can step in and give the turian a tumble. [No para/gade required]
• Shepard can use a paragade-only option to dance with Waera; the others just
make him/her get shot down! [Nothing really comes of this, although Waera
stops dancing if Shepard gets shot down...that's a killjoy for ya.]
• Verf can be insulted (requires renegade option) by asking him to step
outside, which betrays his relative cowardice. Any other options just make
it seem like Shepard's talking big.
• If Shep can get Edwin to give a round of drinks to everyone, either out of
paragon-specific coaxing or a nice marketing strategy, there's 5 paragon
points earned.
• Vertin and his accomplice are planning on an alley ambush, and Shepard can
intervene by paying them off (-5000c). No para/gadeness to earn, but either
extreme is necessary to bribe them.
• Horftin wants his investigative reporter friend out of the local gang boss'
clutches, who's caught on and is ready to exterminate her. The code words
to spook her are "terminal" and "eternity," and must be worked into a
conversation (in that order). Doing it right gets the girl out safely; any
missteps have her buying shoes. Cement shoes. [She'll die...get it?]
STEP 4: Sweet-talk Morinth
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When 3-4 barfly events conclude, Morinth asks Shepard to have a chat in her
private booth. There's a lot of topics to chat about, but the rule of thumb
is to avoid sounding shallow ("Hurrr, I like watching explosions!") and
appeal to Morinth's eye for creativity. Coming off as a no-nothing doofus
will have Morinth leave "to get drinks" and not return.
Talking about Expel 10, Hallex, and Vaeria is a surefire way to get invited
back to the apartment, but if Shepard didn't get those tipoffs from Nef's
video journals, para/gade-specific options exist to flaunt the qualities
Morinth's looking for...basically a way to get through without being reliant
on the tipoffs.
Morinth will typically leave the conversation if (1) Shepard doesn't have the
appropriate para/gadeness to clarify points which make make him/her come off
as shallow (2) certain dialogue flags, like learning about Expel 10, Hallex,
and Vaeria, haven't been learned.
STEP 5: Ensnaring Morinth
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Morinth asked Shep back to her place? You lucky dog, you! Make sure to look
around the place (there's an assault rifle damage upgrade on the wall, and
an easily missable one at that). Resisting Morinth's Ardat-Yakshi powers
requires a relatively high para/gade amount; without it, Shepard succumbs to
her wiles.
[+#?] We're not alike.
[+#?] I'm the stronger.
At this point, Samara interrupts the lovefest for a fight. [And yes, the sound
often cuts out here, so it's not just you! Turn on subtitles if they're not
already.]
[+#?] Are you okay?
NOTE: There is an infinite paragon point glitch to do here. After Samara gets
her target, the options are "Are you okay?" "Not yet." and "I am." Picking
"Are you okay?" gives +2P and by picking "Not yet." can be done repeatedly.
Will taking this route be long and boring? Definitely. But it's still an
option for those who haven't been investing in Combat Mastery 'til lategame.
Mission reward: 30000c, 750 EXP
NORMANDY SR-2
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Post-mission dialogue from out gal...
[+2P] Don't be fatalistic.
-------------------------------------+--------------------------------------
PTS DIALOGUE OPTION | PERSON
-------------------------------------+--------------------------------------
[+2R] Get out with it. | Thane (loyalty mission dialogue)
[+2P] Why didn't you take him? | "
[+2R] You abandoned him. | "
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| | __| __| 10) Tali [Treason] [LY10]
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Tali's mission takes the team to the Migrant Fleet's location in the Valhallan
Threshold cluster. Before any dungeon-crawling begins, Tali must visit her
"hometown." [Having Legion along complicates matters a bit, and it's worth
playing through the loyalty mission at least once with him, just to see the
changes.]
PART 1: Migrant Fleet Trial
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[+2P] I owe Tali a great deal.
[+5R] [Talk back to captain] -.
[+2P] Calm down. |
[+2R] It's called Legion. |
[+5P] You'll have to shoot us both. |
[+5R] If it acts up, I'll kill it. |- Applicable only if Legion is brought
[+2P] I'll do this for Tali. | with on mission.
[+2R] Legion, go back to our ship. -'
If Legion was sent back to the Normandy, crew selection is repeated. Past the
welcome wagon, wander down the hall to find Shala'Raan.
[+2P] I'm honored.
[+2R] This is a terrible idea.
Then the trial automatically starts...
[+5P] It is my pleasure.
[+5R] Look at her record.
[+2R] What's the point?
[+5P] We need to help.
[+5R] You've got a lot of nerve!
[+2P] We must. For Tali's sake.
[+2R] If it proves her loyalty.
A shuttle will be waiting to take Tali's father's ship, although feel free
to talk to other people for moral support.
-------------------------------------+--------------------------------------
PTS DIALOGUE OPTION | PERSON
-------------------------------------+--------------------------------------
[+2P] I hope you feel better. | Veetor'Nara
[+2P] You went too far. | Shala'Raan
[+2R] Thanks. Will it help? | "
The only foes inside the Alarei are geth, so using (Squad) Disruptor Ammo'll
come in quite handy. The first two encounters are rather small in size, with
hunters and normal types attacking with assault rifles. It's the 3rd fight,
in an upstairs lab, where things bump up in stature. There's routes on three
sides of the room and geth stream out two doors, so it's important to take a
position that minimizes flanking. Past there, looking at a screen gives some
Tali-centric dialogue.
[+2P] That's a bad idea.
[+2R] That's a worthy promise.
[+2P] Then find another world.
[+2R] So take it back, then.
[+2P] Settle down somewhere else.
[+2R] It's worth it.
Another battle takes place on the adjacent stairway, and like before, it's
a good idea to watch the bottleneck and eliminate geth streaming up. Or, if
you like getting flanked and murdered, do the exact opposite! [:D] Loot the
chamber and enter the next corridor for a heartfelt scene.
[+5P] [Hug Tali ;_;]
[+2P] This wasn't his choice.
[+2R] We'll destroy the geth.
[+2P] He did what he could.
[+2R] The geth cut him off.
Loot the anteroom and save before going upstairs, where the final battle
with a small geth platoon takes place (pretty average 'cept for a Prime).
The console at the back lets Tali collect evidence on what the Alarei did.
[+2P] He wanted to keep his promise.
[+2R] That's what we needed.
[+2R] That sounded bad.
PART 3: Trial Conclusion
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After arriving back on the Alarei, return to the central plaza where the trial
is still underway...
[+02P] You should pardon Tali.
[+02R] You could have waited.
[+30P] Tali is exonerated without selling out her father
[+30R] Tali is exonerated by selling out her father
Rallying the crowd gets Tali off the hook on all charges, and it's not even a
para/gade option, so that may be preferable to (not) submitting Rael's
evidence and making more dire decisions. However, it can only be done if
Shepard went the paragon route with Veetor and Kal'Reegar earlier in the
game.
[+2P] Don't go to war.
[+2R] Good luck in the war.
[+2P] She's with me.
The reward Shepard receives if Tali's exonerated is a Tech Damage upgrade. The
"last walk" before exile can be done, and goodbyes can be said, as well. Some
dialogue changes depending on the admiralty board's verdict.
-------------------------------------+--------------------------------------
PTS DIALOGUE OPTION | PERSON
-------------------------------------+--------------------------------------
[+2P] War isn't the answer. | Admiral Xen (any outcome)
[+2P] Your ideas are wrong. | " (male-only? spoke previously only?)
[+2R] All that matters is victory. | "
[+2P] I support Tali. | Shala'Raan (exiled)
[+2R] She had no choice! | "
[+2P] This was Rael's fault. | Admiral Gerrel (exiled/exonerated)
[+2R] You don't want to know. | "
[+2P] I'm sorry. | Admiral Gerrel (Rael blamed)
[+2R] That's not my problem. | "
[+2P] You were motivated. | Veetor (exonerated)
[+2P] Thanks for standing by me. | Kal'Reegar (exonerated)
[+2P] Keep pushing for peace. | Admiral Koris (exonerated)
[+2R] You need to go to war. | "
Mission reward: 15000c, 750 EXP
Note that Tali's loyalty is not automatically gotten if Shepard publicized
what her father had done with the geth.
NORMANDY SR-2
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Talking to Tali after all is done gives verdict-specific dialogue, although
only being pardoned gives any para/gadeness:
[+2P] I wanted to help you. --.
[+2R] You wanted this, too. |- If Rael's evidence is revealed in court
[+2P] I'm so sorry, Tali. |
[+2R] You'll change your mind. -'
[+2P] You deserved better. ------- If Tali is exonerated
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| | __| __| 11) Thane [Sins of the Father] [LY11]
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Our drell assassin's mission takes everyone back to the Citadel. The objective
is to find his errant son who's taken on a risky job. This loyalty sidequest
is different from the others in that it's not fight-oriented; in fact, there's
none to be had at all. It's all 'bout the info!
STEP 1: Find Info on Kolyat
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Visit Captain Bailey in C-Sec again and ask about Thane's son, learning that
someone who can help (Mouse) works out of a public terminal in the Dark Star
bar upstairs. When the petty criminal's found, time to interrogate!
Using the para/gade-specific answers, the renegade prompt, or simply bribing
Mouse (3000c) will get the info needed: Elias Kelham is the assassination
target. Return to Bailey to convey the info, then agree to interrogate this
Elias
STEP 2: Interrogate Elias
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Joram Talid is revealed to be the hit target, either by renegade prompt
brutality, smooth-talk bargaining for information, or waffling until the
lawyer arrives and a deal's made. [No para/gadeness for these options, oddly
enough.] Bailey automatically swoops the team off to the 800 Blocks for the
next segment...
STEP 3: Prevent Assassination
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This mission is as follows: Joram will be walking below on his normal rounds,
Shepard's on an upper catwalk, and Thane is hiding in the shadows. Shepard's
job is to follow the turian target and update Thane when prompted (this only
occurs if target is within nearby sightlines). Before starting, get the Heavy
Pistol damage upgrade from the catwalk computer -- this segment's the only
chance to do so!
The turian and his bodyguard follow a set path, so there's no random factor
to bother with. Just make sure to keep them in view at all times, else Thane
will ask for an update and it can't be given. [If time runs out on an update,
or Shepard loses track of Joram, Kolyat hits his mark and flees -- this is the
only way the loyalty mission can fail.] Here's a list of stops.
[1] Talking with voters on street
[2] Talking with another voter
[3] Letting bodyguard extort money from Aquila building
[4] Giving bartender a shakedown
[5] Meeting some mercenaries
After the fifth, Shepard meets a stockboy through one of the doors.
[+5R] [Sucker-punch kid to at start or end of conversation]
[+5P] I'm a health inspector.
[+5R] There's a bomb!
Following, a Kolyat scene appears in Talid's apartment, but no para/gade
options to be wary of.
Mission reward: 30000c, 750 EXP
C-SEC SCENES
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[+5P] Those guys were criminals.
[+5R] Who cares about tham?
NORMANDY SR-2
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Surprisingly, Thane has nothing to say if Kolyat was rescued from a life of
crime (positive outcome), and only expresses a little regret if they couldn't
stop him in time (negative outcome). Either way, no para/gade.
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| | __| __| 12) Zaeed [The Price of Revenge] [LY12]
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Unlike others' characters, Zaeed's loyalty mission is unlocked by recruiting
him only. His quest for revenge leads Shepard to the Ismar Frontier's Faia
cluster, planet Zorya.
After infiltrating the planet, proceed down the verdant trail until Vido's
mercs catch sight of the party. The Blue Suns' weapons of choice are assault</pre><pre id="faqspan-5">
rifles, while heavies carry homing missiles, most par for the course by now.
Switch to organic-centric abilities like Incendiary Ammo to cut these guys
down to size. Toggle with the bridge's operating controls further down the
path when able.
[+2P] You know this guy?
[+2R] Vido sounds dangerous.
After entering the gatehouse, Vido is introduced.
[+2P] That was unnecessary.
[+2R] Warn me next time.
[+2P] We came to save these people.
[+5P] [Give Zaeed a good punch]
[+2R] You do what I tell you.
[+2P] Keep to the mission, or else.
[+2R] If that's what you need.
They really don't make pipes like they used to, eh? Past the first battle,
a major decision has to be made, whether to save the refinery workers from a
towering inferno, or fulfill Zaeed's revenge, twenty years in the making. If
it makes the decision any easier, Zaeed becomes loyal for the latter, and
remains unloyal for the former. [He can be made loyal still, but those who
want his Inferno Grenade ability unlocked should make up their minds now...]
[+02P] You suggest we leave them?
[+02R] You must really want him dead.
[+15P] Forget loyalty. We save them.
[+15R] Zaeed's right. Vido must die.
The route for the rest of the level bifurcates depending on how Shepard
handles the situation (the other path won't be accessible). As such, the
walkthrough will split up too.
"SAVE WORKERS" PATH BRANCH
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As the factory explodes, Shepard's team rushes to save the innocents from
melting into piles of goo. The path through the flames is quite linear and
has little room for error, with the player simply rerouting fuel at consoles
and eventually turning on the extinguisher system. Snag the Heavy Weapons Ammo
upgrade and, down the corridors, the M-451 Firestorm flamethrower, which
replaces the current heavy weapon. Don't worry though -- Shepar can change it
out at the weapons locker a bit down the way.
"KILL VIDO" PATH BRANCH
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This route may be shorter than the refinery workers part, but it's more
eventful, with Blue Suns mercs of all colors trying to hold the team from
advancing. Most are just normal troopers but a few heavies appear as well.
A terminal in-between fights has an assault rifle damage upgrade, so make sure
to pocket that before continuing. This route leads eventually rejoins to the
hallway where the M-451 Firestorm flamethrower is obtainable. [It's worth
mentioning that there's no saving during this path segment, even during
downtime.]
AFTER PATHS REJOIN
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Through the next door, the team stumbles onto the factory floor, where Blue
Suns mercs are waiting to draw blood. As the fight rages, stray fire will
trigger a leak in the overhead explosive crate, sending a fiery geyster
straight downward as it moves along its rail. Shooting it from the mechanical
hand's grasp sends it to the floor in a huge explosion...good for taking out
the gangmembers en masse, as long as y'don't get in the blast radius also.
At the end, there's a YMIR mech to scrap, and the environmental pipes lend
themselves well to the standoff. Vido is brought to a grim end, if Zaeed's
wish is fulfilled; he escapes if the paragon path was chosen, and there's a
bit of extra dialogue after.
______________________
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| | __| __| ACHIEVEMENTS [ACHV]
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Achievements are in-game feats that unlock gamerscore points; some of them
will also give augmentations and bonuses in-game as well. There are currently
forty (40) normal achievements, plus one DLC achievement (Revenge!) which is
added when Zaeed is downloaded via the Cerberus Network.
* - denotes DLC achievement
______________________ _____ ________________________________________________
| ACHIEVEMENT | PTS | UNLOCK |
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| A House Divided | 10 | Finish Legion's loyalty mission |
| Against All Odds | 15 | Survive the final mission |
| Agent | 50 | Complete 5 unexplored worlds' missions (scan!) |
| Battlemaster | 10 | Finish Grunt's loyalty mission |
| Big Game Hunter | 10 | Kill a Thresher Maw in Grunt's loyalty mission |
| Brawler | 10 | Kill 20 enemies after meleeing them first |
Broke, Blind, and Bedlam* 15 | Finish Kasumi's loyalty mission |
| Cat's in the Cradle | 10 | Finish Thane's loyalty mission |
| Catching Up* | 25 | Reminisce with Liara aboard the Normandy |
| Catharsis | 10 | Finish Jack's loyalty mission |
| Colony Defense | 25 | Successfully defend the Horizon colony |
| Data Hound* | 10 | Collect all 6 Cerberus Packets on Aite |
| Detail Oriented* | 40 | Use all terminals (Shadow Broker's stronghold) |
| Digital Exorcist* | 15 | Shut down the rogue VI in Project Overlord |
| Doppleganger | 10 | Finish Samara's loyalty mission |
| Explorer | 10 | Visit all (100%) of a cluster's planets |
| Fade Away | 10 | Finish Archangel's loyalty mission |
| Fashionista | 05 | Change Shepard's wardrobe |
| Friend or Foe | 10 | Gain the Reaper IFF from the derelict vessel |
| Ghost of the Father | 10 | Finish Jacob's loyalty mission |
| Ghost Ship | 25 | Successfully investigate the derelict vessel |
| Head Hunter | 10 | Get 30 headshot kills on organic targets |
| Heart of Darkness* | 50 | Confront the Shadow Broker |
| Highly Trained | 15 | View all of Cerberus' advanced combat videos |
Incineration Specialist| 15 | Incinerate 25 enemies' armor |
| Insanity | 75 | Finish an entire game on Insanity difficulty |
| Long Service Medal | 75 | Complete ME2 twice (or once w/ ME1 import) |
| Master at Arms | 15 | Kill 5 enemies with 5 different heavy weapons |
| Merciless | 10 | Make 20 enemies scream by falling/igniting |
| Missing in Action | 05 | Complete Normandy prologue |
| Mission Accomplished | 125 | Finish Mass Effect 2 (any difficulty) |
| Most Dangerous Game* | 35 | Defeat the Shadow Broker's assassin |
| No One Left Behind | 75 | Keep entire squad alive during suicide mission |
| Operative | 15 | Scan & complete an unexplored world's mission |
| Overload Specialist | 15 | Disrupt 25 enemies' shields |
| Paramour | 50 | Successfully romance a teammate |
| Power Full | 15 | Fully evolve one of Shepard's abilities |
| Power Gamer | 10 | Reach level 30 with one character |
| Prospector | 05 | Probe an unexplored planet for resources |
| Revenge! | 15 | Complete Zaeed's loyalty mission (DLC CONTENT) |
| Scholar | 15 | Unlock 15 new Mass Effect 2 codex entries |
| Scientist | 10 | Complete one of Normandy's research projects |
| Suicide Mission | 50 | Use the Omega 4 Relay |
| Tactician | 10 | Hit 20 targets with multiple biotic effects |
| Technician | 15 | Obtain 10 technology upgrades |
| The Archangel | 10 | Recruit Archangel |
| The Assassin | 10 | Recruit Thane |
| The Convict | 10 | Recruit Jack |
| The Cure | 10 | Complete Mordin's loyalty mission |
| The Hard Way* | 50 | Clear Shadow Broker DLC on Hardcore/Insanity |
| The Justicar | 10 | Recruit Samara |
| The Krogan | 10 | Recruit Grunt |
| The Prodigal | 10 | Complete Miranda's loyalty mission |
| The Professor | 10 | Recruit Mordin |
| The Quarian | 10 | Recruit Tali |
| Treason | 10 | Complete Tali's loyalty mission |
| Very Elusive | 10 | Automatically gotten when given first mission |
| Warp Specialist | 15 | Warp 25 enemies' barriers |
| Weapon Specialist | 15 | Fully upgrade a weapon |
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| | __| __| ABILITIES [ABLT]
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ME1's ability list has been pared down to a select few, so things aren't as
complicated as before. All allies have set abilities (plus one special skill
unlocked once their loyalty is gained) while the player can choose Shepard's
class, from a set of six: Soldier, Infiltrator, Vanguard, Sentinal, Adept,
and Engineer. ___ ___ ___ ___ ___ ___
| S | I | V | S | | E | Each character has a unique skill
| O | N | A | E | | N | that's unlocked by doing their
| L | F | N | N | A | G | loyalty missions; this means that
| D | I | G | T | D | I | if their loyalty is NOT gained,
| I | L | U | I | E | N | it does NOT unlock. Shepard can
_________________| E | T | A | N | P | E | learn one of these abilities (at
| SKILL | R | R | R | A | T | E | a time) by researching "Advanced
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|¯¯¯|¯¯¯|¯¯¯|¯¯¯|¯¯¯| Training" at the Normandy lab's
| Adrenaline Rush | x | - | - | - | - | - | terminal, or automatically choose
| AI Hacking | - | x | - | - | - | x | one as a new game plus bonus.
| Biotic Charge | - | - | x | - | - | - |
| Combat Drone | - | - | - | - | - | x | Archangel - Armor-Piercing Ammo
| Concussive Shot | x | - | - | - | - | - | Grunt - Fortification
| Cryo Ammo | x | x | x | - | - | - | Jack - Warp Ammo
| Cryo Blast | - | - | - | x | - | x | Jacob - Barrier
| Disruptor Ammo | x | x | - | - | - | - | Legion - Geth Shield Boost
| Incendiary Ammo | x | - | x | - | - | - | Miranda - Slam
| Incinerate | - | x | - | - | - | x | Mordin - Neural Shock
| Overload | - | - | - | x | - | x | Morinth - Dominate
| Pull | - | - | x | - | x | - | Samara - Reave
| Shockwave | - | - | x | - | x | - | Tali - Energy Drain
| Singularity | - | - | - | - | x | - | Thane - Shredder Ammo
| Tactical Cloak | - | x | - | - | - | - | Zaeed - Inferno Grenade
| Tech Armor | - | - | - | x | - | - |
| Throw | - | - | - | x | x | - | Shepard's unique skill is Unity,
| Warp | - | - | - | x | x | - | which is present no matter which
|_________________|___|___|___|___|___|___| class is chosen.
Here's an overview of all abilities. Each ability consists of three levels
plus an evolution, which the player decides -- 5 possibilities in all. The
evolution names are listed to the right of each table. Abilities are listed
in alphabetical order; those with names beside them indicate loyalty skills
that are specific to that character (except when Shepard obtains them during
research).
Recharge times are based off of Shepard, if applicable (s/he often gets lower
ones if they're loyalty-specific). In those cases, normal recharges are listed
to the right.
_______ _______ _______ _______ _______
| L1 | L2 | L3 | I.AIH | A.AIH | AI HACKING
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯
| Recharge | 1.50s | 1.50s | 1.50s | 1.50s | 1.50s | Upgrades to:
| Duration | 5.0 s | 7.0 s | 9.0 s | 12.0s | 9.0 s |
| Shielding | ----- | 200pt | 350pt | 500pt | 350pt | • Improved AI Hacking
| Impact R. | ----- | ----- | ----- | ----- | 3.00m | • Area AI Hacking
|___________|_______|_______|_______|_______|_______|
This skill commandeers a(n armorless, shieldless) enemy to attack its allies
for a set time period. As points are invested, the hacked target generates a
shield to help keep it alive when its squad concentrates fire on it. "Area
AI Hacking," like many evolutions, gives the skill an impact radius to affect
more synthetics at a time.
A soldier-specific skill that slows down time, boosts weapons damage for the
duration, and lets a player get a more accurate shot. This is most helpful
for rapidfire weapons and sniper rifles, the latter especially. If upgraded
to "Hardened Adrenaline Rush" and attacked during that state, the player gets
a damage shave of 50% (i.e. incur half damage).
Garrus' loyalty tech does extra damage to armored and armorless enemies, but
against biotic barriers and such, it's not as effective. Like all ammo, it
lasts until overriden by another ammo power (for better or worse).
This vanguard-only class skill gives the expected bonuses to para/gade points
and weapon damage, but also decreases the recharge time of powers. Upgrades
either increase power damage or duration.
Jacob's loyalty ability creates a biotic barrier that soaks up damage, keeping
him alive longer. The barrier's strength is based off the percentage of his
current shields, so the more he has, the better the skill becomes.
_______ _______ _______ _______ _______
| L1 | L2 | L3 | Hvy C | Are C | CHARGE
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯| ¯¯¯¯¯¯
| Recharge | 6.00s | 6.00s | 6.00s | 6.00s | 6.00s | Upgrades to:
| Range | 40.0m | 40.0m | 40.0m | 40.0m | 40.0m |
| Impact F. | 350 n | 550 n | 750 n | 1000n | 750 n | • Heavy Charge
| Shields | ----- | + 50% | + 75% | +100% | + 75% | • Area Charge
| S. Duratn | ----- | 4.00s | 4.00s | 4.00s | 4.00s |
| Impact R. | ----- | ----- | ----- | ----- | 3.00m |
|___________|_______|_______|_______|_______|_______|
A vanguard-specific biotic, Charge bumrushes an enemy to inflict damage and
sends them flying with huge knockback. As points are invested, the vanguard
gets a bonus to shields and their duration; one evolution also gives the
skill an impact radius.
This skill creates a drone to attack enemies, which lasts until it's killed
or the duration ends. It's great for causing a distraction or just for some
extra firepower. Its evolutions either increase damage or give it a pulse
radius (for area-of-effect damage). Most people will choose the Attack Drone
evolution, though; the other seems to be less useful.
A soldier-specific class skill, Combat Mastery gives typical bonuses to health
and para/gade points, but also increases weapon damage and storm speed (i.e.
the full sprint speed). Its evolutions increase power damage and duration,
respectfully.
_______ _______ _______ _______ _______
| L1 | L2 | L3 | H.C.S | C. B. | CONCUSSIVE SHOT
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| Recharge | 6 sec | 6 sec | 6 sec | 6 sec | 6 sec | Upgrades to:
| Force | 250 n | 350 n | 450 n | 600 n | 450 n |
| Damage | 45pt | 60pt | 70pt | 100pt | 75pt | • Heavy Concussive Shot
| Impact R. | ----- | ----- | ----- | ----- | 3-mtr | • Concussive Blast
|___________|_______|_______|_______|_______|_______|
Concussive Shot is a high-powered blast fired from a weapon, meant to knock
the enemy down or stun them for a few seconds. Against biotic barriers, it's
effectiveness increases.
Cryo Ammo is used by some attack classes and can freeze targets for a set
time. When frozen, enemies can't move and they're susceptible to shattering
if hit enough times (instant death). Like all ammo, it lasts until overriden
by another ammo power (for better or worse).
When a target's hit, they're quick-frozen in place. Like all freezing techs,
affected targets can't move or retaliate, and can be instantly killed if
shattered (via repeated trauma).
A sentinel-specific ability that gives typical upgrades to para/gade gains
and health. One evolution gives a higher power recharge bonus, the other a
power damage increase.
Disruptor Ammo is especially powerful against synthetic beings, and further
upgrades give the chance to overload (temporarily paralyze) and overheat the
targets' weapons. Very useful, especially when given to an entire squad.
Like all ammo, it lasts until overriden by another ammo power (for better or
worse).
_______ _______ _______ _______ _______
| L1 | L2 | L3 | Enh D | Grp D | DOMINATE (MORINTH)
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| Recharge | 6.0 s | 6.0 s | 6.0 s | 6.0 s | 6.0 s | Upgrades to:
| Damage | 5.0 s | 7.0 s | 9.0 s | 12.0s | 9.0 s |
| Barrier | ----- | 200pt | 350pt | 500pt | 300pt | • Enhanced Dominate
| Impact R. | ----- | ----- | ----- | ----- | 3.0 m | • Group Dominate
|___________|_______|_______|_______|_______|_______|
Dominate is Morinth's special skill, basically AI Hacking for organic foes.
It commandeers the target(s) and forces them to attack their allies.
Grunt's loyalty skill gives his armor a special coating, greatly increasing
his defenses -- the huge duration makes this a great ability for Shepard to
learn via power training. [Armor bonus% is based off maximum shields.]
True to its name, Kasumi's special flashbangs deal minor damage, instead
incapacitating the target(s) for a set duration. Upgrades can increase the
damage or stun duration, respectively. Like most loyalty powers, if Shepard
uses them, s/he gets a reduced recharge time (6s). This skill also OHKOs any
type of husk monster, strangely.
Like Fortification, the gives a bonus to shields (based off current maximum)
for a reasonable duration, increasing survivability. The Improved evolution
trades shielding for a weapon damage bonus.
Incendiary Ammo, like most fire-based skills, can catch enemies on fire,
temporarily making them quit shooting (if organic) while they attempt to
extinguish it. Fire does %damage for a few seconds, based off the current
weapon's amount. Like all ammo, it lasts until overriden by another ammo power
(for better or worse).
_______ _______ _______ _______ _______
| L1 | L2 | L3 | H. In | A. In | INCINERATE
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯
| Recharge | 1.50s | 1.50s | 1.50s | 1.50s | 1.50s | Good v. health & armor
| Impact R. | 1.20m | 1.20m | 1.20m | 1.20m | 3.00m |
| Damage |130/3s |150/3s |170/3s |210/3s |170/3s | - Heavy Incinerate
|___________|_______|_______|_______|_______|_______| - Area Incinerate
Incinerate fires a homing beam of fire at a target, catching them on fire or
inflicting heavy damage to their armor (which is its specialty). The beam is
not instantaneous, so it can be blocked by obstacles.
_______ _______ _______ _______ _______
| L1 | L2 | L3 | He IG | I.B.G | INFERNO GRENADE (ZAEED)
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| Recharge | 6 sec | 6 sec | 6 sec | 6 sec | 6 sec | Upgrades to:
| Impact R. | 3.00m | 3.25m | 3.50m | 3.50m | 4.50m |
| Damage | 50/4s | 60/4s | 70/4s |100/4s | 70/4s | • Heavy Inferno Grenade
| Fragments | three | four | five | five | six | • Inferno Blast Grenade
|___________|_______|_______|_______|_______|_______|
Zaeed's helpful ability throws a grenade at an area, creating an incendiary
explosion followed by tiny "fragments" that denotate when thrown from the
blast. Basically, a giant hellstorm! Upgrading gives more fragments and higher
burn damage, or a larger impact radius.
_______ _______ _______ _______ _______
| L1 | L2 | L3 | H.N.S | NWave | NEURAL SHOCK (MORDIN)
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| Recharge | 9.00s | 9.00s | 9.00s | 9.00s | 9.00s | Upgrades to:
| Duration | 5.0 s | 7.0 s | 9.0 s | 12.0s | 9.0 s |
| Impact R. | ----- | ----- | ----- | ----- | 3.0 m | • Heavy Neural Shock
|___________|_______|_______|_______|_______|_______| • Neural Shockwave
Mordin's loyalty power inflicts pain on its target, paralyzing it for the
duration. Naturally it only works on organic enemies. In addition to that,
Lv2+ upgrades permanently impair the target(s)' accuracy.
Infiltrators get this skill, which gives normal bonuses (health, para/gade
points) and even evolutions to choose between power damage and duration.
The sniper-rifle slowdown (SD) and slowdown duration (SDD) gives a window to
make more accurate shots, so use it wisely!
Overload is made for crippling synthetics, either doing outright damage or
having overload (temporarily paralysis) and overheat (can't use weapons)
effects. This skill's also great for taking down foes' deployed shielding.
Additionally, when used on explosive canisters/crates, Overload makes them
detonate with more force than usual!
Pull is a biotic ability that causes the target to levitate and slowly drift
towards the user, basically letting the poor sap be taken down with potshots.
Enemies can also be killed when the floating effect ends if they're over a
pit, hole, etc. Evolutions increase the impact radius or duration.
_______ _______ _______ _______ _______
| L1 | L2 | L3 | Hvy R | Are R | REAVE (SAMARA)
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| Recharge | 12.0s | 12.0s | 12.0s | 12.0s | 12.0s | Upgrades to:
| Damage | 40/3s |40/3½s | 40/4s |40/5½s | 40/4s |
| Impact R. | ----- | ----- | ----- | ----- | 3.0 m | • Heavy Reave
|___________|_______|_______|_______|_______|_______| • Area Reave
Samara's Reave ability is effective against armor and barriers; on organics
who have neither, the user drains health and leaves 'em helpless while the
effect continues. Unlike most other biotics, Reave is instantaneous -- no
arcing trajectory!
Kasumi's special ability lets her cloak and attack behind a target, dealing
huge damage and incapping them, supposing they live. The upgrades either
increase damage or, in the Rapid version's case, provide a special cooldown
bonus (80%) if the attack kills its target! [Once used, Kasumi also goes
back to her initial position, making it great for guerilla warfare.]
_______ _______ _______ _______ _______
| L1 | L2 | L3 | Hvy S | Imp S | SHOCKWAVE
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯| ¯¯¯¯¯¯¯¯¯
| Recharge | 12.0s | 12.0s | 12.0s | 12.0s | 12.0s | Upgrades to:
| Shockwv # | 8.0 | 10.0 | 12.0 | 12.0 | 12.0 |
| Impact R. | 1.5 m | 2.0 m | 2.5 m | 2.5 m | 3.5 m | • Heavy Shockwave
| Impact F. | 300 n | 400 n | 500 n | 700 n | 500 n | • Improved Shockwave
|___________|_______|_______|_______|_______|_______|
Shockwave launches a line of explosions in front of the user, launching
unprotected enemies skyward or stunning those with barriers. Note that this
skill does not automatically deplete barriers like scions' super-powered
Shockwave; it does pierce targets, though.
Shredder rounds are effective against organics, particularly those lacking
shields, making it one of the less-useful loyalty techs for Shepard to learn.
Like all ammo, it lasts until overriden by another ammo power (for better or
worse).
_______ _______ _______ _______ _______
| L1 | L2 | L3 | Hvy S | Wid S | SINGULARITY
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯¯
| Recharge | 4.5 s | 4.5 s | 4.5 s | 4.5 s | 4.5 s | Upgrades to:
| Duration | 20.0s | 20.0s | 20.0s | 20.0s | 20.0s |
| Impact R. | 1.25m | 1.50m | 1.75m | 1.75m | 3.00m | • Heavy Singularity
| HDuration | 5.0 s | 6.0 s | 7.0 s | 9.0 s | 7.0 s | • Wide Singularity
| Max Trgts | two | three | four | six | four |
|___________|_______|_______|_______|_______|_______|
Singularity creates a gravity well that causes targets to float helplessly
in its field, letting allies kill 'em at leisure. This power goes well with
Throw and Warp.
_______ _______ _______ _______ _______
| L1 | L2 | L3 | Hvy S | Crp S | SLAM (MIRANDA)
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| Recharge | 9.00s | 9.00s | 9.00s | 9.00s | 9.00s | Upgrades to:
| Lift Dur. | 0.90s | 1.10s | 1.30s | 1.50s | 1.30s |
| Force | 400 n | 500 n | 600 n | 800 n | 600 n | • Heavy Slam
| Cripple | ----- | ----- | ----- | ----- | 8.0 s | • Crippling Slam
|___________|_______|_______|_______|_______|_______|
Miranda's loyalty tech is almost self-explanitory: it lifts the enemy up and
slams them down, dealing damage with the impact. The evolutions either slam
with more force or have a crippling effect.
Infiltrators' cloaking allows them to temporarily be invisible to enemies,
allowing them to sneak around for flanking or ambushes. This doesn't work on
all enemies however, and as a tradeoff, there's no health/shield regeneration
while invisible.
_______ _______ _______ _______ _______
| L1 | L2 | L3 | A Arm | P Arm | TECH ARMOR
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯
| Recharge | 12.0s | 12.0s | 12.0s | 12.0s | 12.0s | Upgrades to:
| Duration | ---lasts until enemies destroy it.--- |
| Shields | + 25% | + 50% | + 75% | + 75% | +100% | • Assault Armor
| EP Radius | 7.5 m | 10.0m | 12.5m | 18.0m | 12.5m | • Power Armor
| EP Damage | 30pts | 40pts | 50pts | 100pt | 50pts |
| EP Force | 100 n | 130 n | 160 n | 240 n | 160 n |
| EPShields | ----- | ----- | ----- | + 50% | ----- |
| Power DMG | ----- | ----- | ----- | ----- | + 15% |
|___________|_______|_______|_______|_______|_______|
Tech Armor is a sentinel-specific power that boosts the user's shielding; and,
when destroyed, sends out a pulse blast that damages nearby enemies. Upgrades
increase the energy pulse's (EP) radius, damage, and force, as well as shields
(in one evolution).
Tech Mastery is an engineer-specific class skill, boosting health and
para/gade gains, plus the unique ability to lower research projects' costs
(that is, element-wise, not storebought-wise).
_______ _______ _______ _______ _______
| L1 | L2 | L3 | HThro | ThroF | THROW
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯| ¯¯¯¯¯
| Recharge | 9.00s | 9.00s | 9.00s | 9.00s | 9.00s | Upgrades to:
| Force | 500 n | 700 n | 900 n | 1200n | 900 n |
| Impact R. | ----- | ----- | ----- | ----- | 3.00m | • Heavy Throw
|___________|_______|_______|_______|_______|_______| • Throw Field
Throw is a biotic skill that arcs towards its target, launching 'em airborne
away from the user. Extra damage is incurred if the user's already airborne
when thrown (such as with Singularity/Pull) or if they hit a solid object.
An added bonus is that Throw kills all husks/abominations instantly!
_______________________________________
| | UNITY (SHEPARD)
|¯¯¯¯¯¯¯¯¯¯¯ | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| Revives squadmates. Research upgrades to restore | • No tiered upgrades
| full shields/full health upon revivification. | • Shepard has this no
|___________________________________________________| matter his/her class
_______ _______ _______ _______ _______
| L1 | L2 | L3 | HWarp | UWarp | WARP
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯| ¯¯¯¯
| Recharge | 6.00s | 6.00s | 6.00s | 6.00s | 6.00s | Upgrades to:
| Damage | 120pt | 140pt | 160pt | 200pt | 160pt |
| D. Radius | 3.00m | 4.00m | 5.00m | 5.00m | 7.00m | • Heavy Warp
| D. Force | 400 n | 550 n | 700 n | 700 n | 700 n | • Unstable Warp
|___________|_______|_______|_______|_______|_______|
Warp is effective against armor and biotic barriers, and affected enemies
have their health regeneration stopped. If the target is already affected
by a biotic power when they're hit with Warp, it (1st biotic power) explodes
to deal extra damage. Since Warp's projectile arcs towards the target, it's
important to aim above high-up enemies, which makes it arc down to strike
instead of rise up (which can often make it smack harmlessly into cover).
Jack's Warp Ammo is effective against barriers, armor, and health, making it
a jack-of-all-trades (PUN INTENDED) ammo ability. There's even a damage bonus
if the target's being affected by a biotic power, such as Singularity or Pull.
Like all ammo, it lasts until overriden by another ammo power (for better or
worse).
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| CLASSES [CLSS]
|_|_|_|____|____|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Here's an overview of the classes Shepard can choose from, their pros and
cons, and some other advice. Asterisked (*) abilities unlock when the skill
above it is level 2.
ADEPT
¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: Pistols, SMGs
|- Warp |
|- Throw* | Adepts focus primarily on biotic, not weapons, damage
|- Singularity | and have plenty of great skills to back it up. The class
|- Pull* | becomes a lot stronger as the game goes on, so in the
|- Shockwave* | early going, weapon-oriented allies're good complements
|- Biotic Mastery | to have around.
|__________________|
Good bonus abilities:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
• Energy Drain: Shielding is a biotic user's bane, and this is the only
bonus ability that specifically targets shields.
• Warp Ammo: since Adepts get no ammo powerup, Warp Ammo -- which is good</pre><pre id="faqspan-6">
against armor, health, and barriers -- is a perfect match if one needs a
bit more oomph in attacks.
"What weapons training should I get...?"
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Having pistols and SMGs makes the adept mostly a short-range fighter (for
maximum efficiency), so the obvious choices are getting assault rifles for
mid-range power or sniper rifles for long-range ability.
ENGINEER
¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: Pistols, SMGs
|- Overload |
|- Incinerate* | Engineers' forte is neutralizing enemy defenses, either
|- Combat Drone | with Overload (shields) and Incinerate (armor), or being
|- Cryo Blast* | a complete nuisance with Combat Drone and AI Hacking.
|- AI Hacking* | Being tech specialists, they only get minimal weapons
|- Tech Mastery | options, so it helps to surround oneself with allies who
|__________________| can do the bullet-flinging.
Good bonus abilities:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
• Dominate: AI Hacking applies only to synthetics, and with this skill
fully upgraded, they can target organics as well -- battlefield enemies
are their puppets!
• Reave: To compliment the class' disabling abilities, having a skill that's
good against barriers is self-evidently awesome.
• Warp Ammo: since Engies get no ammo powerup, Warp Ammo -- which is good
against armor, health, and barriers -- is a perfect match if one needs a
bit more oomph in attacks.
"What weapons training should I get...?"
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Like adepts, an engineer's weapons are primarily geared for short-range
attacks, so going the assault rifle (mid-range) or sniper rifle path (long-
-range) makes sense. If the engineer has Warp Ammo, then assault rifle may
be the smart decision.
INFILTRATOR
¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: Pistols, SMGs, Sniper Rifles
|- Disruptor Ammo |
|- Cryo Ammo* | Infiltrators' get decent techs and the ability to cloak
|- Tactical Cloak | themselves (for bonus weapon damage), so they're quite
|- Incinerate* | good at any range.
|- AI Hacking* |
|- Operative |
|__________________|
Good bonus abilities:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
• Dominate: AI Hacking applies only to synthetics, and with this skill
fully upgraded, they can target organics as well -- battlefield enemies
are their puppets!
• Warp Ammo: despite getting ammo powerups, Warp Ammo -- which is good
against armor, health, and barriers -- is a perfect match for Infiltrators
and can stack with their cloak-based damage bonuses. Since the class isn't
that good against barriers, combining this ammo skill with headshots can
make up for some of that.
"What weapons training should I get...?"
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There's really only one good answer, and it's the Widow sniper rifle, one
of the few classes that can obtain it. Combined with Assassination Cloak
and an ammo ability, Widow headshots (which have a time dilation effect for
more accurate shooting) dominate many enemies, such as scions, which are
typical annoyances.
SENTINEL
¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: Pistols, SMGs
|- Throw |
|- Warp* | Sentinels are jacks-of-all-trades, bringing both biotic
|- Tech Armor | and techs to the fray, and increasing their survivability
|- Overload* | with the awesome Tech Armor skill. The weak selection of
|- Cryo Blast* | weapons means it helps to surround oneself with allies
|- Defender | who can bring the heat, like Grunt or Legion, up-close.
|__________________|
Good bonus abilities:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
• Geth Shield Boost/Barrier: Tech Armor provides a lot of protection on the
battlefield, but for even more protection, these shield-boosting abilities
can stack and make Sentinels nigh unkillable.
• Warp Ammo: Sentinels get no ammo power, and since Warp Ammo's good against
just about every type of defense a foe can throw up, it helps maximize
those SMGs' short- to mid-range potential.
"What weapons training should I get...?"
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Any can work, since Sentinels get close-range abilities but have abilities
that let them work closer into the fighting. Shotguns work for close-range
encounters, assault rifles for mid-range and closer, and sniper rifles for
preemptive strikes. If Warp Ammo's chosen, then shotguns or snipers seem to
be the best choice.
SOLDIER
¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: Pistols, Assault Rifles, Shotguns, Sniper Rifles
|- Adrenaline Rush |
|- Concussive Shot*| Soldiers are battle-hardened veterans, able to deal with
|- Disruptor Ammo | any situation through pure force -- having three ammo
|- Incendiary Ammo*| powers helps, just as the time-dilating, damage-boosting
|- Cryo Ammo* | Adrenaline Rush does. As a tradeoff, they have one power
|- Battle Mastery | and zero biotics, but that's fine...bullets to the face
|__________________| send a clear message.
Good bonus abilities:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
• Armor Piercing Ammo: This gives a damage bonus to health and armor, which
basically every enemy has, so it's a good choice just by probability of
use.
• Fortification/Barrier/Etc.: any ability that increases shields, armor, and
the like gives soldiers increased survivability, which is always good as
they're always at the frontlines.
• Inferno Grenade: Zaeed's incendiary bomb is a great complement to one's
arsenal, capable of eliminating mass groups of organics with ease, either
setting up a kill or killing outright. Since Concussive Blast is the only
area-of-effect skill a Soldier has innately, this is a great choice.
• Warp Ammo: Even with three ammo powers, because Warp Ammo's good against
just about every type of defense a foe can throw up, it helps maximize
the assault rifles' mid-ranged potential.
"What weapons training should I get...?"
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Soldiers are the only class that can use the Revenant machine gun, which has
high ammo capacity and a furious firerate, but that Widow sniper rifle's also
tempting -- it really depends on the user's style of play. Adrenaline Rush is
good with either, so there's no wrong choice.
VANGUARD
¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| Uses: Pistols, SMGs, Shotguns
|- Incendiary Ammo |
|- Cryo Ammo* | As the class' ability list might suggest, these suckers
|- Charge | are notable for their kamikaze-style bumrushing, getting
|- Shockwave* | in close to the opposition and decimating 'em with
|- Pull* | biotic powers or the feared Charge skill. Their downside
|- Assault Mastery | is the obvious high-risk attack strategy, and that they
|__________________| don't have any awesome ranged weapons...to start, anyway.
Good bonus abilities:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
• Fortification/Barrier/Etc.: any ability that increases shields, armor, and
the like gives vanguards increased survivability, which is always good as
they're always at the frontlines.
• Reave: Reave helps remove an enemy's defenses, not to mention healing the
user if an organic's targeted, so it has a double usefulness for chargin'
Vanguards.
• Warp Ammo: Because the vanguard's going to be at close-range fighting most
of the time, the damage increase can help in advancing or retreating from
the main battle.
"What weapons training should I get...?"
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Vanguards are already good at close- and mid-range attacking, so one can
focus on shotguns or branch out to assault/sniper rifles, which give extra
range when not charging. Depends on how the player likes using the class.
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| DOWNLOADABLE CONTENT (DLC) [DLCN]
|_|_|_|____|____|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Here's a list of DLC and where it's obtained from. Typically, all DLC is
gotten by redeeming codes (1) automatically obtained from newly-purchased
games, such as collector's editions (2) special offers, such as Dr. Pepper's
promotion in 2010 (3) the Cerberus Network DLC.
Much of the DLC is downloadable only through the Cerberus Network DLC, which
funnels all of through in one place. New copies of ME2 come with a card that
gives the network for free; without it, it costs 1200 microsoft points (MSP)
to get. It incentivizes getting new copies, basically.
_____________________________ _____________________________________________
| DLC | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Aegis Pack | Incisor/Kestrel Armor for Shepard (160 MSP) |
| Alternate Appearance Pack 1 | Download from Cerberus Network (160 MSP) |
| Arc Projector | Download from Cerberus Network (free) |
| Blood Dragon Armor | Gotten from new copy of Dragon Age: Origins |
| Cerberus Network | Free with new games (1200 MSP otherwise) |
| Cerberus Weapon and Armor | Download from Cerberus Network (free) |
| Collector Weapon and Armor | Gotten from Limited Collector's Edition |
| Equalizer Pack | Gotten from Cerberus Network (160 MSP) |
| Firewalker Pack | Download from Cerberus Network (free) |
| Incisor Sniper Rifle | Gotten from Digital Deluxe Edition* |
| Inferno Armor | Pre-order bonus |
| Kasumi: Stolen Memory | Download from Cerberus Network (560 MSP) |
| Normandy Crash Site | Download from Cerberus Network (free) |
| Recon Hood | Dr. Pepper promotion |
| Sentry Interface | Dr. Pepper promotion |
| Terminus Weapon and Armor | Pre-order bonus from GameStop |
| Umbra Visor | Dr. Pepper promotion |
| Zaeed: The Price of Revenge | Download from Cerberus Network (free) |
|_____________________________|_____________________________________________|
* - Also available via Aegis Pack (160 MSP)
NOTE: While the Dr. Pepper promotion is ongoing, apparently the URL-switching
technique to get the Sentry Interface has been removed -- that item's
no longer available (as of the time this guide's updated).
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| EQUIPMENT [EQPT]
|_|_|_|____|____|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Shepard has a wardrobe -- of found, bought, and downloaded (DLC) things --
that can augment stats a bit. Here's a list of all that jazz. If an item's
got nothing listed in the "obtain" column, it's available by default.
NOTE: All armor sets are DLC content, either by trading in codes or by doing
a preorder of the game.
______________________ ______________________ _____________________________
| LEGPIECE | FUNCTION | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Kestrel Power Pack | +08% Shields | Aegis Pack DLC |
| | +05% Heavy WPN Ammo | |
| Life Support Webbing | +10% Health | Citadel (Sirta Foundation) |
| N7 Greaves | +05% Shield Strength | --------------------------- |
| Ordinance Packs | +10% Heavy Wpns Ammo | Omega (Harrot's Emporium) |
| Stimulator Conduits | +10% Storm Speed | Omega (Omega Market) |
|______________________|______________________|_____________________________|
__________________________ ________________________________________________
| ARMOR SETS | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Blood Dragon Armor | +10% Shield Strength, +15% Power Damage |
| Cerberus Assault Armor | +10% Heavy Wpns Ammo/Shield Strength/Health |
| Collector Armor | +10% Regeneratn Rate, Storm Speed; +20% Health |
| Inferno Armor | +10% Para/Gade Bonus, Power Damage, Storm Spd |
| Terminus Armor | +10% Normal Ammo, Storm Speed; +15% Shield Str |
|__________________________|________________________________________________|
- Inferno Armor can now be obtained via the Equalizer Pack DLC!
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| PLANET GUIDE [PLNT]
|_|_|_|____|____|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
In ME2, planets are the main source of raw elements, used to upgrade weapons,
the Normandy, and tech/biotic abilities. However, these are gotten by scanning
alone, rather than mining as ME1 did. Any uncivilized planet can be scanned
by pressing Y-button, holding L-Trig to manually scan, and hitting R-Trig to
launch a collector probe. [Probes have to be bought at fuel depots, located
in whichever system the cluster's mass relay is in; this applies to every
cluster except the Far Rim, which is in geth space.]
In descending order of wealth, planets range from Rich, Good, Moderate, Poor,
and Depleted. The player is notified when a planet's resources are dwindling,
and even when enough of 'x' mineral has been collected that a research project
is affordable. [Smaller planets tend to be the richest, too.]
Sometimes when a planet is scanned, EDI notifies the player that an anomaly
has been detected. In this case, when scanning, follow the white line in the
scanner's center to find the anomaly, which appears as a white spot when the
scanner hovers over. Launching a probe here allows the team to land on the
planet, doing a small side-mission. ["AD!" is the notation for anomalies in
the overviews below.]
TIP 1: Thane's Modular Probe Baby upgrade doubles probes to 60 -- get it!
TIP 2: Miranda's Advanced Mineral Scanner makes scanning easier -- get it too!
TIP 3: Tap L-Trig while moving it around to find minerals faster
TIP 4: Don't bother scanning Poor planets, unless you're hard up (time waste!)
Systems become available through missions, emails, overhearing conversations,
and buying planetary maps. Clusters available by default are:
An argument overheard: a volus accuses a quarian of stealing his credit chit,
and now a C-Sec officer's siding with the volus! [If Tali's with, there's a
few extra dialogue options while "investigate"ing.] Either way, it turns out
the two parties bumped into one another outside Saronis Applications, and
that's where the whole mess started. Visiting the store down the way gives an
option to ask about the credit chit; this info can then be relayed to the
volus.
[+5P] [Give the C-Sec and volus a stern talking-to]
[+5P] [Exonerate the quarian]
CITADEL: FALSE POSITIVES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Level 27, by the stairway down to Level 26
Unlock -: During Garrus' "Eye for an Eye" loyalty mission
Reward -: 1000c, 40 EXP
In "Eye for an Eye," towards the end, there's an opportunity to find some
forged IDs in an overwatch booth. This can be brought to two asaris sitting
by a stairwell. After some awesome back-and-forthing between the two parties
-- which always gives Shep a chance to apologize if required! -- s/he can
offer up the fake IDs and complete the mission.
One of the more fanciful sidequests, Shep can overhear a convo about how
the krogan want to climb up the outer hull and get fish from the Presidium's
lakes (ahaha). Visit Level 28's Dark Star bar to find a groundskeeper, who'll
confirm there's definitely no fish in the lakes. Relay the info to Kargesh
and finish the quest.
[+5P] There are no fish.
[+5R] [LIE] I have a Presidium fish.
Note that y'can only lie to the poor goofball if a fish has been bought from
the gift shop at some point. Basically, the game thinks you have a fish as
long as one isn't available for purchase -- it doesn't matter if it's dead
in the tank or anything.
ILIUM: A TROUBLEMAKER / ILIUM: CONRAD VERNER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Eternity Bar (ME1 import file only)
Unlock -: Talk to you-know-who
Reward -: 40 EXP
Shepard's life-long fan, and fan favorite, Conrad Verner has shown up at the
bar and can be talked to.
[+2P] For crying out loud...
[+2R] [Hit him.]
[+5R] [Shoot his foot.]
[+2P] Let me handle this.
[+5R] Get lost, Conrad. We're done.
If Shepard shot Conrad and sent him packing, the quest finishes there. If
Shep agreed to talk to the undercover cop saying the bar's a red sand front,
then it's time to visit the carport.
[+2R] I should kill you.
[+5P] [Lie] I'll help you. -or- [Lie] I'll Still help you.
[+5R] Shut up and listen.
Using para/gade options on the asari unlocks her kiosk discount, the only way
to do so. Regardless, with her scheme kaput, return to Conrad at the bar.
[+5P] You did fine. Now stop. ------.- If asari's intimidated
[+5R] [Lie] This was really risky. -'
[+5P] [Lie] It was a sting. --------.- If asari's misled into visiting bar
[+5R] You blew her cover. ----------'
ILIUM: BLUE ROSE OF ILIUM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Near "Memories of Ilium" store
Unlock -: Talk to asari
Reward -: 40 EXP
The girl who runs the shop "Memories of Ilium" has an ex-boyfriend trying to
win back her love. Shepard can either persuade her to dump his behind or
commit fully for marriage n' rugrats. [These require para/gade points.]
[+2P] Reason for breakup. -or- Reason for dating.
[+5P] You should take him back.
[+5R] Get rid of him.
ILIUM: GIANNA PARASINI
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Near stairway to Liara's office (ME1 import only)
Unlock -: Talk to her
Reward -: 40 EXP
Gianna, the cop from the first game, finds Shepard walking around in Ilium.
[+2P] It was my pleasure.
After the convo, Gianna leaves and reminds Shep to drink the beer -- examine
the glass to learn Gianna's reason for splitting: her target saw her! Shep's
asked to talk the asari merchant nearby into showing the "good stuff" --
the illegal stuff -- to assist Gianna.
[+5R] You're being watched.
[+5P] I'm a big spender.
[+5R] This stuff might be crap.
[+5P] Don't worry about the license.
[+5R] Don't waste my time.
Using initial para/gade options can get a kiosk discount (this is also gotten
if the asari's tipped off to Gianna's plans) while inquiring about the
advanced merchandise leads to the entrapment options. Either way, talk with
Gianna at the end to finish, supposing Shep helped her.
[+2P] You love doing this.
[+2R] Is this time real?
[+2P] It was good to see you.
ILIUM: INDENTURED SERVICE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Eternity Bar
Unlock -: Initiate conversation
Reward -: 40 EXP, 2000c
At the bar, a quarian and her slave broker are trying to make a sale to a
Synthetic Insights rep (remember the company from ME1?). Talk to them and
agree to help...
[+2P] Free your slave. Now.
...then visit the rep for a discussion. Shepard can use para/gade options to
convince the asari to buy the quarian's contract, or forget the whole thing
and...
[+5P] This would be good business.
[+5R] You're prejudiced.
[+2P] No problem.
[+2R] I don't need your thanks.
...convince the slave broker to find a loophole to free the quarian.
[+5P] You can free her!
[+5R] That's enough. Let her go!
ILIUM: MEDICAL SCANS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Carport, right-hand side
Unlock -: Talk with Shiala (or a colonist) -- [ME1 Import file required]
Reward -: ---
Shiala from ME1 can be found here (or a colonist if she wasn't saved) and
talks about Zhu's Hope, which is rebuilding from its attack two years prior.
Due to health problems, a survey group was hired...only they preformed
invasive scans and that made everyone quite irate.
[+2P] Can I offer assistance?
Either way, Shepard is tipped off to the Baria Frontiers representative right
nearby. Time for a good ol' confrontation with Erinya. Although the asari's
semi-racist, the point is to get her to open up (with para/gade options) to
resolve the issue.
[+#?] Tell me about your family.
[+#?] They didn't hate aliens.
Following, report back to Shiala to finish.
[+2P] It's not all bad.
[+2R] Only with death
ILIUM: THE PRODIGAL: LOST LOCKET FOUND
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Ilium (during Miranda's loyalty mission)
Unlock -: Find locket at end of loyalty mission
Reward -: 500c, 40 EXP
At the end of "The Prodigal," before leaving via elevator, there's a locket
that can be found on a crate left of there. Back in Nos Astra, there's an
asari near a railing (a little ways past docking area) who's been looking
for it. Once conversation's initiated, the only options are to give it over.
[+2P] Don't bother. I can help.
[+5P] [Automatic gain for returning locket]
ILIUM: THE ASSASSIN: SALARIAN FAMILY DATA
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Dantius Towers (during Thane's recruitment mission)
Unlock -: Obtain datapad
Reward -: 1500c, 40 EXP
During "Recruit the Assassin," there's a datapad to find at the top of the
elevator (where the guard is harangued) that starts this quest. Back in Nos
Astra, talk to the salarian and return the info to finish up.
[+2P] I found your data.
[+2R] You'll want to see this.
[+5P] [Quest completed]
During the ascension of the Eclipse base, towards the top there's a manifest
that incriminates Pitne For, the volus near the police station. The info can
be turned over to the detective (+5P, 4200c) or to Pitne (+54, 9000c) to
complete the intrigue.
ILIUM: THE JUSTICAR: STOLEN GOODS FOUND
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Spaceport Crime Scene (during Samara's recruitment mission)
Unlock -: Look at shipping details
Reward -: 1500c
When the crime scene's first entered, look to the right-hand side and see a
datapad talking about theft from an employer. Press A-button to send the data
to Thax, the employer, or press B-button to do nothing (which is the only
way to avoid getting renegade points). If it's released, a krogan meets the
team next time they dock in Ilium to finish the mission.
[+2P] I did.
[+2R] What's it to you?
[+5R] [Info was given to Thax]
NORMANDY: FBA COUPLINGS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Unlock -: Ask the Normandy engineers if they need anything
Reward -: 40 EXP
When Shepard first gets control of the Normandy, it's possible to ask around
if anyone's discontent with the standard-issue stuff. The engineers say their
couplings are slightly substandard and that FBA ones would make their jobs a
lot easier. Finding the items is as simple as buying them from Kenn's Salvage
on Omega (500c) and delivering them back.
NOTE: This quest can't be done post-suicide mission, so do it early!
NORMANDY: SERRICE ICE BRANDY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Unlock -: Ask Dr. Chakwas if she needs anything
Reward -: 40 EXP, Medigel Capacity upgrade (if not gotten already)
The good doctor regrets not opening her prized bottle of brandy, which was
unfortunately destroyed on the first Normandy! Shepard has a chance to make
things right, though. Purchase a bottle (1000c) at Ratch's Wares on Tuchanka,
then come back and crack that puppy open!
NORMANDY: SPECIAL INGREDIENTS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Unlock -: Ask the mess cook if he needs anything
Reward -: 40 EXP
Like others on the Normandy, when asked, the cook says the crew could use a
few special meals before going on the suicide mission...but he lacks delicious
ingredients to make 'em. Satisfying his hunger (pun!) for foodstuffs can be
done by buying High-Grade Provisions at the Citadel's Zakera Cafe (500c). The
quest completes once they're delivered.
NOTE: This quest can't be done post-suicide mission, so do it early!
NORMANDY: CRASH SITE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Omega Nebula -> Amada -> Alchera
Unlock -: Obtain the Crash Site DLC and read an email about site
Reward -: 3750c, 10 EXP/per dogtag, Geth Shield Strength & Tech Damage upgrade
Landing on Alchera lets Shepard visit the Normandy's wreck, which is strewn
around a large, icy area. There's two things to do here: (1) place a monument
to the fallen, which can be done in a number of places, neither mattering more
than the other (2) collect 20 dog tags shimmering around the place, which goes
to earning more experience. Some tags are in fragile crates.
- 100 Element Zero
- 115 Element Zero
- 135 Element Zero
- 150 Element Zero
Shepard can also find an equippable N7 Helmet (Health +5%) from the ship's
halcyon days.
N7: BLOOD PACK COMMUNICATIONS RELAY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Location: Crescent Nebula -> Lusarn -> Tarith
Unlock -: Scan for anomaly
Reward -: 3750c, 125 EXP
___
_____ __/ + \____ |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
/ • \/ ____ •__ | | + | Beacon | | • | Battlesite |
( ____/+ ___/ | | | 01 | 400 Platinum | | 03 | 400 Platinum |
(___ ____|__/ 1| ( ( | 02 | 400 Platinum | | 04 | 400 Platinum |
/ + ' + + _/¯ _)+\ |____|_______________| |____|_______________|
( (¯\_/¯¯¯)•(_ / ___)
| | / __ \ ( ( The goal here is to disable the Blood Pack's comm
) ) / /__) \ ) )__ relay; unfortunately, most of this world is fog-
(_( / ____ / / / 4 \ -covered and infested with klixen, those rachni-like
ENTER _/ /___/ / (_ / exploding spiders from Grunt's loyalty mission.
/ __ 2__/__/ _)¯¯ Lighting a beacon shows the way through the fog, to
/ / \___/ 3) (_ the next beacon, and so on. Creatures don't drop any
(_ + ___ (¯¯)•+ ) thermal clips, so be sure to scour abandoned dig
\__/ \ ¯¯ / camps for 'em.
¯¯¯¯¯¯¯
At the end, there'll be some Blood Pack enemies to take down, mostly vorcha,
plus the three-healthbar krogan Salamut. None of this should be too hard, but
the clearing's entry point is wide-open so rush to cover to avoid being turned
to swiss cheese. When the blood's finished spilling, bypass the comm terminal
to end the mission.
On Helyme, Eclipse mercs seem to have commandeered an abandoned mine and are
doing...uh, evil things there. Eclipse mercs, of course, are typically either
(1) lightly-armored footsoldiers (2) asari biotics with barriers. Either type
is organic, so Incinerate/Incendiary Ammo/Inferno Grenade all clean up well.
There's not many tips to give since this is a basic map with little surprises
in store...but in the largest area (with the connectable bridge), it's
possible to flank a platoon of mercs by taking the high ground, making their
cover nigh useless. Could be helpful on higher difficulties!
Once the mainframe is located, hack it and start decryption on the 2nd file
-- this starts a 3-battle standoff with more mercs, who enter from where the
ally squad first came in. Once things end, look at the decrypted file to see
it needs even more decryption...luckily this'll be done by Cerberus. End the
mission when ready. Items to find in this area:
- 2000 Palladium
- Power Cells
- 2000 Palladium
- Med Kit
Upon landing, EDI notifies the team of an approaching sandstorm. The crash
site is quite vacant upon arriving, so rob the place of its valuables in the
meantime.
- 560 Platinum
- Damaged Mech Parts (1500c)
- 560 Platinum
- Med Kit
- Damaged Mech Parts (750c)
- 440 Platinum
- 420 Platinum
- Power Cells
At the opposite end of the crater, deactivating the signal transmitter will
summon LOKI mechs into the area, so prepare for a firefight. Near the exit
shuttle, the freighter's only YMIR mech will activate and force a standoff.
Fighting at level ground's fine, but a nearby hilltop can work as well. The
planet's visibility will decline the longer one plays, so make it quick!
Upon seeing a grizzly welcome, it's clear from a datapad that the station's
VI has begun killing everyone onboard. Someone cut power to many systems in
the station, so begin by re-enabling the dock power and finding the hub. The
main control area here is locked down, so reactivating power in the siderooms
is necessary first.
RESEARCH LAB: Turn on power to get access to the four computers. The goal is
to turn the reflective plating so that it destroys the tubelike
thing at the back of the room, giving training area access.
ENGINEERING : The passageways here are venting deadly plasma gasses, which'll
quickly eat through shields and kill an ally -- move past when
they momentarily stop. This all stops when power's reactivated.
LIVING QUARTERS: In the medical area, turn on the power to get comp access.</pre><pre id="faqspan-7">
Fiddle with the computers until "5 doors enabled" is said
and they shut down.
When all three areas' power is restored, the hub power can be too. Shut the
rogue VI down to end the mission. Of course, make sure to loot the station
for all its goodies (below) first:
N7: ENDANGERED RESEARCH STATION
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Location: Caleston Rift -> Solveig -> Sinmara
Unlock -: Scan for anomaly
Reward -: 3750c, 125 EXP
A research station's generator has crashed, and the sun's deadly radiation is
streaming in! Oh noes. Shepard alone will go to the station, which is just a
large platform on the sandy surface. Look for a bypassable console at one end,
which lowers the shields to the four other consoles. The control switch
gives function to one of the 3 remaining consoles: turn on the cooling unit
first, then the generator, then the shield control. Items to find in this
area:
In the small canyon where the ship lands, there's apparently large resource
deposits behind thick stone...with no way to get 'em, seemingly. Bypass the
disabled YMIR mech's security to make it move...for a bit. The power cells
nearby (quest item, not for heavy weapon ammo) can be inserted to clear the
way forward. When the power runs out, scour the area for more power cells to
get the YMIR stomping down the path. Varren guard the 3rd cell pickup, but
they can be eliminated from a nearby clifftop first. The mech blows up after
the 4th march, but that's okay -- the platinum beyond can be inspected &
removed, ending the mission.
Once planetside, EDI notifies the crew that there's a single quarian still
living. Once found, it's Shepard's team's duty to protect her from invading
hostiles: varren! Yes, these wolfish doggies are plentiful here but shouldn't
be that difficult to nix, especially with (Squad) Incendiary Ammo. Explosive
canisters around the place can be used for strategic kills, also. Although
it's unlikely teammates will wander off, if they do, order them back to the
quarian with the d-pad to maximize concentrated fire. [A healthbar displays
quarian's remaining life.] After 3-4 waves, the shuttle arrives to exfiltrate
everyone. Items found in this level, pre-battle:
This tiny mission takes place in a cleared canyon. The goal: salvage as many
of the 20 crates as possible from the (3) rampaging Eclipse YMIR mechs. The
mechs focus on the crates innately, but when attacked, turn their fury on the
humans -- that's the trick to saving more crates. Other than that, be careful
y'don't break any crates accidentally. [There's 500 Element Zero to find when
the dust settles.] It's easier to save crates by using the Cain heavy weapon,
damage-boosted headshots, and AI Hacking. Gotta work quick because only one
mech can be distracted at a time.
Shepard (alone) lands at the Estevanico's wreckage, perched on the cusp of a
precipice. One must walk along the girters and old walkways to proceed through
the mazelike interior. Can't find a way to proceed? Either (1) shoot "loose
tiles" to make a new path (2) climb up onto a long girter (3) backtrack a bit
and see if the path breaks to access new spots. Accessing the mainframe at the
end finishes the mission. Items found in this quest:
As the landing scenes tell the player, the mine is going to be filled with
husks, so kick in (Squad) Incendiary Ammo beforehand. There's few surprises
beyond, especially if one did similar excursions in ME1, but one curveball is
the final stretch: a machine basically produces infinite husks to deal with!
Destroying the machine is as simple as detonating the two bombs alongside it,
beckoning a cave-in to do the dirty work. Items found in this map:
- 640 Iridium
- 600 Iridium
- 560 Iridium
- Locker (1050c)
- 400 Iridium
- Med Kit
- Power Cells (x2)
- Locker (450c) -- hard to bypass without using some kind of cloaking
Husks are one of the easiest targets to get the "Brawler" achievement on,
since meleeing one makes it reel for a moment, not to mention they're rather
easy to mow down up-close. Having infinite numbers of 'em make this a prime
area to get "Brawler" if not done already.
As the description says, Eclipse mercs are sensed in the area so it's best to
turn on (Squad) Incendiary Ammo to show 'em who's boss. Once the first pack
of troopers/vanguards is fried, operate the holding cell controls to gain
access to the adjacent corridor. The 2nd pack (same mix) shows up immediately
after bypassing, so make sure to operate the controls from a secure position!
Items to get before entering the holding cell:
- Wall Safe (3750c)
- Med Kit
- 800 Platinum
At the end, inspecting a computer has the encrypted intel gathered, which can
adversely affect Cerberus if publicly distributed. Should Shepard give the
employer the shaft or take one for the team and shelve it? Hmm... Options are
to give it to Cerberus, the Alliance, or for oneself -- no para/gadeness here,
but who knows...it may affect something in Mass Effect 3...
N7: IMMINENT SHIP CRASH
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Location: Pylos Nebula -> Nariph -> MSV Broken Arrow
Unlock -: Buy star chart for nebula at Barlia Frontiers in Nos Astra (Ilium)
Reward -: 7500c, 150 EXP
As the ship's description says, there's geth signatures onboard so it's best
to bring teammates to exploit that -- AI hackers, Disruptor Ammo, etc. EDI'll
post a 6:00 timer, which is the amount of time left until the ship's orbit
decays and flings it into Jonus' largest colony, Fargone. [Fargone = Far Gone?
Tragic irony!]
After defeating the first pack, turn on the computer nearby to learn the
engines are disabled. Down the corridor's the engine room where there's two
power couplings to start. Turning either takes a few moments, and while doing
the fingerwork, geth can interrupt and force a restart...basically, take out
the geth first! To access the 2nd, use the pipes parallel to the broken path.
[Tactical cloaking can make this part rather easy.] When both're turned on,
restart the engines at the top of the catwalk.
Geth are detected before even going down, so bring allies with synthetic-
-oriented abilities, like AI hacking and (Squad) Disruptor Ammo. The weather
is expectedly poor here, basically a geth-made sandstorm, and the objective's
to destroy the machine producing all this ruckus. The geth mix is pretty
generic -- troopers, a few rocket-users, a hunter here and there -- and it's
best for the allies if they locate the cliff path (by shuttle) to avoid taking
the low ground. There's really only two battles in this entire place, so it
leaves plenty of time to find the multiple Palladium boxes hidden around.
The intro should tell what kind of hostilities to expect: Blue Suns! Yes,
the dig site is going to be crawling with these organics, so flip Incendiary
Ammo on for the ride. There's only 4 fights to deal with here, so nothing too
amazing. Make sure to read the PDA towards the end to get the "MSV Strontium
Mule" sidequest. Looking at the Prothean log ends the mission. Items found
in this level:
- 175 Element Zero
- Locker (750c) [x2]
- Locker (2250c)
- 200 Element Zero
N7: BLOOD PACK BASE
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Location: The Shrike Abyssal -> Xe Cha -> Zada Ban
Unlock -: Complete "N7: Blood Pack Communications Relay" quest
Reward -: 3750c, 125 EXP, Heavy Weapons Upgrade
A follow-up to a previous mission, this one puts Shepard's team against the
rest of the Blood Pack hiding out in a scenic gorge. [Organics are pervious
to Incinerate/Inferno Grenade/Incendiary Ammo, like usual.] The shuttle puts
everyone at the highest point in this place; unfortunately, it can't be used
as a sniper nest...enemies haven't appeared yet!
The 1st battle is on a pit's rim, with the typical Blood Pack mix (mostly
vorcha) shooting up and across at everyone. Boxes provide ample cover, though.
Battle #2 is on a precipice's natural bridge, with promontories providing the
shelter from clifftop heavies (hint: shoot explosive canister). Past a door,
the final battle with the site foreman Kalusk and his vorcha henchmen takes
place. There's plenty of explosive canisters here to inflict extra damage,
especially helpful for that krogan. Enemies may hide most of the time so be
prepared to flank.
When everything's done, blow up the machines by detonating the containment
cells around their base. Bada-bing, bada-BOOM! The evacuation order's given,
but instead of an awesome chase back to the shuttle, just leave the caves to
get the all-clear. Items found in this map:
As the description says, the mechs inside are quarantined and virus-infected,
so bringing people with (Squad) Disruptor Ammo and AI Hacking (the latter
especially on higher difficulties) will be wise.
A typical mech mix (Loki bipeds/Fenris dogs) appear when the front door's
approached, and in the large warehouse adjacent, it continues. Down on the
landing with the crates, play it safe when moving in close quarters -- there's
a crapload of Loki mechs (40+?) and not much wiggle room. Allies may turn on
their own ammo powers so if they're squad-affecting, prepare to override 'em
with Disruptor Ammo again. No saving during this portion either, making it
quite an annoyance on higher difficulties.
Once through the ocean of crates, one can finally reach the control room and
initiate production shutdown. Good riddance... [Items on this level:]
- Wall Safe (3750c)
- Med Kit
- 150 Element Zero
- 175 Element Zero [x2]
The objective here is to defeat the Blue Suns, which, to reiterate, is an
organic-oriented mix of batarians and turians. (Squad) Incendiary Ammo,
Inferno Grenade, and similar fiery attacks are best used here.
Once in the cargo bay, the fun starts -- enemies pour from the far door, and
the distance is good enough that sniping is a main draw (particularly for
heavies). Beyond, in the rampway, scoot to cover quickly one floor up because
it's completely barren besides a few crates! Hack the high-up console to
release security lockdown, giving access to the three exits. Two lead to an
anteroom (mechanic bay, medical chamber) and lead upstairs; but before that,
take the middle to the engine area and fight off the mercs there. A console
here says the FTL drive's inoperative...ruh roh.
Return to the previous room and take a side-ramp upstairs, where the two
final corridors are. Approach the bridge to hear Vorhess bark his feeble
boasts, then duck right and hack the bridge security console. [NOTE: There
may be a glitch where if y'exit the hacking screen, it's not possible to
retry; this may be a problem for those with autosave turned off.] This lets
one storm the bridge, taking down Vorhess and his lackeys. There's cover
inside but it's not a bad idea to stay in the hallway and wait for anyone
to rush out -- bottleneck'd!
When everyone's dead, read the ship's main log to get the authorization code
for their "special cargo." There'll be hostiles on the way back, mostly just
normal mercs and a few Fenris dogs. Sargeant Boortis will join the fight at
the ramp crossroads, another triple-healthbar guy who shouldn't pose much
trouble. [Snipe the heavies to make things easier.] With that done, go to
the previously-locked door -- the corridor opposite the bridge's -- and get
the payload. [Items found on this mission:]
- Med Kit
- Power Cells
- 2000 Iridium
- Research Terminal (Heavy Skin Weave upgrade)
- Payload (3750c)
A rather fun mission. Batarians have hijacked a station and launched two
javelin missiles at a human colony. There is no possibility of survival if
they hit! EDI transmits a 5:00 countdown to clear out the hostiles, who, of
course, are organic and susceptible to fire-type attacks. Most of the foes
(who use assault rifles primarily) are located in the missile loading bay,
the largest chamber in the area. Attacking-by-numbers, really, although by
flanking and getting the higher ground, it's easier to suss out kills since
it makes their cover ineffectual.
Bypassing the lower door leads to the killswitch console, guarded by a single
batarian commando (2 healthbars). When inspected, it turns out only one of
the missiles can be stopped! The question then becomes to save the spaceport,
allowing survivors to leave to other worlds, or to save the colony, which is
then isolated without a spaceport. Decisions, decisions! Really, a spaceport
without defenses to stop a missile doesn't deserve to exist! Rawr-har-har...
Items in this area:
The Blue Suns have been falsifying a distress signal to lure in ships, and
it must end now! Blue Suns are an organic mix of troopers, heavies, and a
few commanders with an extra layer of shielding -- either way, Incendiary
Ammo and other fiery attacks work well here.
Fights take place at (1) the landing zone (2) the interior mezzanine (3) the
ground-floor dining hall (4) crate storage bay. For the 4th battle, Captain
Noram sics two Ymir mechs on the team, so keep away from explosive crates
and Overload/Disruptor Ammo 'em to death. The captain and a few cronies come
out of hiding when their mechs fail. When everything's over, hack the final
door and overload the mainframe...kaboom! [Items in this level:]
- 400 Iridium [x5]
- Wall Safe (1875c)
- Power Cells
- Med Kit
During Shepard's attempt to sabotage the gangs' attack on Archangel, s/he
can stumble across a datapad in the 1st lounge. This info can be given to
Aria next time she's visited for a reward.
OMEGA: BATARIAN BARTENDER
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Location: Afterlife Club
Unlock -: Talk to bartender in lower area
Reward -: 40 EXP
At the club, ordering a drink from the barkeep has an odd consequence: almost
dying! Seems that goofball slipped Shep something...and he must pay!
[+2P] Thanks for the advice.
[+2R] That bartender will pay!
Return to the club and confront the barkeep. Shepard can make the barkeep
leave by exposing his actions, or use para/gade options to either rile the
crowd or force the idiot to drink his own toxic concoction. Either way, after
the event, a salarian bartender replaces him and serves poison-free beverages.
[+5P] [Incite the crowd]
[+5R] [Make him drink it]
[+2P] You're not worth the trouble.
OMEGA: PACKAGES FOR ISH
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Location: Hub corridor past docking area (later in game)
Unlock -: Talk to Ish
Reward -: 4500c (packages delivered) / 3375c (Ish flees Omega)
In the main walkway of Omega, which leads north to Afterlife (upper) and
east to the markets/residential neighborhood, there's a salarian duo who'll
call out to Shepard when passed by. Our protagonist is propositioned to help
"change the face of Omega" by collecting two packages for the businessman.
Agreeing on the spot sets things in motion, although declining allows for a
mind change later.
Either way, one package is on Ilium, on a couch in the Eternity Bar; the 2nd
is in the Citadel, outside of the Saronis Applications shop on Zakera Level
26. With them in hand, return to Omega and chit-chat with Ish.
[+5R] The package from Ilium
[+5R] The package from the Citadel
Giving over the packages gives renegade points, while "the stolen data" can
lead to a paragon-exclusive option to dissuade Ish from future efforts of
the sort.
NOTE: Resolving the mission in a paragon way gives a glitch where the journal
doesn't update, essentially listing the mission as incomplete from then
on.
OMEGA: THE PATRIARCH
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Location: Afterlife (upper)
Unlock -: Talk to Grizz (same location) after recruiting Garrus or Mordin
Reward -: 40 EXP, 3000c
Grizz, a turian standing on the stairs to Aria's sofa, relays Aria's wishes
to have Shepard help protect The Patriarch, one of her deadliest enemies she
kept around as a trophy. He's located in a side-room down in the lower part
of the club.
[+2P] You have to go, Patriarch.
[+2P] Time to go, Patriarch.
[+5R] What kind of krogan are you?
Choosing the renegade option makes Patriarch run off to fight the assassins
himself and, naturally, end up dying in the process. The paragon option is
to be the krogan's krantt and eliminate the assassins oneself. Visit the
alley outside lower Afterlife (not the one connecting the two clubs) to find
the wannabes.
[+2P] He didn't live like a krogan. -.- If Patriarch perished.
[+2R] I did what was right. ---------'
[+2P] No thanks.
[+2R] Just like that.
If the "Omega: Archangel: Datapad Recovered" sidequest was done prior to
this one, Aria offers coordinates to a hidden cache on an uncharted world.
This is the alternate way to get the "N7: Eclipse Smuggling Depot" mission
opened, rather than just finding it through happenstance during scanning.
OMEGA: THE PROFESSOR: MISSING ASSISTANT
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Location: Quarantine Zone (during Mordin's recruitment)
Unlock -: Find assistant
Reward -: 40 EXP
After leaving Mordin's clinic, a few battles later, there'll be a corridor
with a door on each side; take the "left" of the two to find the assistant,
Daniel, captured by some batarians. Shepard can use para/gade-specific
answers to save him, although picking default ones just escalates things 'til
they kill him.
[+5P] Nobody needs to die.
[+5R] Kill him, and you're next.
[+2P] Everyone stay calm.
[+5R] [Signal henchmen.]
Either way, Shepard conveys what occured back to Mordin at recruitment's end.
Kenn is a quarian on pilgrimage, scraping by with his salvaged tech business.
Harriot, another storeowner, is forcing him to sell high to keep his own biz
booming. The quest starts when Shepard talks to him.
[+5P] Maybe we can cut a deal.
[+5R] Your prices are insulting.
The quest can be resolved by giving the quarian 1000c to pay his way off
Omega; or, by inquiring about Harriot, Shepard can go have a talk with the
hanar, convincing him to back off or buy out Kenn's store. [These require
para/gade.]
[+5P] Leave the quarian alone.
[+5R] Just shut the quarian down.
Harriot only offers a discount if he's talked to about the quarian (no matter
the outcome), and this is the only way to get a discount there, so don't pass
it up!
Lattesh' surface is ridiculously cold and as EDI says, prolonged exposure'll
degrade Hammerhead's engine performance. Basically, don't just skim along
the snowbanks lazily -- scanning the nodes quickly to give the engines a bit
more heat. [Why does it work like this? Maybe a wizard did it.] There's 10
nodes to scan total, the path is linear, and surpringly, there's no geth to
incur. Bundle up! [5000 Palladium found total from scanning]
PROJECT FIREWALKER: PROTHEAN SITE
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Location: Hades Nexus -> Hoplos -> Kopis
Unlock -: Finish "Volcano Station" (?) or do 3 Firewalker missions (?)
Reward -: 3750c, 125 EXP
At the Prothean site, a giant forcefield protects the valuables so it's now
Shepard's task to disable the (4) generators blocking the way forward. And,
of course, there's a resistance: in this case, rocket drones. They'll pop up
from the land when Hammerhead's in a close proximity and are much easier to
eliminate than geth; try the rise-n-shoot method to take 'em out. The cliffs
are full of random dig sites to get free elements, too.
When the forcefield's removed, enter the dig site on foot...
- Corpse (3750c)
- Console (Biotic Damage upgrade)
- 1500 Element Zero (total)
...and hack the end console to reveal the Prothean relic. This little marble
ends up being displayed back in Shepard's cabin. Does it do anything besides
look shiny? Nope...but it's still pretty cool.
PROJECT FIREWALKER: ROSALIE LOST
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Location: Ismar Frontier -> Elysta -> Zeona
Unlock -: Obtain Firewalker DLC, then visit Zeona (scan for anomaly)
Reward -: 7500c, 125 EXP
The MSV Rosalie was carrying some valuable cargo, the Hammerhead project, and
things seem to have gone terribly wrong...if it wasn't already obvious from
the ship's wreckage! This DLC is a 5-part event, and this is just the first
step of the series.
Locate the cargo container at the wreckage site, bypass it, and obtain the
Hammerhead vehicle. L-trigger initiates turbo, A-button jumps, and L-trigger
fires main cannon. When research -- which is shown at the base of those giant
blue light pillars -- is found, hold Y-button to obtain the suckers. The ship
is actually quite fragile, and can't fly for very long, so avoid falling in
lava! To navigate the map, climb to highpoints, float across the canyons, and
keep climbing. The terrain makes it quite obvious which way to go, usually.
[Research to collect: 7 / 15000c found]
PROJECT FIREWALKER: SURVEY SITES LOCATED
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Location: Hawking Eta -> Verr -> Corang
Unlock -: Obtain Firewalker DLC & complete "Rosalie Lost" to unlock
Reward -: 1250c, 125 EXP
Like previous missions, this one has the team seeking out (5) artifacts to
scan with Y-button; but unlike those same missions, these have enemies to
defeat first! Since the Hammerhead is quite fragile if enemies gang up on it,
the rule of thumb is to stay mobile at medium range and use obstacles as
shields. The cannon's projectile has a slight homing function, but it won't
excuse sloppy aiming. Either way, small enemies can die if run over at high
speeds, and plopping down on a geth colossus makes it inoperable for a short
period, letting the pilot get in potshots. [The safest way it to stay mobile
at medium range, circling the target while firing the cannon.] Enemies who
fall in the water also perish instantly.
There's no saving during this mission so one death means everything's done
over...play it safe. Protip: snipe the rocket drones at the end with the
cannon because the hit detection/auto-aim pre-5th artifact blows. And, at the
5th artifact, part of the platform's periphery is slanted and can provide
cover from the ridiculous concentrated fire the two colossi cause.
Upon landing planetside, EDI notifies the team that mapping technology has
been rendered inoperable by the climate (or something), so it's manual from
here on. The main portion of this level is the volcanic canyon which has a
lot of side ledges and promotories to leapfrog on. Pickup locations are just
yellow circles on the ground, and due to the depth of this canyon, it's best
to do whatever's nearby, then go all the way to the bottom's lavafront, and
work back up again to get the rest. There's 10 places to scan total.
At the end of the Hammerhead portion, press B-button to exit and go into the
volcanic station. There's some things to find...
- Wall Safe (250c)
- Locker (125c)
- 1500 Iridium
...but the real thing to do is activate the sensors. Surprise surprise, this
causes volcanic instability! Take the longcut to the Hammerhead and, once
outside, take the high path out of this joint. There's 1 scanpoint en route,
making a grand total of 5000 Iridium obtained during this mission.
TUCHANKA: COMBUSTION MANIFOLD
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Location: Near Fortack's lab
Unlock -: Talk to mechanic about plight -or- find manifold first
Reward -: 40 EXP
When the krogan homeworld is first visited, a mechanic bemoans the fact he's
got no combustion manifold for the vehicle he's fixing up. During Mordin's
loyalty mission, before entering the Weyrloc base, a manifold can be found
on a pile of junk. Simply return it to the krogan to complete the sucker.
TUCHANKA: KILLING PYJAKS
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Location: Ratch's Wares
Unlock -: Talk to Ratch about pyjaks
Reward -: 40 EXP, Pyjak Meat available for purchase
The friendly krogan shopkeep talks about how pyjaks -- those silvery monkey-
-like creatures -- steal anything that isn't rooted down. This lets Shepard
try his/her hand at the defense turret minigame by the chief scout. Here,
the object is to kill pyjaks with explosions without letting them into the
camp (basically just lead your target; there's lots of leeway). Complete 3
waves successfully, then return to Ratch to complete the mission and get a
discount on his stuff.
During the romp in Weyrloc's illicit clinic, the team can find the chief
scout's...uh, scout, in a holding cell.
[+2P] We were looking for you.
[+2P] Mordin can help.
[+2R] Just sit tight.
[+2P] Can you get out?
[+2R] I dealt with them.
[+2P] I want to help.
[+2P] Stay here. I'm trying to help!
[+2R] [Lie] Relax. It's okay.
[+5R] Forget it. I'm leaving.
[+5P] It doesn't help your clan.
[+5R] I see what's really going on.
Treating the situation tenderly can result in para/gade points allowing Shep
to goad the scout into returning to camp, while being hostile makes the
drug-addled krogan rush to his demise. Talk with the chief back at base to
finish the quest.
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| SHOP LIST [SHPL]
|_|_|_|____|____|______________________________________________________________
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There's plenty of places to buy things in the game, despite only a handful
of cities being available. Before purchasing, always try to use persuasiveness
(or do a tiny quest) to secure that discount.
NOTE: Damage Protection is glitched. It's supposed to raise A/S/B for allies
by a percentage, but defaults once a planet's left or allies are swapped
out. Basically, it only works for Shepard in the long term.
ALLY-SUGGESTED UPGRADES
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_________ ___________________________ __________ __________________________
| ALLIES | SUGGESTED UPGRADE | ELEMENTS | EFFECT |
|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Chakwas | Med Bay Upgrade | 50000 Pl | Heals scars immediately |
| Garrus | Thanix Cannon | 15000 Pl | Saves ally in suicide m. |
| Grunt | Krogan Shotgun | 15000 Pl | Grunt gets a Claymore |
| Jack | Subject Zero Biotic Boost | 3000 ElZ | Jack Biotic Damage +20% |
| Jacob | Heavy Ship Armor | 15000 Pa | Saves ally in suicide m. |
| Legion | Geth Sniper Rifle | 15000 Pl | Legion gets a Widow |
| Miranda | Advanced Mineral Scanner | 15000 Ir | Can scan planets faster |
| Mordin | Mordin Omni-tool | 3000 ElZ | Mordin Tech DMG +20% |
| Samara | Extended Fuel Cells | 3000 ElZ | Fuel capacity +50% |
| Thane | Modular Probe Bay | 15000 Ir | Doubles probe capacity |
| Tali | Multicore Shielding | 15000 Pa | Saves ally in suicide m. |
|_________|___________________________|__________|__________________________|
* - Zaeed has no upgrade to suggest.
HEAVY PISTOL DAMAGE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_____ _____________ ____________________________________________ __________
| LV# | EFFECT | RESEARCH PROJECT UNLOCKED | ELEMENTS |
|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|
| 1/5 | Damage +10% | ------------------------------------------ | -------- |
| 2/5 | Damage +20% | AP Heavy Pistol (Dmg +50% v. Armor) | 15000 Pa |
| 3/5 | Damage +30% | Heavy Pistol Damage (Dmg x2 occasionally) | 25000 Pa |
| 4/5 | Damage +40% | ------------------------------------------ | -------- |
| 5/5 | Damage +50% | ------------------------------------------ | -------- |
|_____|_____________|____________________________________________|__________|
|¯| Far Rim: Recruit Tali [inspect weapon in 1st expansive battlesite]
|¯| 2175 Aeia: Jacob's loyalty mission [weapon at camp past female settlement]
|¯| Citadel: Thane's loyalty mission [computer during following portion]
|¯| Citadel: buy at Rodam Expeditions
|¯| Tuchanka: buy from Fortack's Database
¯
SUB MACHINEGUN DAMAGE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_____ _____________ ____________________________________________ __________
| UPG | EFFECT | RESEARCH PROJECT UNLOCKED | ELEMENTS |
|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|
| 1/5 | Damage +10% | ------------------------------------------ | -------- |
| 2/5 | Damage +20% | SMG Shield Piercing (Dmg +50% v shld/barr) | 15000 Ir |
| 3/5 | Damage +30% | SMG Extra Rounds (Ammo Capacity +50%) | 25000 Ir |
| 4/5 | Damage +40% | ------------------------------------------ | -------- |
| 5/5 | Damage +50% | ------------------------------------------ | -------- |
|_____|_____________|____________________________________________|__________|
|¯| Omega: Recruit Archangel [bypassable room in merc base, pre-infiltration]
|¯| Ilium: Recruit the Assassin [on corpse near top of 1st tower]
|¯| Ilium: Miranda's loyalty mission [computer apx. 3 battles in]
|¯| Citadel: buy at Rodam Expeditions
|¯| Ilium: buy at Gateway Personal Defense
¯
ASSAULT RIFLE DAMAGE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_____ _____________ ____________________________________________ __________
| UPG | EFFECT | RESEARCH PROJECT UNLOCKED | ELEMENTS |
|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|
| 1/5 | Damage +10% | ------------------------------------------ | -------- |
| 2/5 | Damage +20% | Assault Rifle Penetration (DMG +25 v ASB) | 15000 Ir |
| 3/5 | Damage +30% | Assault Rifle Accuracy (Accuracy boosted) | 25000 Ir |
| 4/5 | Damage +40% | ------------------------------------------ | -------- |
| 5/5 | Damage +50% | ------------------------------------------ | -------- |
|_____|_____________|____________________________________________|__________|
|¯| Omega: Recruit the Professor [after 2nd battle, corpse behind barricade]
|¯| Far Rim: Recruit Tali [computer inside bunker that was blocked]
|¯| Omega: Samara's loyalty mission [on wall in Morinth's apartment]
|¯| Zorya: Zaeed's loyalty mission [computer on "Kill Vido" path]
|¯| Ilium: buy from Gateway Personal Defense
|¯| Tuchanka: buy from Fortack's database
¯
SHOTGUN DAMAGE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_____ _____________ ____________________________________________ __________
| UPG | EFFECT | RESEARCH PROJECT UNLOCKED | ELEMENTS |
|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|
| 1/5 | Damage +10% | ------------------------------------------ | -------- |
| 2/5 | Damage +20% | Shotgun Shield Piercing (DMG +50% v S/B) | 15000 Pl |
| 3/5 | Damage +30% | Shotgun Extra Rounds (Ammo Capacity +100%) | 25000 Pl |
| 4/5 | Damage +40% | ------------------------------------------ | -------- |
| 5/5 | Damage +50% | ------------------------------------------ | -------- |
|_____|_____________|____________________________________________|__________|
|¯| Korlus: Recruit the Krogan [computer about halfway through]
|¯| Citadel: Garrus' loyalty mission [console before final room]
|¯| Derelict Reaper: inspect shotgun in 2nd half of place (see walkthru map)
|¯| Omega: buy from Omega Market
|¯| Citadel: buy from Rodam Expeditions
¯
HEAVY WEAPONS AMMO
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Each upgrade: +15% Ammo Capacity
|¯| Normandy: ask Dr. Chakwas if she needs anything
|¯| Omega: Recruit the Professor [hackable console in clinic]
|¯| Ilium: Miranda's loyalty mission [battlesite about halfway through]
|¯| Ilium: buy from Serrice Technology
|¯| Citadel: buy from Sirta Foundation
¯
DAMAGE PROTECTION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_____ _____________ ____________________________________________ __________
| UPG | EFFECT | RESEARCH PROJECT UNLOCKED | ELEMENTS |
|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|
| 1/5 | A/S/B +10% | ------------------------------------------ | -------- |
| 2/5 | A/S/B +20% | Redundant Field Generator (restores shlds) | 15000 Pa |
| 3/5 | A/S/B +30% | Hard Shields (Shepard shields -20% DMG) | 25000 Pa |
| 4/5 | A/S/B +40% | ------------------------------------------ | -------- |
| 5/5 | A/S/B +50% | ------------------------------------------ | -------- |
|_____|_____________|____________________________________________|__________|
* - Redundant Field Generator may restore shields when they're brought down
|¯| Purgatory: Recruit the Convict [mech in cell Jack escapes from]
|¯| Disabled Collector Vessel [computer at bottom of looong ramp]
|¯| Complete "N7: Anomalous Weather Detected" quest
|¯| Citadel: buy from Saronis Applications
|¯| Ilium: buy from Serrice Technology
¯
HEAVY SKIN WEAVE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Each upgrade: +10% Health [Shepard-only]
|¯| Horizon [dead Collector at first settlement]
|¯| Derelict Reaper [battlesite with 1st hackable door]
|¯| Found during "N7: MSV Strontium Mule" quest (final room)
|¯| Omega: buy from Kenn's Salvage
|¯| Ilium: buy from Gateway Personal Defense
¯
GETH SHIELD STRENGTH
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Each upgrade: +25% Shields [Legion-only]
|¯| Migrant Fleet: Tali's loyalty mission [computer near start of Alarei]
|¯| Heretic Station: Legion's loyalty mission [curvy hallway towards the end]
|¯| Complete "Normandy Crash Site" DLC
¯
KROGAN VITALITY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Each upgrade: +25% Health [Krogan-only]
|¯| Korlus: Recruit the Krogan [console in Okeer's lab]
|¯| Tuchanka: Mordin's loyalty mission [computer in filthy clinic area]
¯
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| WEAPONS [WEPN]
|_|_|_|____|____|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Weapons are a fundamental part of battle, and no matter if one's a biotic or
tech specialist, they can still pack heat like everyone else. Weapons are
categorized by type and organized by when found, which is the typical order
of worst to best. [DLC is exempt from this.]
ASSAULT RIFLES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Used by: Soldiers + Garrus, Grunt, Legion, Morinth, Samara, Zaeed
__________________ _________ ______________________________________________
| NAME | CLP/MAX | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Avenger | 40/400 | -------------------------------------------- |
| Vindicator | 24/96 | [Omega: Recruit Archangel] Archangel's base |
| Revenant | 80/480 | [Disabled Collector Vessel] Weapons training |
| Geth Pulse Rifle | 40/480 | [Far Rim: Recruit Tali] On a corpse |
Collector Assault Rifle28/280 | Collector's Edition DLC only |
|__________________|_________|______________________________________________|
* - Revenant is soldier-only
* - Geth Pulse Rifle is Hardcore/Insanity difficulty only (replaces Tempest)
HEAVY PISTOLS
¯¯¯¯¯¯¯¯¯¯¯¯¯
Used by: All classes + Jack, Jacob, Miranda, Mordin, Tali
__________________ _________ ______________________________________________
| NAME | CLP/MAX | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Predator | 12/60 | -------------------------------------------- |
| Carnifex | 06/18 | [Omega: Recruit the Professor] At the clinic |
|__________________|_________|______________________________________________|
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| VI. FREQUENTLY ASKED QUESTIONS [FAQZ]
|_|_|_|____|____|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[Q] - What's up with that star behind the Illusive Man?
[A] - It represents the inner turmoil of Shepard's character -- the blueness
represents paragon, redness represents renegade. It changes throughout
the game depending on actions taken (if it wasn't obvious already).
[Q] - [Suicide mission:] I hit the heat exchanger but the bar keeps rising!
[A] - This happens when an H.E. is accidentally skipped. The only option is
to go back to said H.E. and relieve the heat before the tech specialist
is toasted.
[Q] - I can't download the Sentry Interface from Dr. Pepper's website!
[A] - As part of their ME2 promotion (which ends 12/31/10), there are three
DLC equipment pieces to get: Umbra Visor, Recon Hood, Sentry Interface.
However, the SI seems to have been removed from the options for some
reason, at least at the time this author's writing. Here's how to get
it:
1) Put in your code normally
2) Put in your details (they're not checked, so they don't matter)
3) Navigate to the ME2 page where it lists the Umbra Visor & Recon Hood
4) Right-click on "Claim This Prize" and copy the link it leads to
5) Paste the URL into the browser
6) Find the part that says "goodie=umbra_visor" or "goodie=recon_hood"
7) Change the above portion to "goodie=sentry_interface"
8) Submit!
NOTE: The Sentry Interface URL-switching trick has been removed, so it
can't be gotten anymore, seemingly.
THANKS TO...
¯¯¯¯¯¯¯¯¯¯¯¯
• Mass Effect wiki, for some tech effects
• Lita Gemini, for info on Kasumi as tech specialist
• David Bernstein, for alternate method in Kasumi's DLC
• mho5454, for missing wall safe on Horizon
• Daveypots, for information on getting the Sentry Interface from Dr. Pepper
NOTES TO SELF/THINGS I NEED
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
• Any general corrections are always appreciated
• Reporter and Liara sidequests
• Para/gadeness for Vertin dialogue? (Samara loyalty mission)
• Any [???] portions of dialogue where the font color obscures what's written
• Any missing LI-centric dialogue that has para/gade gains
• Kasumi's loyalty quest: MaleShep replacement for flirting line
__ __ ____ ____ ______________________________________________________________
| ' | __|__ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| | __| __| VIII. LEGALITY [LGLT]
|_|_|_|____|____|______________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.