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Mass Effect Walkthrough
Mass Effect Walkthrough
Mass Effect Walkthrough
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------
I. (1) INTRODUCTION
(2) BACKGROUND
(3) XBOX 360 CONTROLS
11intr
12back
13xbox
(4) PC CONTROLS
14pcco
15game
A. Character Creation
15Acha
B. Introduction to RPGs
15Bint
C. Conversations
D. The Mission Computer
E. Combat
F. Advancing Levels
G. The Galaxy Map
H. Equipment
I. Squad Management
J. Exploring Uncharted Worlds
K. Using the Mako
(6) CHARACTERS
A. Commander Shepard
15Ccon
15Dthe
15Ecom
15Fadv
15Gthe
15Hequ
15Isqu
15Jexp
15Kusi
16char
16Acom
B. Squad Members
16Bsqu
C. Normandy Crew
16Cnor
D. Other Characters
16Doth
17down
17Abri
Prologue
Feros
vi. Noveria
vii. Virmire
21walk
21Apri
21A1pr
21A2ed
21A3th
21A4li
21A5fe
21A6no
21A7vi
Citadel Assignments
Tali Assignments
21A8re
21A9il
21Bopt
21B1ci
21B2fe
21B3ga
21B4no
21B5ta
21B6un
21B7vi
21B8wr
21B9x5
C. Complete Codex
i.
21Ccom
21C1pr
21C2se
31equi
31Aman
31Bhid
C. Weapons
D. Armor
31Cwea
31Darm
E. Other Equipment
F. Upgrades
31Eoth
31Fupg
32comb
A. General Strategies
32Agen
B. Sub-Boss Strategies
32Bsub
C. Boss Strategies
32Cbos
33guid
(4) SECRETS
34secr
34Arom
B. Achievement Bonuses
34Bach
C. Walkthrough Conclusion
34Cwal
41cred
(2) CONTACT ME
42cont
(3) REVISIONS
43revi
---------------------------------------------------------------------SECTION I
----------------------------------------------------------------------
=============
Introduction
=============
11intr
Mass Effect is the first in a trilogy of games created by BioWare, awardwinning developer of such RPGs as "Knights of the Old Republic" and "Baldur's
Gate." It takes place in the year 2183, as humanity begins to take its first
steps on the galactic stage, interacting with new alien races and settling
uncharted worlds. You play as Commander Shepard, a promising young officer
in the Systems Alliance Navy who has just been assigned to the SSV Normandy-the most advanced starship humans have ever created.
Mass Effect was released for the Xbox 360 in North America on November 20,
2007, and for the PC on May 28, 2008. The game is rated "M" for Mature by
the ESRB for blood, language, partial nudity, sexual themes, and violence.
===========
Background
12back
===========
In 2157, the Alliance made first contact with an alien species known as the
turians. This resulted in the First Contact War, as the next several months
saw skirmishes between the turians and Earth's Systems Alliance fleets. In
the largest battle of the war, the turians crushed the garrison on the human
colony of Shanxi, but were ultimately driven off by the Alliance Second
Fleet. This conflict drew the attention of the Citadel Council, a governing
body that maintained peace and stability throughout much of the galaxy. They
intervened in the conflict and brokered a peace agreement between humans and
turians.
Humanity continued its rapid expansion, and in 2165 it was granted an embassy
on the Citadel, the political and economic heart of the civilized galactic
community. This angered another race of aliens, the batarians, who had come
into competition with humanity over territory in an undeveloped region of
space known as the Skyllian Verge.
Frustrated with the Council's refusal to halt human expansion, the batarians
closed their embassy on the Citadel, and ultimately funded a surprise attack
on the human colony of Elysium. The attack failed however, and in
retaliation the Alliance raided the batarian criminal base on Torfan in 2178.
Despite taking heavy losses, the Alliance soldiers utterly exterminated the
inhabitants.
The year is now 2183, and the SSV Normandy--the most advanced starship ever
created by the Alliance--is being put through its paces. Aboard is Commander
Shepard, a talented young officer who will soon embark on a galaxy-spanning
adventure with the fate of the known universe hanging in the balance...
==================
Xbox 360 Controls
13xbox
==================
A Button
B Button
- Holster Weapon
X Button
Y Button
Left Trigger
Right Trigger
Left Bumper
Right Bumper
- Move Camera
- Toggle Crouch
Start Button
Back Button
MAKO CONTROLS
-------------
A Button
B Button
- Exit Mako
X Button
- Return to Normandy
Y Button
- Repair Mako
Left Trigger
- Turret View
Right Trigger
Left Bumper
- none
Right Bumper
- Fire Cannon
- Move Mako
- none
Start Button
- Main Menu
Back Button
- none
SQUAD COMMANDS
--------------
Direction: Up
- Move to a location
Direction: Down
- Take cover
Direction: Left
Direction: Right
- Target an enemy
============
PC Controls
14pcco
============
BASIC CONTROLS
--------------
Interact
- E,Enter
Tactical HUD
Map
- Spacebar
-M
Equipment
Squad
Journal
Codex
Quick Save
-I
-U
-J
-O
- F6
COMBAT CONTROLS
---------------
Movement
Sprint
- W,A,S,D
- Shift
Movement Speed
Crouch
Fire
-Z
- Left Ctrl
Zoom
-E
-R
-F
Draw/Holster Weapon - Q
Previous Weapon
-[
Next Weapon
Pistol
-]
- F1
Shotgun
- F2
Assault Rifle
- F3
Sniper Rifle
- F4
-V
Quick Slot 1
-1
Quick Slot 2
-2
Quick Slot 3
-3
Quick Slot 4
-4
Quick Slot 5
-5
Quick Slot 6
-6
Quick Slot 7
-7
Quick Slot 8
-8
MAKO CONTROLS
-------------
Cannon
Turret Zoom
Thrusters
Return to Normandy
-N
SQUAD COMMANDS
--------------
Move
- Up Button
Rally
- Down Button
Attack
Hold Position
- Left Button
- Right Button
============
Game Basics
============
15game
CHARACTER CREATION
15Acha
------------------
When you start a new game of Mass Effect, you can begin with the default
version of Commander Shepard, or you can create your own. Creating a custom
character allows you to alter your version of Commander Shepard in a number
of ways, as detailed below.
First, you select the gender of your character. Shepard can be male or
female. Next you can give a first name to your character. The default male
name is "John," and the default female name is "Jane." For the purposes of
in-game dialogue and continuity, the last name cannot be changed.
After selecting a name, the next step is to determine the history and
personality of your character. This is a two-step process:
The first step is to select your pre-service history. This dictates your
character's background before joining the Alliance military. Three
choices are available, and each allows for the completion of a different
optional assignment.
Spacer:
Colonist:
Earthborn:
Next you select your psychological profile, for which there are again
three possible choices. By the start of the game your character is
something of a minor celebrity, and your choice here determines precisely
how this came to be. Individuals in the game will sometimes recognize
you from your past exploits and react differently towards you.
War Hero:
Ruthless:
Fifty marines died on Akuze. You were the only one to make it
back to the landing zone alive. A monument on the planet
commemorates the massacre, a grim reminder of the price humanity
must pay as they spread throughout the stars."
"Born into a naval family, you spent your childhood on ships and
stations. You moved from posting to posting as your parents were
reassigned. You enlisted in the Alliance military yourself on the
You were on shore leave at Elysium when the first wave of the
Skyllian Blitz struck. A massive coalition force of slavers,
crime syndicates, and batarian warlords attacked the human
colony, determined to wipe it out.
Spacer / Ruthless:
"Born into a naval family, you spent your childhood on ships and
stations. You moved from posting to posting as your parents were
reassigned, and it was only natural you would follow in their
footsteps by enlisting in the Alliance military when you came of
age.
Fifty marines died on Akuze; you were the only one to make it
back to the landing zone alive. A monument on the planet
commemorates the massacre, a grim reminder of the price humanity
Colonist / Ruthless:
You joined with the Alliance military, joining the long and
bloody campaign to rid the Skyllian Verge of batarian slavers and
other criminal elements. The final battle came when Alliance
forces laid siege to Torfan, a slaver base built miles below the
surface of a desolate moon. The superiority of the human fleet
was wasted in the assault on the underground bunker, but you led
a corps of elite ground troops into the heart of the enemy base.
"You were born on Earth, but you never knew your parents. A child
of the streets, you learned to live by your wits and guts,
surviving in the hidden underbelly of the megatropolises of
humanity's homeworld.
Fifty marines died on Akuze; you were the only one to make it
back to the landing zone alive. A monument on the planet
commemorates the massacre, a grim reminder of the price humanity
must pay as they spread throughout the stars."
"You were born on Earth, but you never knew your parents. A child
of the streets, you learned to live by your wits and guts,
surviving in the hidden underbelly of the megatropolises of
humanity's homeworld.
Earthborn / Ruthless:
"You were born on Earth, but you never knew your parents. A child
of the streets, you learned to live by your wits and guts,
surviving in the hidden underbelly of the megatropolises of
humanity's home world.
* The Earthborn / Sole Survivor background is that chosen for the default
Commander Shepard.
After creating a character profile, you must select your class from the six
types available to you. This is a very important selection, as it determines
what weapons and abilities you will have access to.
There are three primary classes in Mass Effect: Soldiers, Engineers, and
Adepts. Soldiers are combat specialists: They are the only class with access
to heavy armor, and they have the ability to train in the use of any weapon
type. Engineers specialize in non-combat abilities like unlocking doors and
containers, and in sabotaging enemy weapons and shields. Adebts are biotic
characters that can forcefully move enemies and objects, and are best at
disabling enemies and controlling crowds.
Soldier:
First Aid
Fitness
Shotguns
Sniper Rifles
Engineer:
Adept:
The other three classes are hybrids of the first three, though whether they
combine the best or worst aspects of each remains a subject of debate. The
Infiltrator combines the Soldier and Engineer, the Vanguard combines the
Soldier and Adept, and the Sentinel combines the Engineer and Adept.
Vanguards have access to weapons and armor training, but don't have the range
of biotic abilities open to Adepts. Similarly, Infiltrators gain weapons and
armor training as well, but lack the range of debuffs possessed by Engineers.
The most supporting class is the Sentinel, which offers a mix of tech and
biotic powers, but lacks weapon or armor talents.
Electronics
Pistols
Tactical Armor (Light)
Vanguard:
Sentinel:
Finally you are ready to customize your character's appearance. You can
choose to use the default versions of Commander Shepard, or you can adjust
any aspect of your character's face to your liking. Use the sliders in each
section to manipulate a range of facial details. Female characters have the
additional option of customizing makeup.
When you are finished, select "Finalize" to begin the game. Note that once
you have completed one playthrough of Mass Effect you can begin a new game
by
selecting an existing character. You will begin the new game with all the
stats and equipment that your character had at the time the game was
finished. Though any accrued Charm or Intimidate slots will be retained,
your preexisting Paragon and Renegade scores will not carry over.
INTRODUCTION TO RPGS
15Bint
--------------------
Mass Effect is an Action Role-Playing Video Game (or RPG), meaning you assume
the role of a fictional character and control his or her actions in a way
that affects the game and other characters. As your progress through the
game you will earn "experience points" (or XP) for your actions. You gain
these points by exploring, talking to characters, completing quests, and
defeating enemies in combat. The accumulation of these points allows your
character to "level up," thereby increasing certain characteristics such as
health. In Mass Effect you are granted "talent points" after each level up,
which go into upgrading and improving your character's ability with certain
skills. Many of these components are explained in more detail later.
CONVERSATIONS
15Ccon
-------------
To select a dialogue response on the Xbox 360, hold the left analog stick in
the direction of the choice you wish to select, and then press the A button.
You can also press the X button instead, which will begin your character's
line immediately, stepping on the lines of any character who is speaking at
the time. X is also used to skip dialogue if you wish to do so. On the PC
you use the mouse to select dialogue options, and the Spacebar to skip
dialogue.
The dialogue wheel itself is divided into six quadrants. Choices on the
wheel's left side usually give you more information about a given topic,
while choices on the right tend to bring the conversation closer to its
conclusion. Additionally, the top of the wheel tends to correspond to the
Paragon path, where your character makes cooperative and unselfish decisions.
The bottom of the wheel typically corresponds to the Renegade path, where
your character makes decisions that are more selfish and impatient. This is
not always the case, but it is a good general guide to framing your responses
during a conversation if you wish to play as a virtuous or malevolent
character.
Sometimes you will see the option on the middle left to "Investigate."
Selecting this option brings up more choices for topics of conversation, and
the orientation of these choices often does not correspond to the Paragon /
Renegade paths described above.
15Dthe
--------------------
By pressing the Start Button (or Esc on the PC) you can enter the Mission
Computer menu. You access each part of the menu in a similar way to
selecting dialogue choices during a conversation.
Codex:
Exit Game: Quits the game and returns to the desktop. (PC only)
Load:
Main Menu: Exit the game and return to the main menu. (PC only)
Map:
Save:
Squad:
View and upgrade stats and abilities for you and your
squad members.
COMBAT
15Ecom
------
Radar is displayed in the bottom right corner, and shows enemies as red dots.
Some enemies can jam your radar, hiding their locations from you. However,
certain weapon upgrades can be used to negate this ability.
The right analog stick (or mouse on the PC) is used to aim the target
reticule. Holding the left trigger (right mouse button on PC) zooms in for
more precise aiming, increasing your character's accuracy. The reticule
turns orange when it is placed over an enemy or any object that can be
damaged or destroyed. Squeezing the right trigger (left mouse button on PC)
then fires your weapon. The chance of hitting an enemy and how much damage
is dealt from your weapon are determined by your stats and equipment. Your
chance of hitting an enemy is reduced by holding the trigger for a long
period of time. Sustained fire can also overheat your weapon, meaning you
must wait for it to cool down before using it again.
On the Xbox 360 strategic management is accomplished through the use of two
combat "wheels." The first is the "Weapons Wheel" which is accessed by
holding down the left bumper. This pauses the action, and allows you to
select what weapon each member of your squad will use. All squad members
carry a pistol, shotgun, assault rifle, and sniper rifle, but each will be
far more effective with a certain weapon if they have trained in its use.
The second wheel is the "Power Wheel," which is accessed by holding the right
bumper. This allows you to access the special abilities of all squad members
and use them accordingly by aiming using the right analog stick. A power can
also be mapped to the right bumper by pressing the X button while using the
wheel.
On the PC these wheels are replaced by the Tactical HUD, which is accessed by
holding down the Spacebar. This screen shows the abilities that are
available to you and your squad members. You can use it to select which
weapons and powers to use, and it also allows you to set your hotkeys for
each ability by dragging them to the quick slots located in the upper left
corner. Here they can be accessed by pressing the appropriate number key, 1
through 8.
ADVANCING LEVELS
15Fadv
----------------
At the Squad screen you can automatically distribute talent points to the
selected character, or you can spend them manually on each desired talent.
Level
1-5
6-20
21-35
36-60
This means that at most Shepard can earn 100 talent points through leveling
up, and squad members can earn up to 80 points. However, all characters
begin with 2 points already allocated, and automatic points in the Charm and
Intimidate talents can be earned by raising Paragon and Renegade meters to
sufficient levels. Therefore the theoretical maximum number of talent points
a character can have is 126 at level 60.
15Gthe
--------------
The first level of the galaxy map is the Galaxy Level, which shows all
available star clusters and nebulae you can visit. By moving your cursor
over a selected cluster you can see its name and view the relay path the
Normandy would take to reach that part of the galaxy. New clusters and
systems become available as you complete missions and learn more about the
galaxy.
After selecting a location, you zoom in to the Cluster Level, which shows all
known star systems within that cluster. To explore a star system you must
travel there by clicking on it and confirming that you wish to travel.
When you have arrived at a new system you will see the System Level, which
shows all the planets and celestial objects orbiting the star you have
traveled to. All planets will have a blue ring showing their orbit. Other
objects may be hidden and will require you to move your cursor over them to
discover their presence. For example, many asteroid belts have interesting
asteroids you can examine, and derelict starships and freighters can also be
found in some systems. A hidden object can usually be identified by a small
twinkle of light that appears on occasion. To find these objects, move your
cursor over the object and press the appropriate button to scan it.
EQUIPMENT
15Hequ
---------
Pistols:
Shotguns:
Sniper Rifles: "Sniper rifles have long range, are highly accurate,
and inflict significant damage. They have a limited
rate of fire, however, and are practically useless at
close range.
Grenades:
The next major component is armor, which protects the wearer from
Light Armor:
Heavy Armor:
With one exception, all weapons, armors, and grenades can be upgraded to
enhance their properties. Upgrades can increase damage, improve shields, and
more.
Bio-amps:
Omni-tools:
automatically placed in your inventory. You can also purchase items from
stores or take them from containers you find throughout the game. Stores
allow you to buy upgrades in the form of increased grenade or medi-gel
capacity.
SQUAD MANAGEMENT
15Isqu
----------------
Selecting the Squad screen from the Mission Computer menu gives a variety of
information about your character and the other characters in your squad,
including name, class, appearance, level, and use of talent points. The
Squad screen can be accessed directly on the PC by pressing the U key.
Whenever you gain enough experience to gain a new level, all characters are
granted talent points that can be spent to upgrade certain abilities or to
unlock new ones. Assigning points to a given talent lets you improve combat,
tech, and biotic abilities, as well as unlock and improve special abilities
Commander Shepard also has Paragon and Renegade meters shown on this
screen.
These meters track your choices made throughout the game. Generous choices
result in Paragon points, ruthless choices result in Renegade points. Either
path is acceptable, as you gain bonuses for filling either meter.
Paragon: The Paragon scale is colored blue and impacts the Charm
ability.
15Jexp
--------------------------
When you have control of the Normandy, you can use it to travel to many
uncharted worlds with mysterious anomalies. To discover the nature of these
anomalies, you must explore these planets using the Mako.
When you land on a planet, you should first check your Map. This often
reveals the locations of many known points of interest. Anomalies--marked
with a question mark--usually indicate something interesting to explore.
Furthermore, there are several deposits of rare materials that can be
surveyed on a planet's surface once you discover them.
When you are done exploring a planet, simply press the X button while in the
Mako (or from the Map screen) to return to the Normandy. This is done on the
PC by pressing the N key.
15Kusi
The Normandy comes with the M35 Mako, an infantry fighting vehicle that can
be used to cover long distances quickly and to provide cover and direct fire
support. You can use the A button (E on the PC) to enter the Mako, and the B
button (Q on the PC) to exit it.
The Mako is equipped with a 155mm machine gun for dealing with infantry, as
well as a cannon for destroying more heavily armored opposition. It also
comes with jump jets that can be activated using the A button (Spacebar on
the PC), which allow the operator to deftly jump over incoming enemy rockets.
If the Mako becomes damaged from enemy fire, press the Y button (F on the PC)
to repair it. Doing so uses 15 omni-gel and requires the Mako to be
stationary.
===========
Characters
16char
===========
COMMANDER SHEPARD
16Acom
-----------------
Shepard's background and pre-service history are chosen by the player during
the character creation process. At the beginning of the game, Shepard is the
Executive Officer on the SSV Normandy, a prototype Alliance frigate.
SQUAD MEMBERS
16Bsqu
-------------
++++++++++++++++++++
Ashley Williams
Gunnery Chief Williams is a soldier with the Alliance garrison on Eden Prime.
She enlisted with the Marines straight out of high school, but despite an
exemplary record she has been repeatedly passed over for a fleet assignment.
Ashley is a Soldier, specializing in combat abilities.
< xxxx
>
Shotguns
Assault Rifles
Sniper Rifles
< xxxxxxxx
Combat Armor
First Aid
>
Assault Training
>
Fitness
< xxxxxxx
>
Soldier
< xxxxxx
>
++++++++++++++++++++
Kaidan Alenko
Barrier
< xxxxxxx
Stasis
< xxxx
Decryption
Electronics
First Aid
Medicine
Sentinel
>
>
++++++++++++++++++++
++++++++++++++++++++
Liara T'Soni
>
>
>
Warp
Singularity
< xxxxxxxxxx
>
Barrier
Stasis
< xxxx
First Aid
< xxxxxx
Electronics
< xxxxxxxx
Asari Scientist
< xxxxxx
>
>
>
>
++++++++++++++++++++
Urdnot Wrex
abilities.
< xxxxxxxx
Shotguns
Combat Armor
>
Fitness
< xxxxxxxx
>
Warp
Throw
< xxxxxxxxxxx
Barrier
< xxxxxxx
Stasis
< xxxxxx
>
>
>
>
++++++++++++++++++++
Garrus Vakarian
< xxxxxxx
>
Sniper Rifles
Tactical Armor
< xxxxxxxxx
Assault Training
< xxxxxx
>
>
Decryption
Damping
First Aid
Electronics
< xxxxxx
Turian Agent
>
< xxxxxx
>
++++++++++++++++++++
Tali'Zorah nar Rayya
< xxxxxx
>
< xxxxxxxx
>
< xxxxxxxxxx
< xxxxxxxxx
>
>
Damping
Decryption
< xxxxxxx
>
Hacking
>
NORMANDY CREW
16Cnor
-------------
++++++++++++++++++++
Captain Anderson
David Anderson is the Commanding Officer of the Normandy. He has served the
Alliance with distinction for many years, and was the first human to be
considered for Spectre training. However, the Spectre he was assigned to
work with despised humans and ensured that the Citadel Council rejected
Anderson's candidacy.
++++++++++++++++++++
++++++++++++++++++++
Navigator Pressly
++++++++++++++++++++
Chief Engineer Adams
Adams is an experienced officer who can be found monitoring the drive core of
the Normandy. He served on virtually every class of ship in the Alliance
Navy before being selected for service on the Normandy by Captain Anderson.
++++++++++++++++++++
++++++++++++++++++++
Doctor Chakwas
Chakwas is the only medical professional on the Normandy. She joined the
Alliance straight out of medical school in search of "exotic adventure."
Even though her career failed to be as romantic as she initially hoped, she
remains a loyal member of the Alliance out of a sense of responsibility for
the soldiers that depend on her care.
++++++++++++++++++++
++++++++++++++++++++
Joker
Flight Lieutenant Jeff "Joker" Moreau serves as the helmsman for the
Normandy, and claims to be the best pilot in the entire Alliance Navy.
Despite suffering from a debilitating bone disease he managed to finish at
the top of his class in flight school, winning enough recognition to be
++++++++++++++++++++
Corporal Jenkins
Richard Jenkins is a marine under the command of Captain Anderson, and serves
on the Normandy's ground team. He was born on the colony of Eden Prime, but
found it too "calm and quiet," so he joined the Alliance in search of
adventure.
++++++++++++++++++++
OTHER CHARACTERS
16Doth
----------------
++++++++++++++++++++
Ambassador Udina
++++++++++++++++++++
Admiral Hackett
=====================
Downloadable Content
17down
=====================
17Abri
------------------
Released via Xbox Live on March 10, 2008, "Bring Down the Sky" is the first
piece of downloadable content for Mass Effect. It features a new uncharted
world to explore, and introduces a new alien race, the Batarians. "Bring
Down the Sky" on the Xbox 360 costs 400 Microsoft Points and is estimated to
consist of roughly 90 minutes of gameplay. As of July 29, 2008, PC users of
the game can download "Bring Down the Sky" for free on the BioWare website.
Description from the Mass Effect website: "A Batarian extremist group has
hijacked an asteroid station in the Asgard system, setting it on a collision
course with the nearby colony world of Terra Nova. Only Commander Shepard
can save the millions of innocent civilians before the asteroid completes its
deadly descent."
To access the "Bring Down the Sky" module, you must have control of the
Normandy. A marker will appear on the Galaxy Map directing you to the "X57
Asteroid" in the Exodus Cluster. Simply land on the asteroid to begin the
assignment.
---------------------------------------------------------------------SECTION II
----------------------------------------------------------------------
============
Walkthrough
21walk
============
Please Note: This guide does not always provide the fastest possible path
through the game. It is intended for those who want to enjoy the complete
Mass Effect experience, and includes many optional items that are not
required to complete your adventure.
The Walkthrough is divided into three sections. The first is the Primary
Mission Walkthrough, detailing the main story in which Shepard must save the
galaxy. This section includes some optional components, but these tasks will
be designated as such and you may skip them at your discretion.
The next section is for Optional Assignments, and details every side mission
in Mass Effect. Assignments that deviate from the main path will be included
in this section.
Finally, the last section consists of a brief listing of all possible Codex
entries and how to achieve them.
21Apri
---------------------------
Your adventure begins on the command deck of the SSV Normandy, the most
advanced System Alliance starship ever created. You are Commander Shepard, a
promising officer in the Alliance Navy, who has been tasked with overseeing
the ship as it is put through its paces...
This section takes you through the primary mission. There are many steps
involved, some of which are optional.
SECTION 1: Prologue
21A1pr
1 - Shakedown
Our story begins as Commander Shepard heads to the front of the Normandy,
where Joker--the ship's helmsman--has just finished a mass relay jump. The
mass relays are thought to be relics of an ancient civilization known as the
Protheans, and facilitate rapid travel throughout the galaxy. He relays his
2 - Pressly (Optional)
On your way back towards the briefing room you can overhear Navigator Pressly
having a conversation with Chief Engineer Adams. Speaking with Pressly
reveals his concerns about the mission: He is worried that Nihlus and
Anderson might be concealing something from the crew. Pressly can also fill
you in on the Normandy's unique stealth systems, which allow it to avoid
detection by other ships.
4 - Spectre Training
Enter the briefing room and speak with Nihlus. He talks briefly about Eden
Prime before Captain Anderson enters and reveals the true nature of the
operation: A Prothean beacon was recently unearthed on Eden Prime and the
Normandy is being sent in to recover it. The beacon likely contains a wealth
of information on the Protheans--information that could lead to the
development of new technologies. It's crucial to get the beacon back to the
Citadel--the seat of galactic government--so that it won't fall into the
wrong hands. As it turns out, Nihlus will also be using this mission as an
opportunity to evaluate you as a possible candidate for the Spectres. Before
you reach Eden Prime however, Joker patches through a distress signal from
the planet's surface, showing an attack by a massive spaceship of unknown
design. Needless to say, this adds urgency to the assignment, as you must
now find and secure the beacon while helping any survivors you find.
21A2ed
kit. (Note that for Eden Prime the compass and map directions don't agree.
Directions listed here will follow the map directions.) Jenkins will
identify the nearby gas bags which you can use for target practice before
moving on.
2 - The Geth
Proceed west and follow the path over the hill. You are immediately ambushed
by a small group of geth recon drones and Jenkins is fatally wounded. The
recon drones have weak weapons and shields, but are resistant to biotic
attacks. When they are destroyed, check Jenkins' body to confirm his fate.
Continue north up the hill. There are three drones at the top you must
defeat, after which you can find another upgrade kit to the left of the path
containing some grenades and omni-gel. Proceed northeast through the woods
and destroy three more drones. Off to the left before you exit the woods you
can find a medical kit to replenish your medi-gel.
3 - Ashley Williams
As you descend the hill you witness a lone soldier being chased by more
drones. She turns to see another human impaled on a large spike by two geth
troopers, which you must now help her defeat. Speak with the soldier after
the battle. She can tell your more about the attack on the colony, and the
enemy you're facing. Ashley Williams will now join your squad. There is an
upgrade kit to your right, as well as a crate containing Scorpion I light
armor you can use to replace your default armor, as it offers superior
shields and tech/biotic protection.
5 - The Camp
As you reach the top of the hill you discover that the giant spikes are
designed to turn humans into synthetic zombie-like creatures called husks.
These enemies have no ranged weapons, so they will charge at you instead.
When they get close enough they will unleash a powerful electric explosion
designed to take down your shields. Keeping your distance should allow you
to destroy them easily. Biotic powers are also extremely effective for
immobilizing them, as they can take a surprising amount of punishment from
your weapons. Don't miss the upgrade kit located behind the spikes. There
are two temporary structures at the camp. The one on the left is unlocked
and contains two crates, one of which provides you with some grenades and
omni-gel. The structure on the right is locked, but can be opened with
sufficient decryption skill. Two survivors, Dr. Warren and Dr. Manuel are
hiding inside. Dr. Warren can tell you about the attack, and she informs you
that the beacon has been relocated to the spaceport. If you inquire about
Dr. Manuel's unusual behavior you will have the option to shut him up for a
while.
~~~~~~~~~~
DECRYPTION AND ELECTRONICS MINIGAME
Opening a lock on the Xbox 360 involves pressing one of the face buttons (A,
B, X, or Y) soon after it glows on-screen. The number of buttons that must
be pressed depends (in theory) on the difficulty of the decryption.
~~~~~~~~~~
kit halfway up the train to resupply your medi-gel. Activate the train
controls at the far end to proceed to the spaceport. Meanwhile, Saren orders
the geth to place explosives around the port to destroy the colony and cover
up any evidence of their presence.
beacon. You are forced to intervene, and the beacon downloads a violent
vision into your brain before it finally explodes.
~~~~~~~~~~
THE NORMANDY
Now is a good opportunity to explore and familiarize yourself with the SSV
Normandy and her crew, as you now have unrestricted access to all levels of
the ship. You begin on the quarters deck. There is an aid station in the
medical bay where you can replenish your supply of medi-gel. Outside is your
locker, where supplies are frequently stored for you to pick up. Sleeping
pods are towards the bow, and the Captain's office is on the port side.
If you take the elevator down to the engineering level you can explore the
engine room and the vehicle bay. You can use the equipment lockers in the
vehicle bay to stock your squad members with weapons and items. You can also
buy and sell equipment with the alliance requisition officer.
~~~~~~~~~~
21A3th
~~~~~~~~~~
THE PRESIDIUM
You have arrived on the Presidium, one of two major areas--along with the
Wards--that you can visit while on the Citadel. The Presidium is split down
the middle by a large lake with a few bridges running across it. On the
north side, from west to east, is the entrance to the Citadel tower, access
to the Wards, and the embassies where you begin. On the south side are the
financial district and the Consort's chambers.
The Avina Tourism Terminals can give you more information about the
Presidium, and there are signs posted to assist in navigation. There are
also several rapid transit terminals located around the Citadel. Each
terminal can transfer you directly to another location, provided you have
At first you are restricted to the Presidium level of the Citadel, and you
won't be able to venture down into the Wards until you have spoken with the
Council. However, you can still begin several optional assignments.
Terminals can be hacked in Ambassador Udina's office and in Executor Pallin's
office across the lobby that offer information on assignments you will be
able to complete later. You can also head across the bridge from the
embassies and visit the asari Consort who has a special task for you.
~~~~~~~~~~
3 - A Lack of Evidence
The Council decides that there is insufficient proof of Saren's connection to
the geth or Eden Prime to disbar him from the Spectres. In order to convince
the Council otherwise you will need to find conclusive proof of Saren's
involvement in the attack. Kaidan will suggest that you speak with Garrus
Vakarian, the C-Sec officer you met earlier. Udina says you might be able to
find him through Harkin, a retired human C-Sec officer. Alternatively, if
you ask Anderson about other sources of information he will suggest you try
to contact the Shadow Broker, a galactic information dealer who may know
something about Saren's activities. One of his contacts on the Citadel is
Barla Von, a wealthy financial advisor in the Presidium's financial district.
~~~~~~~~~~
THE WARDS
The next major area of the Citadel is the Wards, which are a level below the
Presidium and can be accessed by elevator following your meeting with the
Council. The Wards are home to clubs, gambling, markets, and some
spectacular views of the Citadel's exterior and the Serpent Nebula. There
are two levels to the Wards, designated upper and lower. There are markets
on both levels to the west, with the popular clubs Flux and Chora's Den
nearby. A medical clinic resides on the upper level to the east.
The Wards and the Presidium both grant access via elevator to the C-Sec
academy which in turn has an elevator that can take you to the docking bay
where the Normandy is located.
~~~~~~~~~~
yourself, and then speak to Garrus to find out what to do next. Dr. Michel
informs you that a quarian had recently passed though her clinic carrying
evidence of Saren's connection to the geth. She wanted to barter the
information in return for her safety, so Dr. Michel put her in contact with
Fist, the owner of Chora's Den and an employee of the Shadow Broker.
Unfortunately, Fist betrayed the Shadow Broker and is now believed to be
holding the quarian hostage for Saren. You need the quarian's information in
order to implicate Saren, so it's off to Chora's den to take care of Fist.
The med clinic has an aid station you can use to replenish your medi-gel
before you leave.
~~~~~~~~~~
SQUAD SELECTION
After picking up Garrus or Wrex you have your first opportunity to select
your squad. You are only able to have two squad members with you at a time,
so be sure to choose wisely. You can only change who is in your squad by
returning to the Normandy or when a new character is added to your team.
Consider what opposition you expect to face while using a given squad
configuration. For example, Kaidan provides a more balanced compliment to
your squad, whereas Ashley maximizes the combat abilities of your squad.
Characters with tech abilities are useful against synthetic foes like the
geth, and also typically have the ability to unlock secured containers and
doors. Biotic characters are good for disabling opponents and are useful
when fighting large groups of enemies.
~~~~~~~~~~
Saren's whereabouts: Geth have recently attacked a human colony on Feros, and
the geth have also been sighted near Noveria. It may also be worth tracking
down Matriarch Benezia's daughter, Dr. Liara T'Soni, who is believed to be
studying Prothean ruins somewhere in the Artemis Tau Cluster. Now that you
are a Spectre, you no longer answer to the Alliance military, and you may
tackle these leads in any way you see fit.
13 - Prepare to Depart
Enter the Normandy. You have the opportunity to make a speech to your crew
informing them of the mission and your determination to complete it.
~~~~~~~~~~
CREW LOCATIONS
Ashley is in the vehicle bay near the crew lockers. Kaidan is in the crew
quarters near the captain's office. Wrex is in the vehicle bay near the
elevator and opposite the Requisition Officer. Garrus is in the vehicle bay
near the Mako. Tali is in the engineering section.
You can talk to each of your squad members in-between missions. Doing so can
open up new assignments, or allow you to pursue romantic relationships.
~~~~~~~~~~
21A4li
2 - To the Refinery
The path before you is fairly linear. Take the Mako north and follow the
path between the cliffs and the lava. Make your way around towards the
south, at which point a geth dropship will deposit a pair of geth armatures
in your path. Keep your distance and use your jump jets to avoid their
attacks. There is a refinery to the east but the way is blocked by a large
gate and three geth heavy turrets. Take the detour around to the north,
which is guarded by only one heavy turret. This path leads to the heart of
the refinery, which is guarded by regular geth troopers and shock troopers,
but also by rocket troopers, which have weak personal defenses but a powerful
ranged attack. Your toughest opponent is a geth juggernaut, which is a more
powerful version of the destroyer you faced on Eden Prime. Stay in the Mako
and keep your distance while avoiding enemy rockets. In the various
structures about the refinery you can find an upgrade kit, storage locker,
and weapon locker. The controls to lower the north gate are in the building
to the northwest.
You eventually reach a point where the path narrows and you must leave the
Mako and continue on foot. Your radar will be jammed by a nearby sniper.
Proceed east up the hill until you encounter geth troopers and rocket
troopers. Stay in cover and pick your shots to avoid the missiles from the
rocket troopers. There are also shock troopers and a geth sniper waiting in
the clearing up ahead, so be on your guard.
her out however, you must find some way past the barrier. Keep descending
the ramps until you reach the bottom of the mine where you will find more
shock troopers and snipers. At the far end there is a storage locker and a
weapon locker. Return to the nearby mining laser and activate it using the
correct sequence, A-X-B-Y (the code varies on the PC). This opens a hole you
can proceed through. Activate the elevator at the end of the tunnel and take
it up to Liara's location so you can free her.
SECTION 5: Feros
21A5fe
1 - Zhu's Hope
Land at the docking bay on Feros, where you're greeted by David al Talaquani.
He informs you that the leader of the colony--Fai Dan--wishes to speak with
you. You can't get much more out of him however, as he's promptly
disintegrated by a geth rocket. Battle though the enemies and up the stairs
to reach the Zhu's Hope colony.
~~~~~~~~~~
ZHU'S HOPE
Zhu's Hope is little more than a small settlement, and is all that remains of
the human colony on Feros. It is built into one of the ancient Prothean
skyscrapers that dot the Feros landscape, and is structured around the
Borealis, a disabled modular conveyor.
them to the source and eliminate the threat they pose to the colonists. When
the initial wave is defeated, proceed up the stairs and continue bearing left
until you reach the tower to the northwest. This is where you will fight the
bulk of the geth forces. Find some cover and be on the lookout for the
destroyer that appears from the far end. When all the geth are defeated, the
overhead dropship departs, making the colonists a little safer for now.
dismisses it as the traumatic effect of seeing friends and loved ones killed.
5 - Skyway to Hell
From the colony, ascend the stairs and bear right to reach the nearby
elevator. This takes you up to the garage, where the Mako is conveniently
parked. A geth drone is attacking the colonists in the garage, so destroy it
and then jump in the Mako. When you exit the garage a dropship swoops in and
deposits a pair of armatures on the path ahead of you. Take them out from a
distance with the cannon before you proceed.
8 - Lizbeth
Elizabeth Baynham can be found on this level as soon as you exit the first
corridor. She informs you that the geth are likely here for the Thorian, an
indigenous plant-like lifeform. She also gives you her pass card, which
allows you unrestricted access to the facility. Immediately after the
conversation concludes you are beset by a swarm of varren. Shotguns work
well here, as the varren don't have much protection and will simply charge at
you. Proceed to the other side of the room and take the stairs back up to
the main level.
9 - The VI
At the top of the steps there is a krogan commander trying to obtain
restricted information from a VI interface. He becomes alerted to your
presence and attacks. Biotics work well for disabling him before he can
charge at you. Once he is defeated you can access the VI, which identifies
you as Lizbeth because you are carrying her pass card. From the VI you can
learn that the Thorian is a sentient being that produces spores which allow
it to control the minds of other lifeforms. The Thorian was the focus of
ExoGeni's research of Feros, and the Zhu's Hope colonists have been infected
by the Thorian's spores, explaining their strange behavior. You also learn
that Lizbeth wasn't telling you the whole truth about her involvement with
the Thorian research.
11 - Anchors Aweigh
The path to the west also leads to the upper level. In the first room is an
ExoGeni terminal that gives the assignment "Investigate Facility." Proceed
up the stairs to the platform. A quick peek at the next room shows that it
is heavily guarded. Stick to the stairs and the platform to avoid being
overwhelmed by the geth. When all the enemies are defeated you can access
the secure crate in the next room, along with a terminal which gives the
has an idea for stopping them without having to kill them. She offers you a
grenade upgrade which contains a nerve agent that should pacify the colonists
safely. Whether or not you choose to use it is left up to you.
14 - The Creepers
Head back to the Mako and return to the colony, where you'll have your first
encounter with a Thorian Creeper. These creatures were created by the
Thorian, so unlike the colonists there is no penalty for killing them. There
are a large number of them in the garage, which should get you acclimated to
their fighting style. They don't have any weapons, but they spew a toxic
substance when they get close enough. Shotguns with ammunition upgrades
that
knock down the Creepers will help keep them away from you.
that you can save. The first group you encounter is at the top of the
elevator in the garage. You can then find a few colonists on the landing as
you descend the steps to Zhu's Hope. There are more at the entrance to the
colony itself, where you can also find a crate nearby that will replenish
your supply of grenades. Save or kill the remaining colonists on the western
walkway and near the crane controls to complete this objective. When all the
colonists and Creepers are dealt with, activate the crane controls to open
the way to the Thorian's lair. Fai Dan shows up, telling you that the
Thorian wants him to kill you. However, he is able to fight off the Thorian
just enough to end his own life before you have to fight him.
16 - The Thorian
Take the steps down into the Thorian's lair. As you approach the Thorian
itself, it spews out an asari clone which speaks to you on its behalf. It
seems that Saren came to Feros and formed an alliance with the Thorian. He
bartered the lives of the colonists for the Thorian's ancient knowledge of
the Protheans, but then betrayed the Thorian, sending the geth to destroy it
and prevent you from receiving its secrets.
edge, or equip ammunition upgrades that bypass shields to help deal with her
biotic barrier. To eliminate the Thorian itself you must sever each of the
neural nodes holding it to the walls of the lair. Your efforts will be
hampered by legions of Thorian Creepers, and the occasional asari clones that
the Thorian will continue to spit out. On the first level go north through
the door and sever the first node by firing on it until it explodes.
Usually, firing on a node will alert a number of dormant nearby Creepers, so
take care to eliminate as many enemies as possible before you try to take
down each node. The nodes also go down faster when all nearby enemies are
defeated. Proceed up the steps to the next level where you can find another
asari clone as well as a weapons locker before coming to the next neural
node. On the next level there is a node to the south, and another to the
west as you proceed clockwise around the chamber. Keep an eye out for the
medical station on this level. Head up to the next level and destroy the
node to the northwest. Finally, on the top level, head counterclockwise
until you reach the final node on the south side of the lair.
<><><><><>
TIP - Sonny Nilsson: "On Insane difficulty, those Thorian Creepers can really
take a beating even with the best Spectre gear, but they die instantly if you
push them off the edge on each floor. Just melee them until they drop off
the edge. It's even better with a biotic character as then you can push out
many at the same time. The same goes for those annoying asari clones, but if
they have shields up you can't melee them to the ground. This strategy makes
the boss fight quite fast on Insane difficulty."
<><><><><>
18 - The Cipher
Destroying the final node causes the Thorian to lose its grip and fall into
the abyss below. Additionally, an asari emerges from one of the Thorian's
pods along the wall. She identifies herself as Shiala, a former follower of
Matriarch Benezia who Saren had used to interface with the Thorian and learn
about the Protheans. She also informs you about Sovereign, Saren's flagship.
She claims that being on the ship changes you in subtle ways, and forces you
to obey Saren's will. She has turned her back on Saren and Benezia, and
offers you the Cipher, the same knowledge she gave to Saren, in the hopes
that you can stop him. However, because she was once a servant of Saren, you
have the option of killing her, and she does not resist if you decide that
will be her fate. If you let her live she vows to help the colonists
rebuild, as she wants to make amends for playing a role in many of their
deaths.
19 - Normandy Debrief
Back on the ship, your crew sits in the comm room to discuss the last
mission. If you've picked up Liara already, she offers to join her mind with
yours to try to make more sense of the visions you've had. When the briefing
is over you can talk to the Council if you choose.
~~~~~~~~~~
VIRMIRE
After you complete two of the primary plot worlds (Therum, Feros, or
Noveria), you receive a message from the council advising you of a new lead
into Saren's whereabouts. They have lost contact with a salarian
infiltration regiment investigating Saren's activates on the planet Virmire,
but had received an unintelligible transmission from them on an emergency
frequency.
Additionally, completing Feros unlocks the nearby Maroon Sea Cluster, which
contains three systems you can visit and continues the story of ExoGeni and
the Thorian.
~~~~~~~~~~
SECTION 6: Noveria
21A6no
4 - The Administrator
Anoleis' office is in the southeast corner of the port. Head through the
doors and speak to Miss Parasini, who will let you in to see the
administrator. Anoleis is a very impatient salarian, who will inform you
that Saren is a major investor in Binary Helix, and that Benezia is here to
address an issue at their research facility. The only way he will provide
you a pass to leave the port is if you inform him about Opold's request as
part of the "Noveria: Smuggling" assignment. Doing this provides you the
quickest way out of the port but misses out on a fair amount of content and a
hefty sum of Paragon or Renegade points.
the assignment "Doctor at Risk." More importantly, you can deactivate the
Synthetic Insights security system from here by decrypting the security
control unit. The SI offices can be accessed by an elevator located in the
southwest corner of the port. When you arrive at the offices, you'll find
ERCS guards ransacking the place just as Qui'in indicated. It's possible to
persuade the first group you encounter to leave peacefully, but you will have
to fight the rest in order to get to the evidence, which is located in the
top floor office at the end of the walkway.
what's going on. If you give him the evidence, he rewards you with the pass
you need. However, if you refuse to give him the evidence, he will call
Gianna into his office. The two fight, and both end up dead. You can then
search the administrator's corpse for the garage pass. The only person who
needs the evidence in this case is Qui'in, so go back to the hotel and give
it to him.
<><><><><>
TIP - Seldon: "After helping Gianna arrest Anoleis, if you go back and talk
to Captain Matsuo in the Docking Bay, you can get 2 Paragon (or 2 Renegade)
points for talking to her and choosing the appropriate responses.
<><><><><>
<><><><><>
TIP - Sonny Nilsson: "Armors from Devlon Industries (and others) protect
against most level 1 hazards, so on Noveria you can use Explorer armor to
negate the cold effect outside."
<><><><><>
13 - Peak 15
When you reach the facility, hop out and head inside, where a number of geth
are waiting for you. The biggest danger is a geth juggernaut, who will
charge you when you open the door. Hang back to avoid being flanked by the
krogan on the balcony to the left, and concentrate on taking down the
juggernaut first. There are also a few krogan at the far end of the room.
When all the enemies are defeated, head up the ramp to the nearby security
office, which has an upgrade kit and storage locker. Opposite the security
office is the elevator up to the administration level.
14 - Cafeteria Surprise
Cautiously enter the cafeteria and take care of the geth guarding it. Once
they are gone, however, a swarm of rachni show up. Previously thought to be
extinct, it seems the Peak 15 researchers have found a way bring back the
rachni, though it's clear the situation in the facility has gotten out of
hand as a result. There are two types of rachni to worry about in the
facility. The workers are small, and their only attack it to rush at you and
explode when they get close enough. Soldiers, on the other hand, can spit
acid from afar, but also have a deadly melee attack. You would do well to
avoid engaging the soldiers at close range, though shotguns are quite
effective against the workers. Both cause toxic damage, so upgrades that
mitigate this effect will help you progress through the facility. You'll
also need to take extra care, as the soldiers will often spring out of vents
in the floor to surprise you. When all the rachni in this area are dead,
take the elevator to the Mira Core.
15 - Restoring the VI
To get to the next area of the facility you need to take the tram, but first
you have to restore a number of critical systems that have gone offline
because the rachni have overrun the complex. You first need to reactivate
Peak 15's VI to assist you in the restoration of each system. Activate the
power junction in the main room and then head to the center of the round room
ahead. Enter the elevator in the middle to descend into the core. Here, to
restore the VI you can either spend 100 omni-gel, or solve the classic Tower
of Hanoi puzzle that BioWare fans may remember from "Knights of the Old
Republic." When you finish, the VI system is restored and you can now begin
restoring the other systems.
~~~~~~~~~~
MIRA CORE PUZZLE
To restore the VI manually, you need to move each of the four blocks in the
first column (labeled X on the Xbox 360) to another column (either Y or B),
noting that only the top block in each column can be moved. Press the button
corresponding with the column you want to move a block from, and then the
button corresponding to the column you want to move that block to in order to
rearrange the puzzle pieces.
There are multiple ways to solve this puzzle, but here is a common solution:
Begin by moving the top three blocks to the middle column. This frees up the
bottom block to be moved to the right column, where the top three blocks can
then be stacked on top of it. Follow these instructions to achieve this
result:
X -> Y
1 -> 2
X -> B
1 -> 3
Y -> B
2 -> 3
X -> Y
1 -> 2
B -> X
3 -> 1
B -> Y
3 -> 2
X -> Y
1 -> 2
X -> B
1 -> 3
Y -> B
2 -> 3
Y -> X
2 -> 1
B -> X
3 -> 1
Y -> B
2 -> 3
X -> Y
1 -> 2
X -> B
1 -> 3
Y -> B
2 -> 3
~~~~~~~~~~
19 - Rift Station
Exit the tram and head north. The northern door is locked, and the path to
the east leads to a pair of elevators, only one of which you can use. Take
the elevator up to the main level and speak with Captain Ventralis, who is
leading the defense against the rachni. With sufficient Charm or Intimidate
you can get him to reveal more about the station's defenses. As soon as
you're done talking a group of rachni soldiers attack the barricade. Help
fight them off, and then talk to Ventralis again. He tells you that Benezia
is down in the hot labs, and gives you a pass card to the appropriate
elevator to get there.
~~~~~~~~~~
RIFT STATION
Captain Ventralis wants you to go down to the hot labs, and while you can do
so now, you can also save this task for later. The primary objective is to
reach Benezia, who--contrary to Ventralis's information--is actually in the
secure labs in the center of the lower level. To get there you have several
choices:
The first choice is to simply blast your way through the security on the main
level and then take the elevator down to the lower level. To do this you'd
have to decrypt the door lock and breach the defenses they've set up to stop
the rachni. Taking this route turns all the soldiers in the complex against
you.
Note that you can also reach Benezia by investigating the hot labs first.
Doing so opens up both the security entrance and the maintenance passage
once
you return from the hot labs.
~~~~~~~~~~
To get to Benezia as fast as possible, simply breach the security door on the
north side of the mess hall on the main level. The two nearby sentry drones
will attack you, along with the host of guards beyond the door. Though
messy, this route is good for experience.
extra supplies from him. Take the maintenance tunnel on the lower level to
reach the secure labs.
<><><><><>
TIP - Stephen Wright: "After you go through the maintenance area, you can
head through the doors back towards the elevators that take you up to the
'Direct Approach' defended sections. Doing this allows you access to two
upgrades containers. Then you can take the elevator up to the 'Direct
Approach' defended area, open the doors and kill the soldiers in that first
room. As long as you shoot them from the elevator, you can get their xp
while still having the 'stealthy' mission log."
<><><><><>
23 - The Matriarch
Enter the secure labs to begin your confrontation with Benezia. During the
first part of the battle she will call in geth and asari reinforcements
periodically, so your best bet is to avoid her entirely and concentrate on
her servants. To do this, follow the right path towards the west side of the
lab. Find some cover and fight off the asari commandos and geth snipers she
calls in. When you defeat the last of her guards she will be out of energy
and you can confront her. After a revealing conversation she loses control
once more and you must fight her face to face. This time the best strategy
is to attack her with everything your squad has. The faster you can
eliminate her, the better, as you still have to worry about the asari
commandos she brings in to flank you. Disabling powers like Lift can help
keep her from using powers against you. If you don't act quickly you can
easily be overwhelmed. Once she is defeated, mop up her remaining servants
to conclude the battle.
Tartakovsy's body. Head to the back of the lab and access the Mira terminal.
Give her the code to begin the countdown. Immediately, rachni will begin
bursting into the main room. If you're having trouble defeating them, your
best bet is simply to make a run for the elevator and escape before time runs
out. Consider using biotic powers to help clear a path.
~~~~~~~~~~
STYX THETA
Completing Noveria unlocks the nearby Styx Theta Cluster which contains two
systems you can visit and continues the story of the rachni.
~~~~~~~~~~
SECTION 7: Virmire
21A7vi
1 - Point Insertion
Wrap up any outstanding assignments you want to complete and head to the
Sentry Omega Cluster. Joker informs you that the Normandy can't get to the
infiltration team because of an anti-air defense tower in the area. You'll
need to land in the Mako and take down the defenses so the Normandy can
move
in.
3 - The AA Tower
Beyond the gatehouse is a geth colossus, which is just a more powerful
version of the armature. The path splits after this, but expect colossi and
armatures in either direction. Ahead is another gatehouse. Destroy as many
geth as possible before leaving the Mako to access the gate controls on the
upper level. Before you can proceed you also need to deactivate the AA tower
so the Normandy can land up ahead. There is one final gatehouse beyond the
tower, and then it's a straight shot to the camp.
4 - Captain Kirrahe
Enter the camp and speak to Captain Kirrahe, the leader of the salarian
infiltration team. He tells you that he's been investigating a research base
on Virmire belonging to Saren. It seems that Saren is somehow using the
6 - A Daring Plan
Kirrahe has been working on a plan to destroy the facility and put a stop to
Saren's activities on Virmire. He has rigged the drive core from his ship to
7 - Shadow Team
There are a number of things you can do to assist Kirrahe's team, but these
are part of an optional assignment and are discussed in detail in the next
section. If you're not interested in helping the other teams, simply press
forward to the geth base to the west. There are no new enemies here, just a
few drones, geth soldiers of various types, and a handful of krogan. The
krogan are your biggest concern, as they are deadly to you and your squad
members at close range. Do your best to keep your distance, and use tech or
biotic powers to disable them if they get too close.
At the west end of this area you have two paths to choose from. Entering the
sewers to the south leads into the base through a backdoor onto the
detainment level. The more direct route lies to the north, which leads
directly to the warehouse and subsequent maintenance area. Either path
requires you to access a security panel, which one of your squad members will
use to disable the base security and get you inside. You also have the
option of setting off an alarm on the far side of the base. This will
redirect the base defenders to make it easier for you, but will also mean
tougher resistance for the salarians. Putting the pressure on Kirrahe's
teams might be too much for them to handle. Once the doors are unlocked, the
other path becomes closed to you.
9 - Saren's Experiments
If you entered from the south, take the stairs up to the storage room. From
here you can go up to the next floor to cell block B, where a group of
salarians are being held prisoner. You can release them but they turn on you
as soon as the cells are opened. Go back down the next set of stairs to
reach the elevator to the labs. If you entered from the north you need to
clear out the warehouse of indoctrinated salarians. From here you can head
outside to reach cell block A to find another group of captive salarians.
When you are done, head back downstairs to the elevator and take it to the
labs.
10 - Genophage Research
In the lab you'll need to fight some krogan and asari scientists, as well as
a number of husks. Pick up the kits in this room, and access the medical
station at the far end before proceeding west out onto the catwalks.
Eliminate the nearby troopers and follow the path to the security office,
where you'll find Rana Thanoptis, an asari scientist who's been working for
Saren. She tells you about the indoctrination process, by which Sovereign-Saren's flagship--controls the minds of those who are exposed to it. When
you're done speaking you can choose whether or not to kill her for her
involvement with Saren. It likely doesn't matter because she probably won't
be able to make it out of the blast radius in time.
11 - Sovereign
Head up the elevator Rana unlocked for you. In this room you find another
beacon, like the one you found on Eden Prime. Activate it to have another
piece of the Prothean puzzle downloaded into your mind. Head back up to the
next level where you encounter a holographic image of Saren's flagship.
Sovereign reveals its true nature: it is not merely a ship, it is an actual
Reaper! It explains that the Reapers have existed for countless millennia,
and will continue to eliminate advanced life in the galaxy every 50,000 years
until the end of time. Sovereign claims that the Reapers constructed the
mass relays and the Citadel so that advanced lifeforms would develop along
the paths that the Reapers desired. When the conversation is over, the
interface explodes and Joker chimes in. He says that Sovereign is on its
12 - To the AA Tower
When you get back down in the elevator the path back to the facility is
blocked but a new catwalk is open. Proceed forward and take down the geth
destroyer and the group of krogan ahead. Follow the path around to the west.
In the distance you can see the AA tower you need to disable. There are a
few more geth and krogan in the area, along with some rocket drones to worry
about. Use the cover appropriately to take them out without taking damage.
The krogan can be knocked off the nearby ledge with Throw if you're
positioned correctly. When all the enemies are defeated you can head up the
ramp and deactivate the AA tower. This triggers two groups of
reinforcements. Geth soldiers come up the ramp behind you, while another
group arrives in the nearby elevator. One of Kirrahe's teams will radio in
and inform you that they're heading for the second AA tower. Taking down
both towers will allow the Normandy to land. Use the elevator to go up to
the krogan breeding grounds.
14 - An Impossible Choice
As soon as you arrive at the top of the elevator the squad sees a geth ship
fly past en route to the bomb site. Now both Kaidan and Ashley are under
heavy fire from the geth and you only have time to rescue one of them. When
you've made your decision, say your final goodbyes and either head up to the
AA tower or back down to the landing site. At either location you'll face a
tough fight against some of the more powerful geth forces, including a geth
prime.
15 - Saren
When all the geth are beaten, Saren himself arrives. There is a short
exchange in which he tries to justify his actions. You can use Charm or
Intimidate to try to sway him, but a fight is inevitable. Make sure your
equipment is up to date. Unlike most fights where cover is important you'll
likely want to stay mobile versus Saren. Don't let any powers go unused in
this fight and make good use of your squad as much as possible. Because he
is flying on his glider, most of your offensive biotic powers are useless.
When Saren has taken enough damage he confronts you face to face. The
Normandy arrives just in time and Saren retreats on his glider. The crew
escapes the planet just as the nuke detonates, destroying Saren's research
facility for good.
~~~~~~~~~~
THE CONDUIT
When you have completed all four main plot worlds (Therum, Feros, Noveria,
and Virmire), Liara will finally be able to make sense of your visions and
put all the pieces together. The Conduit is on Ilos, a planet in the
Terminus Systems that is only accessible through the Mu Relay.
Accessing the Galaxy Map at this point triggers a message from Ambassador
Udina. Apparently the Council has decided to go after Saren after all, and
is massing a fleet to head to Ilos. You must hurry back to the Citadel to
21A8re
2 - Anderson's Plan
Back on the Normandy, Joker informs you that the Captain has asked to see
you. He's waiting at Flux. Head to Doran's establishment in the Wards and
find Anderson at a table near the bar. He believes that Saren is the real
threat you say he is, and is willing to risk his career and his life to give
you a chance to stop him. He has two ideas for getting the Normandy off the
station. He can either raid Citadel Control and try to override the
lockdown, or head to the ambassador's office and hack into his computer to
revoke the order keeping the Normandy on the Citadel. The choice is yours,
though if you ask him to choose he elects to go to the ambassador's office.
Keep in mind that if his plan succeeds you'll be a criminal, so you won't be
able to return to the Citadel. When you are ready to leave, tell Anderson to
go through with the plan and then head back to the Normandy.
~~~~~~~~~~
LAST CHANCE
If you have any business to clear up on the Citadel, now is the time. Once
you've escaped the station, you won't be welcomed back.
Note that while you're in Flux, if you have your romantic interest in your
party, you can dance with them! Just get on the dance floor and select them
to get your groove on.
Additionally, once you're off the station you'll want to take care of any
offworld assignments you haven't dealt with yet. Once you head to Ilos there
is no turning back.
~~~~~~~~~~
SECTION 9: Ilos
21A9il
1 - Surface Tension
Your arrival on Ilos is just moments too late. Saren has entered an
underground facility in search of the Conduit, locking the doors behind him.
Before you can proceed in the Mako you must navigate the planet's surface on
foot to find a way to open the doors.
2 - The Ruins
Due south in the ruins are a pair of geth armatures to contend with. If you
prefer to face them directly, be ready for a tough fight. Take out all the
nearby soldiers so you can concentrate exclusively on the armatures. A
combination of tech and biotic powers work well here. If you can temporarily
disable one armature using Lift or Stasis then you can concentrate on
fighting the other one using your tech powers. Alternatively, you can head
west from the insertion point to reach a different part of the ruins. Though
this area is more heavily guarded, it also contains an armature control
console that can be used to deactivate the armatures so you won't have to
fight them at all. Proceed south to the next area where more geth are
waiting for you. It should be nothing you can't handle by this point, so
take the nearby elevator when all the geth are eliminated.
4 - Prothean Security
Head to the back of the room and up the ramps to the left or right. These
paths lead to a security panel you can use to open the doors and pursue
Saren. A message appears but it's difficult to determine what it is trying
to tell you. Head back down and take the north path to reach the elevator.
This takes you back up to the surface where you can now enter the Mako and
proceed through the open passageway.
5 - Constant Vigil
Following the straight path leads you to an energy barrier. When you get
close enough, another barrier appears behind you. Your squad speculates that
this might be a trap from Saren. Exit the Mako and take the nearby elevator.
At the bottom is a VI interface known as Vigil, who explains that Ilos was
the last refuge of the Protheans. Here they placed themselves in stasis and
hid from the Reapers until it was safe to reemerge. However--after centuries
of waiting--there were too few survivors left to sustain their population.
They spent their remaining years trying to find a way to defeat the Reapers
should they ever return. Because of the Protheans' efforts 50,000 years ago,
the Reapers have been unable to return to the galaxy. However, if Saren
succeeds, Sovereign will be able to summon the other Reapers in from dark
space and continue the cycle of extinction. The key to the Reaper invasion
plan is the Citadel, which is actually an enormous mass relay connecting to
dark space--the empty void beyond the rim of the galaxy. Sovereign needs to
activate the Citadel relay, but would be unable to attack the Citadel
directly because it is too well defended. Vigil explains that the Conduit is
a backdoor onto the Citadel, which will allow Saren and his geth to penetrate
the station's otherwise impregnable defenses and give Sovereign the control
6 - The Conduit
Vigil gives you a copy of a special data file that must be uploaded into the
Citadel's master control unit to give you control of the station. This is
your only chance to stop Saren and prevent the return of the Reapers. Head
back up to the Mako and hurry after Saren. You need to navigate the trenches
to reach the Conduit, though the path ahead is crawling with geth. Since you
are in the Mako your primary concern is the large number of rocket troopers
you will encounter. If you're agile enough you can get past all these
enemies without having to fight them. At the end of the trenches you can see
the Conduit, which is simply a small mass relay. There's a limited time to
reach the Conduit before the gate closes, so there's no time to waste
fighting the nearby enemies. Head straight towards the gate to be sure you
arrive before time runs out. The Mako is captured by the relay and propelled
across the galaxy to the Citadel...
~~~~~~~~~~
I recommend that you try to finish the rest of the game on your own. There
is not long to go, and I also don't want to ruin the ending for you. If you
really need help however, the rest of the walkthrough can be found in the
Secrets section. Good luck and congratulations on making it this far!
~~~~~~~~~~
OPTIONAL ASSIGNMENTS
21Bopt
--------------------
++++++++++++++++++++
21B1ci
Location:
Citadel
Requirements: none
Head back up to the Presidium and see the Consort. She thanks you for your
assistance in resolving the matter with Spetimus and offers you a Prothean
artifact as a reward if you also assisted Septimus by speaking to Xeltan. If
you find this reward to be insufficient, the Consort will also give you
something "special" for your trouble.
++++++++++++++++++++
Assignment: Citadel: Doctor Michel
Given by:
Location:
Citadel
assignment to be triggered.
++++++++++++++++++++
++++++++++++++++++++
Assignment: Citadel: Family Matter
Given by:
Location:
Citadel
++++++++++++++++++++
Assignment: Citadel: Homecoming
Given by:
Location:
Citadel
++++++++++++++++++++
Assignment: Citadel: I Remember Me
Given by:
Location:
Citadel
++++++++++++++++++++
Assignment: Citadel: Jahleed's Secret (Citadel: Jahleed's Fears)
Given by:
Location:
Citadel
He claims that his former business partner is trying to murder him. The
person in question is a salarian named Chorban, whom you may already have
met. You need to go down to the lower markets in the Wards to see him.
2 - Talk to Chorban
Head to the lower markets and approach Chorban. If you have never met
Chorban before he will pull a gun and demand that you hand over the "data."
A fight breaks out, after which Chorban will surrender. Chorban tells you
that he and Jahleed had been partners, and had stolen research data from
their employer which they then used to create a device that could scan the
keepers. Jahleed was supposed to disseminate their initial findings, but it
seems he has betrayed Chorban and is keeping the data for himself. Since
Chorban attacked you, you can kill him for Renegade points. On the other
hand, if you have met Chorban previously you will avoid the fight entirely,
which prevents you from having the opportunity to kill him. If he has not
already, Chorban will offer you the chance to scan the keepers for him.
3 - Back to Jahleed
Return to C-Sec and talk to Jahleed. He reveals that he was hoping you would
kill Chorban for him. He too offers to let you scan the keepers. If you
refuse to help, you can choose whether or not to turn him in to the nearby CSec officer. If you don't turn him in you can persuade him to mend his ways
and take the data back to the people he stole it from. You can only accept
his bribe if you keep him out of jail without persuading him using Charm or
Intimidate. Once the matter is dealt with the assignment is complete.
++++++++++++++++++++
Assignment: Citadel: Negotiator's Request
Given by:
Location:
Citadel
1 - An Unusual Request
While you're trapped on the Citadel you can find Elias Keeler, an Alliance
diplomat who needs you to get him a certain mental stimulant so he can be on
top of his game for an upcoming meeting. You can end the assignment
immediately by persuading him that he is an addict using Charm or Intimidate.
If not, you need to go buy him the drug.
++++++++++++++++++++
Assignment: Citadel: Old Friends
Given by:
Location:
Citadel
1 - Roots
Outside of Chora's Den is a shady-looking human named Finch. He claims to be
a member of your old gang back on Earth and he's hoping you'll use your
Spectre status to get one of your own out of prison. He needs you to
convince the turian guard in Chora's Den to release the prisoner.
2 - The Guard
Head into Chora's Den and speak with the guard. With sufficient Charm or
Intimidate skill you can convince him to release the prisoner. Doing so ends
the assignment.
shows up and threatens to destroy your reputation. Once again you have the
chance to persuade using either Charm or Intimidate to get Finch to back off.
If you don't persuade him then you either have to pay him a bribe or kill
him. Any outcome ends the assignment.
++++++++++++++++++++
Assignment: Citadel: Old, Unhappy, Far-Off Things
Given by:
Location:
Citadel
2 - Call Home
Return to the Normandy and access the comm terminal in the briefing room to
contact your mother, XO Shepard on the SSV Kilimanjaro. She confirms
Zabaleta's story and tells you about his emotional scars from being on
Mindoir. She wants you to convince Zabaleta to go to the Veterans' Affairs
Office.
3 - Return to Zabaleta
You have a few options for dealing with Zabaleta, who by this point has
clearly been drinking. With sufficient Charm or Intimidate skill you can
convince him to go to the VAO like your mother requested. Otherwise, you can
give him twenty credits, choosing whether or not to specify their use. You
also have the option of refusing to help him at all. Any choice ends the
assignment.
++++++++++++++++++++
Assignment: Citadel: Our Own Worst Enemy
Given by:
Location:
Citadel
human, anti-alien platform in the coming election. You can choose whether or
not to endorse his candidacy. The assignment concludes when the conversation
is over.
++++++++++++++++++++
Assignment: Citadel: Planting a Bug
Given by:
Location:
Citadel
Head to the C-Sec academy and ascend the stairs to the control room. In the
corner near the keeper is an inconspicuous place to plant the bug. Return to
Emily when you are finished to receive your reward.
++++++++++++++++++++
Assignment: Citadel: Presidium Prophet
Given by:
Location:
Citadel
++++++++++++++++++++
Assignment: Citadel: Reporter's Request
Given by:
Location:
Citadel
++++++++++++++++++++
Location:
Citadel
1 - Talk to Jenna
Rita--a waitress at Flux--tells you that her sister has been working at
Chora's Den as an undercover informant for C-Sec. She's worried about her
sister and wants your help to get her to come back to Flux. You can speak to
Jenna at Chora's Den, but she has no intention of leaving. On the way out
you pass by a turian named Chellick who tells you to meet him at the C-Sec
academy.
2 - Chellick
Go to the offices on the upper floors of the C-Sec academy and speak with
Detective Chellick. You can use Charm or Intimidate right away to get him to
release Jenna, but he will still want you to complete a task for him. He
asks you to go down to the markets and buy some illegal weapons modifications
from a krogan named Jax. He warns you not to arrest Jax as it will undermine
his operation.
++++++++++++++++++++
Assignment: Citadel: Scan the Keepers
Given by:
Location:
Citadel
Keeper Locations:
4 in the Citadel Tower
In an alcove on the east side
In the far southwest corner
++++++++++++++++++++
Assignment: Citadel: Schells the Gambler
Given by:
Location:
Citadel
1 - Talk to Schells
Return to Flux after completing the assignment involving Rita and Jenna to
see a salarian named Schells get thrown out of Flux. Asking him about it
reveals that he is working on developing a device that can be used to cheat
at Quasar. He asks you to help his research by using the device to win some
games for him.
++++++++++++++++++++
Assignment: Citadel: Signal Tracking
Given by:
Location:
Citadel
2 - The Source
You come upon an ordinary-looking terminal that turns out to be a full-blown
artificial intelligence! Distrustful of organics and sensing its imminent
demise, it begins a self-destruct sequence to destroy you along with it.
Activate the console to try to guess the abort sequence. The correct
combination is Y-X-Y-A-X-A-A (On the PC the sequence varies). Averting the
self-destruct completes the assignment. You also earn whatever credits the
AI was unable to transfer away before you stopped the countdown. Note that
you can also avert the self-destruct by shooting the nearby power junction,
++++++++++++++++++++
Assignment: Citadel: The Fan
Given by:
Location:
Citadel
1 - First Encounter
You can find Conrad Verner in the upper markets in the Wards. He asks you
for an autograph. You can choose whether or not to give him one.
2 - Second Encounter
After you become a Spectre and return to the Citadel, you can find Conrad in
the same place. This time he asks for a photograph of you to hang on his
wall. Once again you can accept or decline.
3 - Third Encounter
After completing a main plot mission, return to the Citadel again to see
Conrad once more. This time he wants you to help him become a Spectre agent
too. You can use Charm to convince him more peacefully, or Intimidate him to
make him cry. Once this conversation is over the assignment is complete.
++++++++++++++++++++
Assignment: Citadel: The Fourth Estate
Given by:
Locations:
Citadel, Normandy
1 - The Interview
Khalisah bint Sinan Al-Jilani with Westerlund News will ambush you in the CSec Academy, and ask you for an interview. You can refuse from the
beginning, or cut her off during the interview with the option of hitting her
for Renegade points. If you choose to answer her questions, using Charm or
Intimidate will help you conduct a smoother interview. Miss Al-Jilani tends
to appreciate answers that emphasize human sovereignty and independence as
opposed to cooperation with other races. She will also ask you a question
about your most recent mission. Finally, you have the option of choosing
whether or not to comment on the investigation into Saren. Your monetary
reward is based on how long the interview lasts and how well you field her
questions.
2 - The Fallout
Back on the Normandy, Admiral Hackett will contact you to tell you what AlJilani's story was like and how it was viewed by Earth and the Council. They
will be happiest if you gave Charm responses, as Intimidate responses make
the Council look bad. The Council will also disapprove of revealing
++++++++++++++++++++
Assignment: Citadel: Xeltan's Complaint
Given by:
Location:
Citadel
1 - Speak to Xeltan
After agreeing to help General Septimus, you can find Xeltan in the
Elcor/Volus office at the embassy. Simply tell him that General Septimus is
responsible for betraying his secrets. Once this is complete you can tell
the Consort of your success if you haven't already spoken to her about
General Septimus.
++++++++++++++++++++
Assignment: Feros: Data Recovery
Given by:
Location:
Feros
21B2fe
1 - Data Hunt
Speak with Gavin Hossle at the weigh station on the Prothean skyway to learn
that he's in need of some data that's still at the ExoGeni facility. Since
you're going there anyway, he hopes you can recover it for him.
2 - At the Facility
While you're in the ExoGeni complex, head east past the room with the glowing
orb and keep going until you find the stairs leading to the upper level.
This part of the level is simply a straight corridor. Gavin's console is at
the end, guarded by three krogan. Once they're defeated you're free to
recover his data from the console. There's also a secure storage locker
nearby, along with a server node you can access for a codex entry. When you
have the data, simply return to Gavin to complete the assignment.
++++++++++++++++++++
++++++++++++++++++++
Assignment: Feros: Geth in the Tunnels
Given by:
Location:
Feros
2 - The Tunnels
Head up the nearby stairs and follow the path north until you reach the steps
descending towards the tunnels. Bear right until you reach the room on the
eastern side. As soon as you enter there are two snipers at the far end of
the hallway to worry about. Beyond are a group of krogan warriors guarding
the transmitter itself. When it is safe to do so, fire on the transmitter
until it is destroyed. Don't forget the technician kit and upgrade kit
nearby. Head back and speak with Fai Dan to complete the assignment.
++++++++++++++++++++
Assignment: Feros: Power Cells
Given by:
Location:
Feros
1 - Power Up
May O'Connell is in charge of restoring power to the Zhu's Hope colony, which
of course means she needs you to do it for her. Head down to the tunnels and
enter the western passage to access the collapsed highway section. Fight off
the varren if you haven't already done so and then examine the damaged
vehicle nearby to pilfer its power cells from the fuel compartment. Nearby
you can also find a sludge canister and a malfunctioning object. Return and
give May the cells to complete the assignment.
++++++++++++++++++++
Assignment: Feros: Varren Meat
Given by:
Location:
Feros
1 - In Need of Food
Speak to Davin Reynolds in the freighter on Zhu's Hope to learn about the
colonists' food shortage. They need you to go down to the tunnels and deal
with the alpha varren so they can safely hunt the rest.
2 - Going Hunting
In the tunnels, take the western path to the collapsed highway section. Upon
entering you must fight a group of varren. They aren't very powerful, and
should die easily, but after they are killed the alpha varren shows up. The
alpha is considerably tougher, so disable it if you can and try to keep your
distance. When all the varren are dead you can return to Davin Reynolds for
your reward.
++++++++++++++++++++
++++++++++++++++++++
Assignment: Feros: Water Restoration
Given by:
Location:
Feros
2 - The Valves
Your only obstacle to opening the valves are a series of three geth patrols
you encounter in the side passages. There are two valves to open in the
southern passage, and one to open in the north passage. The geth are holed
up in each passage, but there are only a handful to worry about. Once the
water is flowing again you can return to Macha Doyle for your reward.
++++++++++++++++++++
Assignment: Garrus: Find Dr. Saleon
Given by:
21B3ga
Location:
++++++++++++++++++++
21B4no
Location:
Noveria
1 - Questionable Ethics
You are solicited by Mallene Callis, an Armali employee who's seeking
corporate secrets from Rafael Vargas, the Binary Helix salesman on the other
side of the lobby. She wants you to pose as a potential client and distract
him long enough for her to crack into his personal network and learn if
Binary Helix has been infringing on the copyrights of her employer. You can
refuse the task outright for some Paragon points.
2 - Talking to Vargas
The goal here is just to keep the conversation going for as long as possible.
The best way to do this is by using Charm or Intimidate at every opportunity.
There are four places to use Charm or Intimidate, though--depending on your
responses--you may only have to use one. If you aren't careful you risk
Vargas discovering that you're just wasting his time and ending the
conversation. Try to get him distracted or off topic. When Mallene's device
beeps, simply excuse yourself from the conversation and leave. You also have
the option to tell Vargas what's going on by informing him about Mallene.
3 - Return to Mallene
Go back and speak with Mallene and tell her what happened. If you turned her
in, you can lie and say that the device worked, or you can admit what you
did. Either way, the assignment is complete.
++++++++++++++++++++
Assignment: Noveria: Smuggling
Given by:
Location:
Noveria
2 - The Package
If you accepted the assignment, head back to the Normandy to collect the
package. You now have a few choices. You can return the package to Opold
for the promised payment, which ends the assignment. You can also decide to
keep the package for yourself, which adds an upgrade item to your inventory.
Going this route doesn't prevent you from using Opold as a store, but the
hanar's buyer--a krogan named Inamorda--will be upset enough to ambush you in
the docking bay. You can also cut out the middleman and sell the package
directly to Inamorda at the hotel for some extra credits. Finally, you have
the option of going directly to administrator Anoleis and informing him about
the smuggling operation in exchange for a garage pass that will let you leave
the port.
++++++++++++++++++++
21B5ta
Location:
Normandy, Solcrum
++++++++++++++++++++
Assignment: UNC: Asari Diplomacy (Investigate Mercenaries)
Given by:
21B6un
Locations:
Citadel, Sharjila
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Asari Writings
Given by:
Location:
Uncharted Worlds
*See the Guide to the Galaxy section for information on finding all the asari
artifacts*
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Besieged Base
Given by:
Location:
Chohe
1 - A Sensitive Situation
When you've sufficiently proved your virtue by getting enough Paragon points,
Admiral Hackett will contact you about a group of biotic extremists who have
taken over a research outpost and have taken the civilians hostage. The
Alliance needs you to go in and stop the biotics while minimizing civilian
casualties.
Receiving this assignment opens up the Cacus System in the Hades Gamma
Cluster. From here, land on Chohe and make for the nearby science station.
To complete the assignment you must kill all the biotics in the facility.
The civilians don't make it easy because they tend to wander aimlessly, and
are very susceptible to damage. Your squad can actually be a liability here
if you are trying to save the civilians, so consider keeping them back if
you're having trouble. When all the biotics are dead you can report back to
Hackett for an appraisal of your ability to save the hostages.
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Cerberus
Given by:
Location:
Citadel, Binthu
center. Inside each energy barrier is a different set of test subjects-either Thorian or rachni--that you can release by using the appropriate
console. Around the perimeter of the field are a handful of research
technicians (with biotic powers) guarded by Cerberus commandos and the
occasional Cerberus sniper.
2 - Kahoku's Fate
When you clear out the final facility you discover Kahoku's body in the
center of the main room. Despite the nature of the creatures he was locked
in with, the needle marks on his arm suggest a different cause of his death.
Once you learn the admiral's fate, the assignment is complete, and "UNC:
Hades' Dogs" begins.
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Colony of the Dead (Investigate Samples)
Given by:
Location:
Chasca
++++++++++++++++++++
Assignment: UNC: Dead Scientists (Doctor at Risk)
Given by:
Location:
Ontarom
++++++++++++++++++++
Assignment: UNC: Depot Sigma-23
Given by:
Location:
trick here is that the hold is filled with boxes that make navigation
difficult. Remember how you get through the hold to the far side, as you'll
need to navigate your way back in a hurry. On the far side of the facility
are a number of containers and a terminal where you can learn that--big
surprise--Cerberus has been conducting experiments with the goal of creating
a new biological weapon. Arm the nearby demolition charge and run back the
way you came to return to the Normandy and escape the explosion. More rachni
will appear in the hold but making it back to the ship is more important than
dealing with them. Once you've safely escaped the explosion the assignment
is finished.
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Derelict Freighter
Given by:
Location:
MSV Cornucopia
When you're done exploring the ship, head back to the Normandy.
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Distress Call (Unusual Readings)
Given by:
Locations:
Metgos
++++++++++++++++++++
Assignment: UNC: Espionage Probe (Investigate Shipments)
Given by:
Location:
Agebinium
the bomb in front of you. There are three hard points you must disable, each
requiring either a long sequence of button presses (on the Xbox 360) or 100
omni-gel. There is a ten second timer, but it does not count down while you
are disabling each hardpoint.
++++++++++++++++++++
Assignment: UNC: ExoGeni Facility (Investigate Facility)
Given by:
Location:
Nodacrux
++++++++++++++++++++
Assignment: UNC: Geth Incursions (Geth Activities)
Given by:
Location:
Armstrong Nebula
some suspicious geth activity in the Armstrong Nebula. Travel there and
Admiral Hackett will ask that you eliminate the known geth outposts in each
system.
2 - Gagarin System
Head to the Gagarin System and land on Rayingri. Travel south to the overrun
research outpost, which is on top of a large plateau surrounded by husk
spikes. Inside there is a weapons locker and a storage locker in the first
room. The main room is filled with husks. There are also husks in the back
rooms that will pour out when you approach. You can find three crates and
two malfunctioning objects in the back rooms. When you reenter the main room
you will find that a squad of geth troopers, destroyers, and snipers have
come in from behind you. Take them out and head back outside. As you exit
the facility, more troopers, shock troopers, and snipers will get dropped all
around you by a nearby geth ship. Hop in the Mako to make dealing with them
easier. When all the geth are dead you can move on to the next system.
3 - Hong System
Land on Casbin in the Hong System and head northeast towards the geth
outpost. Follow the valley to the north and then east to avoid having to
navigate the rocky hills surrounding the outpost. Geth snipers will jam your
radar when you get close, so check your map to be sure of your heading. The
outpost is surrounded by geth snipers and rocket troopers. Keep your
distance as much as possible and take them out one at a time. Once they are
defeated, a geth dropship will come in and begin depositing geth shock
troopers in the center of the outpost. It will continue providing
reinforcements until you destroy it. Fire on the ship, and once it is
destroyed clear out the remaining geth and proceed to the next system.
4 - Tereshkova System
Head to Antibaar in the Tereshkova System and make for the geth outpost to
the north. Again, expect snipers to jam your radar so check your map to be
sure you're going in the right direction. The outpost is guarded by a geth
colossus, along with more geth snipers and rocket troopers. When the outpost
is cleared out, reinforcements will begin arriving. Expect to face rocket
troopers, shock troopers, and a few geth primes. Once all the enemies are
defeated you are clear to move on to the next system.
5 - Vamshi System
The final known geth outpost in the nebula is on Maji in the Vamshi System.
The outpost here is to the north on top of a large rocky hill. Approach from
the southeast, where you can find a winding path leading up the hill. There
are numerous geth heavy turrets built into the hill so be alert as you make
your ascent. The outpost itself is defended by rocket troopers and snipers.
Reinforcements this time come in the form of a single geth colossus. When
all the geth are killed your squad will remark that you still need to find
the primary geth base for this sector. Return to the Normandy.
numerous geth stalkers. There is also a juggernaut on the second floor. The
assignment is finally completed when all the geth are destroyed. There is a
secure crate and an upgrade kit in the back room, along with a terminal that
can be accessed to begin the assignment "Tali and the Geth."
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Hades' Dogs
Given by:
Location:
Nepheron
1 - Eliminating Cerberus
Having found Kahoku's remains on Binthu at the end of the "UNC: Cerberus"
assignment, you must now eliminate the people responsible once and for all.
Travel to Nepheron, in the Columbia System of the Voyager Cluster. Head to
the underground facility to the southwest and eliminate the pair of Cerberus
snipers and anti-tanks outside. Proceed into the facility and mop up the
rest of the commandos and snipers.
++++++++++++++++++++
Assignment: UNC: Hostage
Given by:
Location:
MSV Ontario
++++++++++++++++++++
Assignment: UNC: Hostile Takeover (Person of Interest)
Given by:
Location:
3 - Eliminate Crimelord #1
Travel to Mavigon--a snowy planet with extremely low visibility--in the Han
System of the Gemini Sigma Cluster. The syndicate hideout is on a hill to
the southeast with three alliance heavy turrets outside that you should try
to eliminate from a distance. When the external defenses are taken care of
you are free to enter the building and kill everyone inside. Expect to
encounter around half a dozen turian and krogan mercenaries in addition to
the crime boss. There are a number of containers you can loot afterwards,
including four medical kits to replenish your medi-gel.
4 - Eliminate Crimelord #2
The second target is on Klensal in the Dis System of the Hades Gamma Cluster.
Head south to the syndicate hideout, which is guarded by three mercenaries as
well as two snipers in the towers surrounding the entrance. Once again,
enter the complex and eliminate the mercenaries inside. When both syndicate
leaders are eliminated you need to go see Helena Blake.
it. Helena has some biotic abilities, and she is guarded by several human
and krogan mercenaries and snipers. When all the mercs are dead you can head
upstairs and crack the hardened wall safe to get some extra credits.
++++++++++++++++++++
Assignment: UNC: Listening Post Alpha
Given by:
Location:
Nepmos
way. Fight off a few more waves, then speak to the lieutenant again to learn
that the rachni are coming from an underground complex nearby.
++++++++++++++++++++
Assignment: UNC: Listening Post Theta
Given by:
Location:
Altahe
nothing you can't handle. Grab the containers at the back, and then access
the terminal to learn that a shipment was received by the outpost a few days
ago. It's likely the rachni were delivered aboard this ship. To learn more
you'll need to investigate the supply depot in the Gorgon System.
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Locate Signs of Battle
Given by:
Location:
Uncharted Worlds
*See the Guide to the Galaxy section for information on finding all the
salarian artifacts*
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Lost Freighter
Given by:
Location:
MSV Worthington
southeast room and play the logs to hear someone named Julia say that she
won't give up on Jacob. To the northeast you can find the brain-dead Jacob,
still on life support, as well as a log from Dr. Smith. In the cockpit you
can access the computer to hear the captain recount what transpired. It
seems Julia went crazy after Jacob was nearly killed. After hearing all the
logs, Julia shows up and attacks you with her biotic powers. She will also
appear if you turn off Jacob's life support. When Julia is dead you can go
back to Jacob and deactivate his life support systems (if you haven't
already).
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Lost Module
Given by:
Locations:
Eletania
assignment.
++++++++++++++++++++
Assignment: UNC: Major Kyle (Strange Transmission)
Given by:
Location:
Presrop
enter the round building. If you persuaded your way in you can proceed to
the back and talk to Kyle without incident. Shooting any of the cultists
will turn the rest of them against you and make a diplomatic solution
impossible.
3 - Major Kyle
You can use Charm or Intimidate to persuade Major Kyle to turn himself in
peacefully. If you accept his terms you can leave without a fight. Return
to the Normandy to inform Admiral Hackett about the mission.
++++++++++++++++++++
Assignment: UNC: Missing Marines
Given by:
Location:
Edolus
reveals that he was found dead on a derelict scout ship by one of Kahoku's
teams. Kahoku sent a recon team to the system where Banes was found to scout
the region. This team has gone missing and Kahoku needs your help to find
them.
++++++++++++++++++++
Assignment: UNC: Missing Survey Team
Given by:
Location:
Trebin
++++++++++++++++++++
Assignment: UNC: Privateers (Missing Person)
Given by:
Location:
Citadel, Xawin
to the second floor to learn Captain Willem's fate. Head back to the Citadel
and inform Garoth to end the assignment.
++++++++++++++++++++
Assignment: UNC: Prothean Data Discs
Given by:
Location:
Uncharted Worlds
*See the Guide to the Galaxy section for information on finding all the
Prothean artifacts*
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Rogue VI
Given by:
Admiral Hackett
Location:
Luna
Requirements: Level 20
1 - To the Moon
Admiral Hackett informs you that the Alliance needs your help again. It
seems they've lost control of one of their training VIs on the Moon and they
need you to go in and take it out. Head to the Solar System in the Local
Cluster and land on Luna. Drive to the Alliance training ground. There are
three buildings in this area, each guarded by a pair of heavy turrets. You
can tackle the facilities in any order, as they are all nearly identical.
3 - The VI Conduits
At the back of each facility are two rooms, each with four conduits you must
destroy. Attacking the conduits results in one additional complication. In
the first building the VI will release toxic gas into the room to try to
poison you. In the second, the VI will erect energy barriers over all the
conduits, and across each door that you need to shoot to get past. Finally,
the VI calls in reinforcements in the final building when you start
destroying the conduits. When all 24 conduits are destroyed, a binary
message appears saying "HELP", suggesting that the VI might have actually
4 - Specialization Class
You have now earned your choice of specialization class. This new class will
add available levels to your base class on the Squad screen based on your
choice of specialization. Your base class determines which specialization
you have access to:
Soldier:
Engineer:
Adept:
Medic or Operative
Bastion or Nemesis
Each specialization class adds certain benefits, but you must add talent
points into the specialization to achieve them
Bastion:
Commando:
- rank 9
- rank 12
+ Weapons damage
+ Immunity
Medic:
- all ranks
- all ranks
- rank 9
+ Marksman
- rank 12
+ Assassination
- rank 12
- all ranks
+ Neural Shock
- rank 9
- rank 12
- all ranks
Nemesis:
+ Warp
+ Lift
Operative:
- rank 9
- rank 12
- all ranks
+ Overload
- rank 9
+ Sabotage
- rank 12
- all ranks
+ Immunity (soldier)
- rank 9
+ Barrier (vanguard)
- rank 9
+ Adrenaline Burst
- rank 12
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: The Negotiation
Given by:
Location:
Nonuel
1 - Mining Rights
Once you've sufficiently proved your malevolence by filling up most of your
Renegade meter, Admiral Hackett will contact you with a request. He wants
you to broker a treaty with a man named Darius in the Hades Gamma Cluster.
2 - Aggressive Negotiations
Head to Nonuel in the Plutus System and travel northeast towards Darius's
compound. Enter the building and speak with Darius, who is on the second
floor balcony. He's not very impressed with you, and takes your presence as
a sign that the Alliance isn't serious about negotiating with him. The only
way to avoid a fight is to remain polite and give him everything he asks for.
Otherwise, the negotiations break down and you're forced to deal with Darius
and the guards. When the negotiations are complete, secure an exit and
report back to Hackett to complete the assignment. As you might have
suspected, Hackett secretly wanted you to kill Darius, both to eliminate the
Alliance's dirty laundry, and to get unrestricted mining rights. If you
managed to swallow your pride and secure a treaty peacefully, Hackett is
somewhat disappointed but agrees to abide by the terms of the agreement.
++++++++++++++++++++
Assignment: UNC: Turian Insignias
Given by:
Location:
Uncharted Worlds
*See the Guide to the Galaxy section for information on finding all the
turian artifacts*
++++++++++++++++++++
++++++++++++++++++++
Assignment: UNC: Valuable Minerals
Given by:
Location:
Uncharted Worlds
*See the Guide to the Galaxy section for information on finding all the
valuable materials*
++++++++++++++++++++
++++++++++++++++++++
21B7vi
Location:
Virmire
1 - Communications Tower
There are a number of ways you can make life easier on Kirrahe's teams while
you're infiltrating Saren's base. First, bear right and head north to the
communications tower. The tower is guarded by some light geth forces, but
they have height and cover so proceed with caution. Up on the balcony is a
terminal you can use to disrupt the geth communications.
3 - Refueling Platform
Beyond the uplink tower, head north to reach the refueling platform. Here
you must destroy the geth drones. There are large fuel tanks nearby that
will explode when damaged, so use these to help eliminate the drones quickly.
4 - Breaching Security
To enter the base itself you must access a security terminal. To help
Kirrahe, don't redirect the forces in his direction. If you've chosen to put
the pressure on his men, Kirrahe will be killed. Complete the Virmire
mission to end the assignment.
++++++++++++++++++++
Location:
Virmire
1 - Talk to Wrex
If Wrex is part of your crew, speaking with Captain Kirrahe on Virmire will
force a confrontation with Wrex. If you never recruited Garrus and you have
yet to visit Liara's dig site then the conversation has to end peacefully.
You can also end it peacefully if you've completed "Wrex: Family Armor"
because he will trust you. If not, then you need to use Charm or Intimidate
to get Wrex to back down. If you don't persuade him, Wrex is going to die
one way or another.
++++++++++++++++++++
Assignment: Wrex: Family Armor
Given by:
Location:
Normandy, Tuntau
21B8wr
++++++++++++++++++++
21B9x5
Location:
Asteroid X57
1 - Tread Lightly
While on X57, Simon Attwell may warn you about the live blasting caps
surrounding one of the fusion torches. Sure enough, the eastern torch is
++++++++++++++++++++
Assignment: X57: Bring Down the Sky
Given by:
Location:
Asteroid X57
1 - Collision Course
Head to the Exodus Cluster and enter the Asgard System. An asteroid denoted
as X57 is a collision course that will destroy the nearby colony of Terra
Nova. There are three fusion torches propelling the asteroid towards the
colony. Disabling all three will prevent the deaths of millions.
distance of the transmitter. The trailer also contains a first aid kit, and
you can check the logs on the table to learn about the broadcast. Check the
logs a second time to read a tongue-in-cheeck message related to the January
2008 Fox News report involving Mass Effect. Additionally, you can find a
dead engineer on a hill to the far west, near his damaged vehicle. To the
far northeast you can also find a deserted camp, with a computer that directs
you to a nearby explosives cache. This cache contains eight grenade storage
containers.
4 - Kate
Disable the first torch and you will be contacted by the woman again. Her
name is Kate Bowman, a member of the science team in charge of brining the
asteroid to Terra Nova. Yesterday it was hijacked by the batarians, and she
holed up in the main facility with a handful of other survivors. She needs
you to disable all three torches to keep the asteroid from colliding with the
colony.
4 - Simon
Head back to the main entrance to find Simon, another survivor. He may warn
you about the live blasting caps surrounding one of the torches, and also
asks that you try to find his missing engineers.
torch and head back downstairs to find Charn waiting for you.
7 - Charn
Charn's looking to talk, but if you plan on killing him anyway it's best to
attack him now while you have the element of surprise. From the stairwell
you can use a sniper rifle with high explosive rounds to kill Charn and the
two nearby troopers in one shot. When the fight begins the two varren war
beasts at the opposite end will charge you, and reinforcements will begin to
trickle into the room from the main entrance. Expect several varren war
beasts and troopers, as well as a handful of shock troopers and engineers.
The batarian engineers are similar to the troopers, but have access to tech
abilities. When all the reinforcements are dealt with you can find the key
card to the main facility on Charn's body. Alternatively, with enough Charm
or Intimidate skill you can broker an agreement with Charn. Charn's having
second thoughts about the mission, and he'll willingly give you the key if
you can convince him that you have what it takes to get rid of Balak.
on the second level where you can find more cover. Stay put and let the
enemies come to you when the fight starts. When it dies down a bit you can
move from cover and take down any stragglers.
9 - Balak
When all the enemies are dealt with, Balak appears. His men have all been
defeated so he's trying to escape with his life. Knowing you won't let him
leave, he's locked the remaining prisoners in a holding cell with a bomb. If
you try to follow him, he's threatening to kill the hostages. If you choose
to attack Balak anyway, he will kill the hostages, then erect a small energy
barrier guarded by a pair of varren war beasts. Balak and his bodyguards
will run along the balcony to the opposite side of the room, where he will
set up with a sniper rifle and try to kill you from a distance. Rather than
waiting for the field to come down and dealing with the varren, you can cut
him off by staying on the first floor and sprinting to the opposite side of
the room. There are two defense drones to worry about as well. When all the
enemies are dealt with you can confront Balak face to face. You can simply
kill him, interrogate him, leave him to die a slow death, or take him into
custody for the Alliance to deal with. Alternatively, if you decide to let
him go free in favor of saving the hostages, you have ten minutes to defuse
three bombs that have been placed around the facility while fighting off a
few defense drones.
10 - Aftermath
When everything quiets down, Simon shows up. He offers you a reward of your
choice for helping save the colony. You can pick light, medium, or heavy
human armor, as well as a set of quarian armor. If you have enough Charm or
Intimidate skill you can also get Simon to give you his omni-tool. If you
saved the hostages, you can then go open the prison door and let them out.
Kate will speak to you and thank you for everything you've done. When you've
wrapped up your business on X57 you can return to the Normandy. The next
time you access the galaxy map, X57 will have moved, with a description
indicating that the engineers got it under control and will soon be able to
put it into orbit as originally intended.
++++++++++++++++++++
++++++++++++++++++++
Assignment: X57: One Missing Engineer
Given by:
Location:
Asteroid X57
1 - Missing Engineers
Simon Atwell will ask that you examine three survey stations to see if you
can locate his missing engineers. First head to the transmission tower and
repair it, which will pinpoint all three stations on your map.
2 - Survey Station 1
Station 1 is located to the southeast. There is a secure crate outside the
station, as well as an aid station inside. Here you can find the body of C.
Hymes, killed by an explosion, along with the station's logs.
3 - Survey Station 2
Station 2 is located to the north, and contains a hardened crate and aid
station. There is no sign of engineer R. Montoya, but the logs indicate he
saw signs of fighting and left to investigate. Accessing the logs triggers a
group of three defense drones that you must destroy. Outside the station you
can find a set of footprints leading off to the east. Head east to find the
body of R. Montoya, located at the bottom of a nearby crater. Killed by a
sniper, his body was never looted by the Batarians so you can find an omnitool on his corpse.
4 - Survey Station 3
Station 3 is located to the southwest, near the drop zone for the Mako. The
body of G. Mendel is near the entrance, along with a technician kit. An aid
station is located in the station, along with the station logs.
COMPLETE CODEX
21Ccom
--------------
gained.
21C1pr
21C2se
---------------------------------------------------------------------SECTION III
----------------------------------------------------------------------
=======================
Equipment and Upgrades
=======================
31equi
MANUFACTURERS
31Aman
-------------
Aldrin Labs:
Available:
Level 1
License:
100 Credits
C-Sec Requisition Officer
Items
----Low Quality: Agent Armor
Hydra Armor
Onyx Armor
Solaris Amp
Bluewire Tool
Ariake Technologies:
Available:
Level 18
License:
6,250 Credits
C-Sec Requisition Officer, Rentola
Items
----Mid Quality: Tsunami Assault Rifle
Katana Shotgun
Raikou Pistol
Naginata Sniper Rifle
Mercenary Armor
Logic Arrest Tool
Armali Council:
Available:
Level 18
License:
6,250 Credits
Rentola
Items
----Mid Quality: Prodigy Amp
Nexus Tool
Armax Arsenal:
Available:
Level 36
License:
30,000 Credits
Expat
Items
----Low Quality: Gemini Amp
Devlon Industries:
Available:
Level 18
License:
6,250 Credits
Delan
Items
----Low Quality: Explorer Armor
Liberator Armor
Survivor Armor
Thermal Armor
Available:
Level 1
License:
100 Credits
Morlan, Rentola
Items
----Low Quality: Banshee Assault Rifle
Hurricane Shotgun
Striker Pistol
Hammer Sniper Rifle
Elkoss Combine:
Available:
Level 1
License:
100 Credits
Delan, Expat, Opold
Items
-----
Geth Armory*:
Available:
Level 36
License:
30,000 Credits
Morlan
Items
----High Quality: Pulse Rifle Assault Rifle
Battlemaster Armor
Berserker Armor
Rage Armor
Hahne-Kedar:
Available:
Level 1
License:
N/A
Normandy Requisition Officer
Items
----Low Quality: Lancer Assault Rifle
Storm Shotgun
Kessler Pistol
Avenger Sniper Rifle
Haliat Armory:
basic-level weapons."
Available:
Level 18
License:
6,250 Credits
Ledra
Items
----Mid Quality: Thunder Assault Rifle
Tornado Shotgun
Stiletto Pistol
Equalizer Sniper Rifle
Kassa Fabrication:
Available:
Level 36
License:
30,000 Credits
C-Sec Requisition Officer, Petozi
Items
Rosenkov Materials:
Available:
Level 18
License:
6,250 Credits
Opold
Items
----Mid Quality: Titan Armor
Serrice Council:
Available:
Level 36
License:
30,000 Credits
Delan, Rentola
Items
----High Quality: Phantom Armor
Savant Amp
Savant Tool
Sirta Foundation:
amps."
Available:
Level 1
License:
100 Credits
Delan, Petozi, Rentola
Items
----Low Quality: Phoenix Armor
Unity Amp
Chameleon Tool
Available:
N/A
License:
N/A
N/A
Items
----Mid Quality
* Despite the description, the armors from the Geth Armory are upgradable.
HIDDEN MANUFACTURERS
31Bhid
--------------------
Note: The equipment from these manufacturers may or may not appear in the
game, and can only be obtained by the player by using the cheat console on
the PC.
Cerberus Skunkworks:
than competitors."
Jormangund Technology:
Spectre - Advanced Gear: "Advanced Spectre gear rivals that of top militarygrade manufacturers"
WEAPONS
31Cwea
-------
++++++++++++++++++++
Assault Rifles
Low level players will want to look for an Avenger to swap for their Lancer
because of its increased damage. All rifles at this level have poor accuracy
and shots-before-overheat, so players shouldn't worry much about these
categories.
Mid level characters have a broader choice of assault rifles. The Thunder
does the most damage, though this can reasonably be traded for the higher SBO
and accuracy of the Raptor or Tsunami. Players should find a rifle that fits
their play-style and stick with it.
High level characters have the greatest choice in assault rifles. The HMWAR
should be the weapon of choice for those who can afford it, but the Geth
Pulse Rifle is also a fine choice--if you can find one--due to its superior
accuracy. The Kovalyov is also a good choice for dealing high damage.
Ariake Technologies
DMG Tsunami
II III IV V
VI VII VIII IX X
SBO
46 49 51 54 57 60 64
ACC
24 26 28 30 32 34 36
Armax Arsenal
II III IV V
VI VII VIII IX X
DMG Crossfire
SBO
65 69 74 81
ACC
53 55 56 57
Devlon Industries
DMG Raptor
II III IV V
VI VII VIII IX X
SBO
49 51 54 57 61 65 69
ACC
31 33 34 36 38 40 42
DMG Banshee
135 144 153 162 171 180 189 198 207 216
SBO
II III IV V
VI VII VIII IX X
36 38 39 41 42 44 46 48 51 54
ACC
II III IV V
12 15
Elkoss Combine
VI VII VIII IX X
DMG Avenger
150 160 170 180 190 200 210 220 230 240
SBO
35 36 37 39 41 42 44 46 48 51
ACC
Geth Armory
II III IV V
VI VII VIII IX X
SBO
29 31 33 36
ACC
80 80 81 81
Hahne-Kedar
II III IV V
DMG Lancer
120 128 136 144 152 160 168 176 184 192
VI VII VIII IX X
SBO
38 39 41 42 44 46 49 51 54 57
ACC
Haliat Armory
10 13 15 17 20 23
II III IV V
DMG Thunder
VI VII VIII IX X
SBO
44 46 49 51 54 57 60
ACC
17 19 21 24 26 28 30
Kassa Fabrication
II III IV V
DMG Breaker
VI VII VIII IX X
SBO
61 65 69 74
ACC
49 51 52 53
Rosenkov Materials
II III IV V
VI VII VIII IX X
DMG Kovalyov
SBO
57 61 65 69
ACC
45 46 48 50
II III IV V
VI VII VIII IX X
-
336 -
SBO
63 -
77
ACC
75 -
77
384
++++++++++++++++++++
++++++++++++++++++++
Shotguns
The choice of shotguns for low level characters is limited, so players should
look for a Scimitar as it deals the most damage--the drop in SBO and accuracy
at this level is negligible.
Mid level players should upgrade to a Katana because of its damage, even if
it has slightly lower accuracy and SBO when compared to the Firestorm.
High level players that don't have access to an HMWSG should look to the
Avalanche because of its extremely high shots-before-overheat rating, or the
Sokolov, which does a high amount of damage.
Ariake Technologies
DMG Katana
I
-
II III IV V
-
VI VII VIII IX X
SBO
ACC
70 70 71 72 73 74 75
Armax Arsenal
II III IV V
DMG Avalanche
VI VII VIII IX X
-
SBO
ACC
81 82 82 83
Devlon Industries
II III IV V
DMG Firestorm
VI VII VIII IX X
SBO
ACC
72 73 74 75 75 76 77
II III IV V
VI VII VIII IX X
DMG Hurricane
115 126 137 148 158 169 180 191 202 212
SBO
3.3 3.3 3.4 3.5 3.6 3.6 3.7 3.8 3.9 4.0
ACC
56 57 58 59 60 62 63 64 65 66
Elkoss Combine
DMG Scimitar
II III IV V
VI VII VIII IX X
128 140 152 164 176 188 200 212 224 236
SBO
3.1 3.2 3.2 3.3 3.4 3.4 3.5 3.6 3.7 3.8
ACC
48 49 51 52 53 55 56 57 58 60
Hanhe-Kedar
II III IV V
VI VII VIII IX X
DMG Storm
102 112 122 131 141 150 160 170 179 189
SBO
3.4 3.5 3.6 3.7 3.8 3.9 4.0 4.1 4.2 4.4
ACC
60 61 62 63 64 65 66 67 68 69
Haliat Armory
II III IV V
DMG Tornado
VI VII VIII IX X
SBO
ACC
67 68 69 69 70 71 72
Kassa Foundation
II III IV V
DMG Armageddon
VI VII VIII IX X
-
SBO
ACC
80 80 81 81
Rosenjov Materials
DMG Sokolov
II III IV V
VI VII VIII IX X
-
SBO
ACC
78 79 79 80
II III IV V
-
VI VII VIII IX X
-
320 -
SBO
5.8 -
7.0
ACC
90 -
91
378
++++++++++++++++++++
++++++++++++++++++++
Pistols
Low level pistol users should try to acquire the Stinger II from Cole while
on Eden Prime, as it is a big improvement over the Kessler players start
with.
Mid level players can then trade up for a Raikou, as it is clearly the best
pistol available at this level.
High level characters should try to acquire an HMWP, but failing this the
Karpov is a good choice, as is the Brawler, which does less damage but can
fire more shots before overheating.
Ariake Technologies
DMG Raikou
II III IV V
VI VII VIII IX X
SBO
18 19 20 21 22 23 24
ACC
63 64 65 66 66 67 68
Armax Arsenal
II III IV V
DMG Brawler
VI VII VIII IX X
-
SBO
25 26 28 31
ACC
77 77 78 79
Devlon Industries
DMG Stinger
II III IV V
132 -
VI VII VIII IX X
SBO
17 -
19 20 21 22 23 25 26
ACC
65 -
66 67 68 69 69 70 71
II III IV V
VI VII VIII IX X
101 108 115 122 130 137 144 151 158 166
SBO
14 14 15 16 16 17 18 18 19 20
ACC
47 48 49 51 52 53 54 55 56 57
Elkoss Combine
DMG Edge
II III IV V
VI VII VIII IX X
112 120 128 136 144 152 160 168 176 184
SBO
13 14 14 15 16 16 17 18 18 19
ACC
38 39 40 42 43 44 45 47 48 49
Hahne-Kedar
II III IV V
VI VII VIII IX X
DMG Kessler
SBO
14 15 16 16 17 18 19 19 20 22
ACC
52 53 54 55 56 57 58 59 60 61
Haliat Armory
II III IV V
DMG Stiletto
VI VII VIII IX X
SBO
17 18 19 19 21 22 23
ACC
60 60 61 62 63 64 65
Kassa Fabrication
DMG Razer
II III IV V
VI VII VIII IX X
SBO
23 25 26 28
ACC
75 75 76 77
Rosenkov Materials
DMG Karpov
II III IV V
VI VII VIII IX X
SBO
22 23 25 26
ACC
73 73 74 75
II III IV V
-
VI VII VIII IX X
256 -
294
SBO
24 -
29
ACC
87 -
88
++++++++++++++++++++
++++++++++++++++++++
Sniper Rifles
Low level players may want to stick with the Avenger, as it has the highest
accuracy rating at this level. More damage can be done with the Reaper, but
at a significant cost to accuracy.
The HMWSR X and the Punisher X are the only sniper rifles to offer a full 2.0
SBO rating to high level characters. Beyond these, the Vokov is a good
choice for dealing high damage.
Ariake Technologies
DMG Naginata
II III IV V
VI VII VIII IX X
SBO
ACC
55 56 57 58 59 60 61
Armax Arsenal
II III IV V
DMG Punisher
VI VII VIII IX X
-
SBO
ACC
72 72 73 74
Devlon Industries
DMG Striker
II III IV V
VI VII VIII IX X
SBO
ACC
59 60 60 61 62 63 64
DMG Hammer
II III IV V
VI VII VIII IX X
SBO
1.2 1.2 1.3 1.3 1.3 1.3 1.3 1.3 1.3 1.4
ACC
35 37 38 39 41 42 43 45 46 47
Elkoss Combine
DMG Reaper
II III IV V
VI VII VIII IX X
102 114 126 138 150 162 174 186 198 210
SBO
1.2 1.2 1.2 1.2 1.2 1.2 1.3 1.3 1.3 1.3
ACC
24 25 27 28 30 31 33 34 36 38
Hahne-Kedar
DMG Avenger
II III IV V
VI VII VIII IX X
SBO
1.3 1.3 1.3 1.3 1.3 1.4 1.4 1.4 1.4 1.4
ACC
41 42 44 45 46 47 48 50 51 52
Haliat Armory
DMG Equalizer
II III IV V
-
VI VII VIII IX X
SBO
ACC
50 51 52 54 55 56 57
Kassa Fabrication
II III IV V
VI VII VIII IX X
DMG Harpoon
SBO
ACC
69 70 70 71
Rosenkov Materials
DMG Volkov
II III IV V
VI VII VIII IX X
261 279 297 315
SBO
ACC
66 67 68 69
II III IV V
-
VI VII VIII IX X
-
278 -
SBO
1.8 -
2.0
ACC
85 -
86
336
++++++++++++++++++++
ARMOR
31Darm
-----
++++++++++++++++++++
Light Armor
Hahne-Kedar offers the best armor to low level human and turian characters,
while Phoenix armor is best for Tali.
Rosenkov's Titan armor is best for mid level characters, though players
valuing shields can also choose Ariake's Mercenary armor.
At high levels, Kassa Fabrication's Colossus armor offers the best damage
protection for all characters, though players looking to outfit Garrus with
high tech/biotic protection should look for the elusive Phantom armor.
Aldrin Labs
DMP Agent
SHD T
TBP
VI VII VIII IX X
11 13 15 17 19 21 23
DMP Hydra
SHD H,Q
TBP
II III IV V
11 13 15 17 19 21 23
DMP Onyx
SHD H,T,Q
TBP
11 13 15 17 19 21 23
12 14 16 19 21 23 25 27 30 32
Ariake Technologies
II III IV V
DMP Mercenary
SHD H,T
TBP
18 20 22 24 26 28 30
19 21 23 25 27 30 32
Armax Arsenal
II III IV V
DMP Predator L
SHD H,T
VI VII VIII IX X
VI VII VIII IX X
-
24 26 28 30
TBP
Devlon Industries
DMP Explorer
SHD H,T,Q
TBP
SHD H,T,Q
4
SHD H,T,Q
TBP
VI VII VIII IX X
11 13 15 17 19 21 23
11 14 16 18 21 23 26
11 13 15 17 19 21 23
11 14 16 18 21 23 26
11 13 15 17 19 21 23
9
7
11 14 16 18 21 23 26
9
11 13 15 17 19 21 23
I
2
SHD H,T
11 14 16 18 21 23 26
II III IV V
4
VI VII VIII IX X
10 12 14 16 18 20
DMP Guardian
0
2
SHD H,T
1
4
4
6
12 14 17 19
10 12 14 16 18 20
Elkoss Combine
DMP Assassin
II III IV V
12 14 17 19
VI VII VIII IX X
12 14 16 18 20 22 24 26 28 30
SHD H,T
TBP
DMP Duelist
TBP
II III IV V
TBP
46 47 49 50
DMP Thermal
SHD T
DMP Survivor
TBP
DMP Liberator
TBP
12 14 17 19
DMP Gladiator
12 14 16 18 20 22 24 26 28 30
SHD H
TBP
II III IV V
Hahne-Kedar
DMP Mantis
VI VII VIII IX X
26 28 30 32 34 36 38
84 20 -
DMP Silverback
18 20 22 24 26 28 30
156 180 204 228 252 276 300
12 -
SHD H,T
18 20 22 24 26 28 30
156 180 204 228 252 276 300
26 28 30 32 34 36 38
12 14 16 18 20 22 24 26 28 30
SHD H,T
DMP Ursa
SHD H,T
TBP
DMP Scorpion
TBP
18 20 22 24 26 28 30
26 28 30 32 34 36 38
Kassa Fabrication
II III IV V
DMP Colossus
SHD H,T,Q
TBP
VI VII VIII IX X
61 63 65 67
32 34 36 38
II III IV V
Rosenkov Materials
DMP Titan
12 14 17 19
20 22 24 26 28 30 32 34 36 38
SHD H,T
TBP
DMP Predator
TBP
12 14 16 18 20 22 24 26 28 30
SHD H,T
TBP
VI VII VIII IX X
34 36 38 39 41 42 44
SHD H,T
TBP
Serrice Council
26 28 30 32 34 36 38
II III IV V
-
SHD T
DMP Phantom
TBP
VI VII VIII IX X
Sirta Foundation
II III IV V
DMP Phoenix
SHD H,T,Q
TBP
39 41 42 44
VI VII VIII IX X
10 12 14 16 18 20
++++++++++++++++++++
++++++++++++++++++++
Medium Armor
Medium armor offers a balance between the high damage protection of heavy
armor and the high tech/biotic protection of light armor.
The highest damage protection for mid level characters comes from Titan
armor, but comes at the cost of the higher shields offered by Ariake's
Mercenary armor.
For high level characters the decision is between the superior damage
protection of the Colossus armor, or the high shields and TBP offered by
Armax Arsenal's Predator M armor. Both are good choices, so players should
empirically determine which armor better suits their style of play.
Aldrin Labs
DMP Agent
DMP Hydra
Ariake Technologies
DMP Mercenary
24 -
SHD H,T,K
1
SHD H,T
Devlon Industries
DMP Predator M
10 12 14 16 19 21
II III IV V
117 -
Armax Arsenal
TBP
10 12 14 16 19 21
17 19 21 23 25 27 29 31 33 35
SHD H,T,K
TBP
10 12 14 16 19 21
DMP Onyx
TBP
17 19 21 23 25 27 29 31 33 35
SHD H
TBP
VI VII VIII IX X
17 19 21 23 25 27 29 31 33 35
SHD T
TBP
II III IV V
VI VII VIII IX X
30 32 34 36 38 40 42
195 221 247 273 299 325 351
10 12 14 16 19 21
II III IV V
VI VII VIII IX X
414 -
II III IV V
39 -
38 -
42
486
42
VI VII VIII IX X
DMP Explorer
17 19 21 23 25 27 29 31 33 35
SHD H,T,K
TBP
11 14
DMP Liberator
17 19 21 23 25 27 29 31 33 35
SHD H,T,K,Q
TBP
DMP Survivor
TBP
11 14
11 14
II III IV V
11 14
VI VII VIII IX X
DMP Guardian
14 16 18 20 22 24 26 28 30 32
SHD H,T
Elkoss Combine
DMP Assassin
II III IV V
VI VII VIII IX X
24 26 28 30 32 34 36 38 40 42
SHD H
DMP Gladiator
24 26 28 30 32 34 36 38 40 42
SHD H,T
TBP
14 16 18 20 22 24 26 28 30 32
SHD H,T
TBP
DMP Duelist
TBP
17 19 21 23 25 27 29 31 33 35
TBP
DMP Thermal
SHD T
17 19 21 23 25 27 29 31 33 35
SHD H,T,K
TBP
Hahne-Kedar
DMP Mantis
108 132 156 180 204 228 252 276 300 324
10 12 14 16 18 20 22 24 26 28
DMP Predator
SHD H,T,K
TBP
30 32 34 36 38 40 42
180 204 228 252 276 300 324
16 18 20 22 24 26 28
-
DMP Silverback
SHD H,T,K
30 32 34 36 38 40 42
180 204 228 252 276 300 324
16 18 20 22 24 26 28
24 26 28 30 32 34 36 38 40 42
SHD H,T
TBP
DMP Scorpion
TBP
VI VII VIII IX X
24 26 28 30 32 34 36 38 40 42
SHD H,T,K
TBP
II III IV V
108 132 156 180 204 228 252 276 300 324
10 12 14 16 18 20 22 24 26 28
DMP Ursa
30 32 34 36 38 40 42
SHD H,T,K
TBP
16 18 20 22 24 26 28
Kassa Fabrication
II III IV V
DMP Colossus
SHD H,T,K
TBP
Rosenkov Materials
VI VII VIII IX X
II III IV V
68 69 70 71
315 345 375 405
22 24 26 28
VI VII VIII IX X
DMP Titan
44 46 47 49 50 52 54
SHD H,T,K
TBP
16 18 20 22 24 26 28
Sirta Foundation
DMP Phoenix
14 16 18 20 22 24 26 28 30 32
SHD H,T,K
TBP
II III IV V
VI VII VIII IX X
++++++++++++++++++++
++++++++++++++++++++
Heavy Armor
Only wearable by Wrex and humans with the Soldier class, heavy armor focuses
on elite damage protection and shields but has little or no tech/biotic
protection.
Mantis armor is the best available for low level characters that are able to
equip it.
Titan armor is a good choice for mid level players, though higher shields can
be found from Mercenary armor, or any of the Hahne-Kedar armors.
As with medium armor, high level characters must choose between the superior
damage protection of the Colossus armor, or the high shields and tech/biotic
protection offered by Predator H armor. Both are good choices, so players
should empirically determine which armor better suits their style of play.
Aldrin Labs
DMP Hydra
II III IV V
VI VII VIII IX X
33 35 37 39 41 43 45 47 49 51
SHD H
TBP
DMP Onyx
10
33 35 37 39 41 43 45 47 49 51
SHD H,K
TBP
10
Ariake Technologies
II III IV V
DMP Mercenary
SHD H,K
TBP
VI VII VIII IX X
46 48 50 52 54 56 58
10
Armax Arsenal
II III IV V
VI VII VIII IX X
DMP Predator H
SHD H,K
TBP
Devlon Industries
DMP Explorer
II III IV V
31 33 35
VI VII VIII IX X
33 35 37 39 41 43 45 47 49 51
SHD H,K
DMP Survivor
33 35 37 39 41 43 45 47 49 51
SHD H,K
TBP
DMP Liberator
TBP
33 35 37 39 41 43 45 47 49 51
SHD H,K
TBP
54 56 58
II III IV V
VI VII VIII IX X
DMP Duelist
30 32 34 36 38 40 42 44 46 48
SHD H
TBP
120 140 160 180 200 220 240 260 280 300
0
DMP Guardian
SHD K
-
36 38 40 42 44 46 48
II III IV V
VI VII VIII IX X
40 42 44 46 48 50 52 54 56 58
84 98 112 126 140 154 168 182 196 210
0
40 42 44 46 48 50 52 54 56 58
SHD H,K
Geth Armory
II III IV V
DMP Battlemaster
SHD K
DMP Berserker
SHD K
DMP Rage
SHD K
TBP
DMP Gladiator
TBP
SHD H
TBP
DMP Assassin
TBP
Elkoss Combine
TBP
120 140 160 180 200 220 240 260 280 300
DMP Warlord
TBP
30 32 34 36 38 40 42 44 46 48
SHD H,K
TBP
VI VII VIII IX X
-
71 72 74 75
71 72 74 75
47 48 50 51
71 72 74 75
336 364 392 420
47 48 50 51
Hahne-Kedar
DMP Mantis
144 168 192 216 240 264 288 312 336 360
0
DMP Predator
SHD H,K
TBP
DMP Ursa
SHD H,K
TBP
46 48 50 52 54 56 58
10 12 14 16 18
46 48 50 52 54 56 58
10 12 14 16 18
10 12 14 16 18
46 48 50 52 54 56 58
SHD H,K
DMP Scorpion
TBP
VI VII VIII IX X
40 42 44 46 48 50 52 54 56 58
SHD H,K
TBP
II III IV V
10 12 14 16 18
Kassa Fabrication
II III IV V
DMP Colossus
SHD H,K
TBP
Rosenkov Materials
VI VII VIII IX X
-
76 77 78 79
360 390 420 450
12 14 16 18
II III IV V
VI VII VIII IX X
DMP Titan
57 58 60 62 63 65 66
SHD H,K
TBP
10 12 14 16 18
Sirta Foundation
DMP Phoenix
30 32 34 36 38 40 42 44 46 48
SHD H,K
II III IV V
VI VII VIII IX X
TBP
10 12 14 16 18
++++++++++++++++++++
OTHER EQUIPMENT
31Eoth
---------------
++++++++++++++++++++
Bio-Amps
The best bio-amp is the Savant, though it doesn't become available until
players reach a high level. For lower level players, the Polaris is the best
overall amp.
Aldrin Labs
II III IV V
VI VII VIII IX X
5
PWR
10 10 10 10 10 10 10 10 10 10
CLD
10 12 13 15 17 18 20
Armali Council
II III IV V
DUR Prodigy
25 25 25 25 25 25 25 25 25 25
PWR
CLD
25 27 28 30 32 33 35 37 38 40
Armax Arsenal
II III IV V
0
VI VII VIII IX X
0
5
0
5
VI VII VIII IX X
0
5
0
5
0
5
0
5
0
5
0
5
CLD
15 17 18 20 22 23 25 27 28 30
Kassa Fabrication
DUR Polaris
II III IV V
VI VII VIII IX X
35 35 35 35 35 35 35 35 35 35
PWR
10 10 10 10 10 10 10 10 10 10
CLD
15 17 18 20 22 23 25 27 28 30
Serrice Council
II III IV V
VI VII VIII IX X
DUR Savant
35 35 35 35 35
PWR
40 40 40 40 40
CLD
33 35 37 38 40
Sirta Foundation
II III IV V
VI VII VIII IX X
15 15 15 15 15 15 15 15 15 15
PWR
CLD
10 12 13 15
++++++++++++++++++++
++++++++++++++++++++
Omni-Tools
Aldrin Labs
II III IV V
MED
Ariake Technologies
5
7
TEC
MED
Armali Council
TEC
11 13 16 18 20
5
VI VII VIII IX X
25 25 25 25 25 25 25
9
11 13 16 18 20
II III IV V
II III IV V
-
5
9
VI VII VIII IX X
25 25 25 25 25 25 25
VI VII VIII IX X
15 15 15 15 15 15 15 15 15 15
30 32 34 37 39 41 43 46 48 50
MED
Elkoss Combine
II III IV V
15 15 15 15 15 15 15 15 15 15
TEC
MED
Kassa Fabrication
SHD Polaris
TEC
MED
II III IV V
VI VII VIII IX X
11 13 15
0
VI VII VIII IX X
15 15 15 15 15 15 15 15 15 15
10 12 14 17 19 21 23 26 28 30
15 15 15 15 15 15 15 15 15 15
Serrice Council
II III IV V
SHD Savant
43 45 48 50 52
TEC
VI VII VIII IX X
35 35 35 35 35
MED
Sirta Foundation
II III IV V
25 25 25 25 25
VI VII VIII IX X
0
10 12 14 17 19 21 23 26 28 30
MED
++++++++++++++++++++
UPGRADES
31Fupg
--------
++++++++++++++++++++
Medi-Gel Upgrades
Upgrade
-------
Capacity
--------
----
Cost
Available
---------
Level I
6 Medi-gel
200
Level II
7 Medi-gel
3,125
12,500
Level IV
9 Medi-gel
56,000
Level V
10 Medi-gel
110,000
Opold, Rentola
++++++++++++++++++++
++++++++++++++++++++
Grenade Upgrades
The best all-around grenade upgrade is the High Explosive upgrade, though
other choices can be appropriate depending on the situation. Fusion
Explosives should be limited to use against organic enemies, and Cryo
Explosives should be reserved for enemies with firearms.
Upgrade
-------
Capacity
--------
Cost
----
---------
Level I
6 Grenades
200
Level II
7 Grenades
3,125
Available
12,500
Expat, Rentola
Level IV
9 Grenades
56,000
Level V
10 Grenades
110,000
Cryo Explosive
Max Accuracy
II III IV V
VI VII VIII IX X
-20% -23% -26% -29% -32% -35% -38% -41% -44% -47%
Fusion Explosive
Toxic Damage
+75%
Damage/sec
Duration (s)
High Explosive
Damage
+37%
II III IV V
5
5
6
5
7
5
8
5
VI VII VIII IX X
9
5
II III IV V
10 11 12 13 14
5
VI VII VIII IX X
Radius (cm)
+50 +60 +70 +80 +90 +100 +110 +120 +130 +140
Weapons Force
+34% +37%
Incendiary Explosive
Damage/sec
II III IV V
VI VII VIII IX X
15 19 23 27 31 35 39 43 47 51
Duration (s)
++++++++++++++++++++
++++++++++++++++++++
Armor Upgrades
Upgrades
--------
Levels
Notes
------
Armor Plating
----I
II
III
Health Regen/sec
Hardening
+9%
III
+1%
Hardened Weave
+1.5% +2.0%
II
III
Motorized Joints
Smash Damage
Shield Battery
Shields
II
+7%
II
II
+40
Shield Regenerator
III
III
+45
II
+50
III
upgrade.
Shock Absorbers
II
III
Stimulant Pack
Cooldown Rate
Toxic Seals
Upgrades
III
+5%
II
Toxic Resistance
--------
II
+7%
+9%
III
Levels
Notes
------
Ablative Coating
----IV
VI
VII
Energized Weave
IV
VI
VII
Combines Shield
Exoskeleton
IV
Smash Damage
VI
VII
Combines Motorized
IV
VI
VII
Regenerator and
Weave upgrades.
Kinetic Buffer
upgrade.
Engineers and
Mobile Accuracy
Biotics.
Shields
+10
Medical Interface
IV
Health Regen/sec
Toxic Resistance
VI
+16
VII
IV
+90
Upgrades
--------
+14
Shield Modulator
Shields
+12
VI
VII
Improves Shield
Levels
Battery upgrade.
Notes
------
-----
Combat Exoskeleton
VIII IX
Smash Damage
Improves Exoskeleton
Seals upgrades.
Energized Plating
VIII IX
Improves Ablative
Kinetic Exoskeleton
VIII IX
Coating upgrade.
+40
Medical Exoskeleton
Health Regen/sec
Toxic Resistance
+45
VIII IX
+50
Shield Interface
VIII IX
Shields
Improves Shield
Modulator upgrade.
++++++++++++++++++++
++++++++++++++++++++
Ammunition Upgrades
Upgrades
--------
Levels
Notes
------
-----
Anti-Personnel Rounds I
Dmg. vs Organics
II
III
II
III
enemies.
Chemical Rounds
II
III
Toxic Damage
Damage/sec
Duration
Hammerhead Rounds
Weapons Force
Phasic Rounds
Shield Bypass
enemies.
7
5
II
III
Use to knockdown
II
III
charaging enemies.
Damage
Radioactive Rounds
Target Cooldowns
Upgrades
--------
II
III
Levels
Notes
------
Cryo Rounds
----IV
Target Accuracy
VI
VII
Shield Bypass
Incendiary Rounds
IV
Damage/sec
Duration
or biotic enemies.
10
5
Target Accuracy
VI
VII
12
14
16
Polonium Rounds
IV
VI
VII
Toxic Damage
Damage/sec
Duration
Proton Rounds
IV
Shield Bypass
Damage
shields or Barrier.
VI
VII
upgrade.
Shredder Rounds
Dmg. vs Organics
IV
VI
VII
Improves Anti-Personnel
Rounds upgrade.
Tungsten Rounds
IV
VI
VII
Upgrades
--------
Levels
Rounds upgrade.
Notes
------
-----
+4
Weapons Force
Marksman/Overkill
Heat Generation
talents.
Damage
VIII IX
Damage/sec
Target Accuracy
Inferno Rounds
Duration
+4.1 +4.2
15
5
18
5
Improves Incendiary
21
Rounds upgrade.
Sledgehammer Rounds
VIII IX
Weapons Force
charging organic
Toxic Damage
enemies.
Heat Damping
Snowblind Rounds
Damage
Rate of Fire
Target Accuracy
VIII IX
++++++++++++++++++++
++++++++++++++++++++
Weapon Upgrades
Upgrades
--------
Levels
------
-----
Combat Sensor
Detection Level
Heat Sink
II
III
II
Heat Absorption
Damage
Countermeasure to radar
jamming by geth enemies.
III
High-Caliber Barrel
II
III
overheating occurs.
Rate of Fire
sniper rifles.
Heat Absorption
Improved Sighting
Max Accuracy
II
+5%
Recoil Damper
Kickback Damping
Upgrades
--------
Notes
III
Increases maximum
+7%
II
+9%
III
Improves accuracy.
Levels
Notes
------
Combat Scanner
accuracy.
----IV
VI
VII
Detection Level
Kinetic Stabilizer
Stability
IV
upgrade.
VI
VII
Rail Extension
IV
Damage
VI
Upgrades
Improves High-Caliber
Notes
------
Detection Level
Max Stability
Barrel upgrade.
Levels
Combat Optics
----VIII IX
10
upgrade.
Kinetic Coil
Stability
VII
upgrade.
Heat Absorption
--------
+6%
VIII IX
+7%
Improves Kinetic
Damage
Scram Rail
Damage
Heat Absorption
+5%
VIII IX
+6%
Stabilizer upgrade.
+7%
++++++++++++++++++++
upgrade.
upgrade.
==================
Combat Strategies
32comb
==================
GENERAL STRATEGIES
32Agen
------------------
If you are a Soldier, you are more than capable of handling most enemies that
come your way. The biggest downside to playing as a Soldier is the lack of
other abilities, so consider bringing along tech and biotic characters for
balance.
Adepts are among the weakest classes when it comes to direct combat. To
offset this, you may want to upgrade your talents in as broad a spectrum as
possible. The more biotic abilities you have available, the more likely
you'll have one when you need it. Adepts also specialize in crowd control
abilities like Singularity, which more than makes up for any combat
shortcomings.
The other three classes are hybrids of the first three. Vanguards have
access to weapons and armor training, but don't have the range of biotic
abilities that Adepts have. Similarly, Infiltrators gain weapons and armor
training as well, but lack the range of debuffs possessed by an Engineer.
The most supporting class is the Sentinel, which offers a mix of tech and
biotic powers, but lacks weapon or armor talents.
2. Balance
Though it would seem that the more combat users you have in your squad the
more formidable you would be, balance in your squad selection can go a long
way--if you know how to best utilize the abilities of your followers.
If you need to face a geth armature on foot for example, heavy weapons fire
will certainly do the trick, but you will always have to worry about the
armature's weapons--which can easily eliminate you or any of your teammates
in a single strike. However, if you have a biotic user in your squad you can
use abilities like Lift to disable the armature temporarily. Likewise, with
a tech user you can disable its shields or overheat the weapons of any
support troops.
There are also non-combat bonuses to having a balanced squad, like being able
to hack into more difficult storage devices when playing as a soldier.
4. Using cover
Pressing your back against a wall is often the safest thing you can do in
combat. It provides you protection, and allows you the ability to only fire
when it is safe to do so. However, there are some disadvantages, and it's
important to be aware of them.
Not all enemies have ranged weapons, and even some of those that do have a
tendency to charge at you. You will frequently see krogan and geth
destroyers running full speed up a hallway in an attempt to engage you at
close range. In these cases your best bet is to backpedal away, as staying
in cover severely limits your mobility and opens you up to melee attacks.
Powers like Lift can also be vital for dealing with charging enemies.
Additionally, you may want to stay mobile when you're facing a large number
of enemies in an open area. Sometimes big groups will try to surround you,
in which case staying in one place isn't a good idea. Cover won't help you
if it's not between you and your enemy.
There's an additional concern when facing biotics, as they can lift light
cover to take away your hiding place. In these cases, try to find immobile
cover like corners or immovable objects.
First, you should always know what abilities each of your squad members has
and how best to use them. Depending on your settings, your squad may use
many of their abilities on their own, which can usually take the pressure off
of inexperienced players to make tactical decisions. Remember however that
certain powers--like Stasis--will only be used if you select them.
More subtle is the ability for you to use your squad for fire and maneuver
tactics. Sending your squad out front to take up a position near the enemy
(but still in cover) is a good general rule at the start of many firefights.
Enemies tend to focus their attention on whoever is closest to them, so
having your squad protected but also drawing fire from the enemy frees you to
flank and finish them. This is also a good technique for Infiltrators that
are focused on sniper-rifle combat. Sending your squad up ahead can draw
enemies out into the open, allowing you to deal with them from a distance.
A very important and often overlooked component of Mass Effect is the ability
to upgrade your weapons. You're likely to find more upgrades than anything
else, and you should put them to good use. Though armor and weapon upgrades
can provide general advantages to your gear, the ammunition upgrades can
make
a big difference depending on who (or what) you're fighting. You can swap
these out at any time, so be sure to keep a few different types of ammunition
on hand. As the situation dictates, you'll be able to deal extra damage to
Unused items go to waste and take up valuable space in your inventory. You
can only carry 150 items at a time, so any equipment and upgrades you aren't
using should be sold or turned into omni-gel. The latter is good for a
variety of decryption and electronics purposes, but selling items can provide
you with the funds to buy new and better equipment.
Some weapons can only be found by purchasing them, so be sure to pick up any
licenses you come across to increase the range of items your requisition
officer can carry. Advanced players may choose to purchase only specific
licenses, to increase the odds of a certain weapon or armor appearing in the
requisition officer's inventory.
8. Miscellaneous tips
Explosives are your friend. There are a number of them placed in each area,
and it's a shame to let them go to waste. If an enemy is nearby, shoot the
explosive to deal massive damage.
Save often. It's never fun to have to start a planet over because you didn't
reach a checkpoint. Save after every major battle if you don't know what
you're walking in to. Along the same vein, don't be afraid to retreat and
regroup if you have to.
<><><><><>
TIP - Sonny Nilsson: "Everything can be killed on foot, and by using the Mako
you cut the XP by 3 times: Everything is worth more XP on foot."
<><><><><>
<><><><><>
TIP - Tom Bruno: "All enemies seem to aim rockets at the front end of the
Mako, and because the turret is further back you can park the nose behind a
rock and still shoot at the enemies. They'll hit the obstacle every time and
you can kill them at your leisure."
<><><><><>
SUB-BOSS STRATEGIES
32Bsub
-------------------
1. Armatures
Fighting armatures and colossi in the Mako is considerably different from
fighting them on foot. In the Mako simply keep your distance enough to avoid
their attacks by using the jump jets while you whittle down their defenses
with the machine gun and cannon. On foot you'll want to take cover, as a
single blast can be lethal. Using your squad as a distraction is also a good
idea, as the armatures tend to focus on the threat that is closest to them.
This will allow you to attack them without worrying about being hit. Biotics
to disable armatures and tech powers to lower shields are also very useful.
<><><><><>
TIP - R_Russ_R: "Just park the Mako on top of it! It won't be able to get
up, and you can exit the Mako and kill it on foot without it shooting back."
<><><><><>
2. Asari Commandos
The biggest concern when facing the asari commandos is their biotic
abilities. In a group they are particularly deadly because they can disable
you and take you out while you don't have a chance to fight back. They can
also lift light objects to take away your cover, and the defensive barrier
power allows them to protect themselves and make it difficult for you to
damage them. Upgrades that bypass shields are a good idea, since tech powers
aren't particularly effective. Commandos have a resistance to biotics, but
if your biotics work they can be extremely helpful for disabling the
commandos before they can disable you.
4. Krogan
Saren's heavily armed krogan troops can be some of the most formidable and
challenging opponents you will face. You'll want to keep your distance as
some will charge at you and engage you from close range. They also have the
ability to regenerate health, and are resistant to most powers. The best way
to deal with them is heavy and concentrated firepower. Biotic powers that
can disable them are also tremendously useful. Have your squad target the
nearest krogan and deal with it before any other enemies.
<><><><><>
TIP - Tom Bruno: It's a pain when you kill them and they heal and come back
at you with full health again. This can be avoided though, if you use any
ammo that disintegrates them; i.e. Proton or Incendiary rounds will vaporize
them the first time you kill them.
<><><><><>
BOSS STRATEGIES
32Cbos
---------------
1. Fist
The weakest of the bosses, Fist can be challenging because of the turrets
guarding him, and the nature of the combat space. Though there is cover in
Fist's office, it can be difficult to get your squad in a good position to
deal with him. You can aim straight for Fist if you want, but he tends to
stay in cover, so concentrate on his turrets instead. Fist will give up if
you destroy his turrets, so target them with tech powers and concentrated
fire. If you added Wrex to your squad for this fight he can make it easier
on you, since he can take considerable damage.
2. Matriarch Benezia
There are two portions to the fight with Benezia. The first simply involves
Benezia summoning asari commandos and geth to help her, while the second
requires you to fight her directly (along with a few reinforcements). The
biggest challenge when facing Benezia head-on is that you are in such close
proximity to her at the start, and taking cover is pointless because she is a
biotic, and she has more biotic commandos coming in to flank you. She can't
easily be harmed by biotics of your own, and some tech powers are also
useless. Your best bet is to concentrate as much direct fire (and powers) on
her as possible from all your squad members. If you can take her out before
she or her commandos can use their biotics on you, you're likely to have a
much easier time fighting her.
<><><><><>
TIP - Angelmedia: "The geth you face are easy, slow, and dumb. Point and
shoot, but don't waste biotics. The asari commandos are fast, deadly, and
powerful. They have guns and hardcore biotics that can immobilize you.
Benezia stays on the bridge, but can still hit you with biotic orbs that zap
massive shields and health. Keep moving.
First Wave: Immediately target the first asari commando on the stairs
with a biotic attack that will take her out in one hit. Buff shields on the
other team members and boost your weapon in case something goes wrong.
Don't
fire at the first enemy until the biotic attack is executed or she will back
up and move out of range. Quickly run up the stairs and shoot the exploding
canister to take out commando number two.
Second Wave: The two new enemies are at the end of the walkway. Run back
down the stairs and duck in the doorway where you first entered. You are
safe here from Benezia and the geth. Target the explosive canister on the
bridge in case one of the enemies rushes you. Pop out from hiding and fire
until you bring down the enemies. If one of them comes at you shoot the
canister on the bridge. There is a third enemy that generally comes around
the back and joins the other two on the walkway, but sometimes she comes
down
the bridge at you. Watch your radar to see which way she goes. Once the
enemies on the walkway are dead go to their previous position on the walkway.
Open the two crates to the left along the way. Continue around to the west
and take out the geth behind the crates.
Third Wave: Take out the geth that appear at the end of the walkway, and
continue past their position and past Benezia to the doorway you crouched in
during the second wave. Take out the geth on the end of the walkway.
Benezia: Go crazy and unload on her. Have your squad hit her hard with
biotics while you blast her with a weapon (remember to buff your weapons
before firing. She should go down in less than five seconds.
Fourth wave: Crouch or take cover near Benezia's body and take out her
remaining enemy agent's. You can fire at them from up on the bridge, but
they will rush you. If you get close, have a heavy duty biotic or high end
weapon ready to push them back."
<><><><><>
3. Saren
Saren has no weaknesses. Using some tech powers won't hurt, but most biotics
have no effect whatsoever because of his glider. It's best to stay mobile-using your squad to draw his fire--while you gradually whittle him down.
Using ammunition that does extra damage to organics will help you out.
4. Saren Reborn
The monster Saren is turned into by Sovereign is a very different foe than
the one you've faced previously. He is now a synthetic, so you'll need to
adjust your upgrades accordingly. He also has the addition of a number of
tech abilities, so he will try to overheat your weapons and take down your
shields. Because he is so fast you will need help from your squad to have
any chance of hitting him. It's also worth a try to use any biotic or tech
powers you have, since these can be done while paused at the power wheel.
Any way you can disable him or damage his abilities will make this fight that
much easier.
<><><><><>
TIP - Sonny Nilsson: "Biotics are very effective on him. Lift is what you
want to use; easiest by far was when I had Liara and Wrex with me. Also keep
a constant fire on him so he won't regen his shields."
<><><><><>
5. Thresher Maws
The easiest way to defeat a thresher is in the Mako. If you're lucky, it's
possible to find a spot where it won't go back underground, but won't be able
to hit you either. This can be a tough feat at times though, and because its
attacks are so deadly it's often better just to keep moving--or use the jump
jets to avoid its fire. Beware of splash damage from the toxic spray it
shoots at you, and don't let it emerge directly beneath you. To improve your
accuracy, zoom in with the turret and slow down or stop when firing the
cannon. To have any chance you will need to avoid its attacks at all costs.
<><><><><>
TIP - Sonny Nilsson: "These can be defeated on foot, and I actually recommend
doing so. Keep the distance to around where the skill target starts to
appear, then just side step and shoot. This usually also keeps them from
going down into the ground. With the Immunity skill they cannot kill you,
but if they land a 'melee' hit you die instantly."
<><><><><>
====================
Guide to the Galaxy
33guid
====================
When in command of the Normandy, you can travel to any known star system by
accessing the galaxy map, located prominently in the center of the command
deck.
Note: For planets you can land on, the location of points of interest on the
map are approximated by a coordinate system. The origin is in the bottom
left on a grid of 100 by 100. Locations are indicated by (x,y)
++++++++++++++++++++
Argos Rho Cluster
Hydra System
Varmalus
Metgos (Land, Assignment: "UNC: Distress Call")
Level 2 Heat Hazard
POI: Escape Pod (35,60)
Thorium Deposit (Survey: Heavy Metal) (65,45)
Transponder Signal (65,35)
Turian Wreckage (Survey: Turian Insignia) (65,80)
Mercury Deposit (Survey: Rare Earth) (20,25)
Theyar
Canrum
Survey: Turian Insignia
Syba
Survey: Gas Deposit
Phoenix System
Patashi
Survey: Rare Earth
Carbonaceous Asteroid (Hidden)
Survey: Prothean Data Disc
Sylsalto
Tuntau (Land, Assignment: "Wrex: Family Armor")
POI: Asari Capsule (Asari Writings) (85,75)
Crashed Probe (30,70)
Hidden Structure (75,15)
Lithium Deposit (Light Metal) (10,50)
Mercury Deposit (Heavy Metal) (50,75)
Vebinok
Survey: Light Metal
++++++++++++++++++++
++++++++++++++++++++
Armstrong Nebula
Gagarin System
Junthor
Survey: Asari Writings
Pressha
Rayingri (Land, Assignment: "UNC: Geth Incursions")
POI: Abandoned Scavenger Camp (20,45)
Crashed Escape Pod (League Medallion) (20,30)
Engine Debris (80,50)
Overrun Research Outpost (55,40)
Hong System
Pomal
Casbin (Land, Assignment: "UNC: Geth Incursions")
POI: Anomalous Signal (30,70)
Tereshkova System
Carbonaceous Asteroid (Hidden)
Survey: League Medallion
Antibaar (Land, Assignment: "Geth Incursions")
POI: Crashed Probe (55,65)
Geth Outpost (55,75)
Lithium Deposit (Light Metal) (65,15)
Magnesium Deposit (Light Metal) (30,65)
Mercury Deposit (Heavy Metal) (35,20)
Prothean Ruin (Prothean Data Disc) (15,45)
Thresher Maw (20,40)
Patamalrus
Survey: Heavy Metal
Hunsalra
Thegeuse
Survey: Heavy Metal
Solmarlon
Mawinor
Vamshi System
Maji (Land, Assignment: "Geth Incursions")
POI: Beryllium Deposit (Light Metal) (60,45)
Engine Debris (75,30)
Geth Outpost (30,70)
Magnesium Deposit (Light Metal) (40,70)
Strange Skull (70,20)
Thorium Deposit (Rare Earth) (30,20)
Turian Wreckage (Turian Insignia) (55,20)
Pregel
Survey: Turian Insignia
Almos
++++++++++++++++++++
++++++++++++++++++++
Artemis Tau Cluster
Athens System
Salamis
Proteus
Survey: Gas Deposit
Nausicaa
Circe
Survey: Gas Deposit
Pharos
Survey: Turian Insignia
Knossos System
Phaistos
Metallic Asteroid (Hidden)
Survey: Heavy Metal
Therum (Land, Mission: Find Liara T'Soni)
Zakros
Armeni
Archanes
Survey: Gas Deposit
Carbonaceous Asteroid (Hidden)
Survey: League Medallion
Macedon System
Sharjila (Land, Assignment: "UNC: Asari Diplomacy")
Level 1 Pressure Hazard
POI: Asari Capsule (Asari Writings) (15,55)
Escape Pod (65,45)
Magnesium Deposit (Light Metal) (55,35)
Stronghold (45,65)
Thorium Deposit (Rare Earth) (15,65)
Uranium Deposit (Rare Earth) (15,15)
Porolan
Survey: Asari Writings
Patavig
Metallic Asteroid (Hidden)
++++++++++++++++++++
Attican Beta Cluster
Hercules
Xathorron
Syided
Survey: Matriarch's Writings
Eletania (Land, Assignment: "UNC: Lost Module")
Level 1 Toxic Hazard
POI: Downed Recon Probe (55,40)
Engine Debris (40,55)
Gold Deposit (Heavy Metal) (80,40)
Monkey Colony (40,75)
Monkey Colony (55,75)
Monkey Colony (75,20)
Monkey Colony (80,65)
Mysterious Globe (20,20)
Palladium Deposit (Heavy Metal) (20,55)
Zatorus
Survey: Heavy Metal
Theseus System
Sytau
Feros (Land, Mission: "Feros: Geth Attack")
Sharring
Survey: Prothean Data Disc
Quana
Survey: Light Metal
Logan
++++++++++++++++++++
++++++++++++++++++++
Exodus Cluster
Utopia System
Arcadia
Eden Prime (Mission: "Prologue: Find the Beacon")
Zion
Nirvana
Xanadu
++++++++++++++++++++
++++++++++++++++++++
Gemini Sigma Cluster
Ming System
Antiroprus
MSV Worthington (Land, Assignment: "UNC: Lost Freighter")
Parag
Survey: Light Metal
Altanorch
++++++++++++++++++++
Hades Gamma Cluster
Antaeus System
Ageko
Edmos
Survey: Gas Deposit
Ploba
Survey: Asari Writings
Trebin (Land, Assignment: "UNC: Missing Survey Team")
POI: Crashed Probe (20,50)
Excavation Site (55,65)
Plutonium Deposit (Rare Earth) (40,40)
Research Base (55,55)
Thresher Maw (80,35)
Transmitter Tower (20,70)
Turian Wreckage (Turian Insignia) (80,35)
Uranium Deposit (Rare Earth) (70,65)
Vemal
Survey: Rare Earth
Hunidor
Farinata System
Tunshagon
Rocky Asteroid (Hidden)
Survey: Light Metal
MSV Ontario (Land, Assignment: "UNC: Hostage")
Juntauma
Survey: Prothean Data Disc
Nepneu
Survey: Rare Earth
++++++++++++++++++++
++++++++++++++++++++
Hawking Eta Cluster
Century System
Tamahera
Klendagon
Presrop (Moon, Land, Assignment: "UNC: Major Kyle")
POI: Abandoned Mining Camp (40,75)
Biotic Compound (25,30)
Crashed Mining Vehicle (30,60)
Engine Debris (20,50)
Gold Deposit (Heavy Metal) (30,30)
Mercenaries (80,45)
Thresher Maw (70,75)
Turian Wreckage (30,60)
Uranium Deposit (Rare Earth) (60,30)
Metallic Asteroid (Hidden)
Survey: Heavy Metal
Canctra
Survey: Light Metal
Tharopto
Survey: League Medallion
++++++++++++++++++++
++++++++++++++++++++
Horse Head Nebula
Pax System
Svarog
Noveria (Land, Mission: "Noveria: Geth Interest")
Morana
Veles
Survey: Asari Writings
++++++++++++++++++++
Kepler Verge
Newton System
Ontarom (Land, Assignment: "UNC: Dead Scientists")
POI: Crashed Probe (70,35)
Gold Deposit (Heavy Metal) (25,20)
Palladium Deposit (Heavy Metal) (65,20)
Shifty Looking Cow (25,30)
Turian Wreckage (Turian Insignia) (50,60)
Underground Facility (70,20)
Juncro
Survey: Gas Deposits
Klencory
Survey: Asari Writings
Sesmose
++++++++++++++++++++
++++++++++++++++++++
Local Cluster (Unlock: Level 20)
Solar System
Mercury
Venus
Earth
Luna (Moon, Land, Assignment: "UNC: Rogue VI")
POI: Alliance Training Ground (25,45)
++++++++++++++++++++
Maroon Sea Cluster (Unlock: Complete Feros)
Caspian System
MSV Cornucopia (Hidden, Land, "UNC: Derelict Freighter")
Clotanca
Survey: Heavy Metal
Farnuri
Survey: Heavy Metal
Almacrux
Antida
Survey: Turian Insignia
Matano System
Inti
Chasca (Land, "UNC: Colony of the Dead")
POI: Beryllium Deposit (Light Metal) (45,35)
Civilian Structure (25,40)
Vostok System
Clomarthu
Nodacrux (Land, "UNC: ExoGeni Facility"
POI: Cobalt Deposit (Light Metal) (40,25)
Engine Debris (70,50)
Gold Deposit (Heavy Metal) (15,55)
Science Facility (70,30)
Thorian Creeper Camp (30,70)
Turian Wreckage (Turian Insignia) (75,75)
Metallic Asteroid (Hidden)
Survey: Heavy Metal
Alko
Pataiton
++++++++++++++++++++
Pangaea Expanse (Unlock: Complete Therum, Feros, Noveria, and Virmire)
Refuge System
Agetoton
Ilos (Land, Mission: "Race Against Time")
Zafe
++++++++++++++++++++
++++++++++++++++++++
Sentry Omega Cluster (Unlock: Complete two of Therum, Feros, and Noveria)
Hoc System
Jarfor
Nemata
Virmire (Land: Mission: "Virmire")
Cloroplon
Prescyla
++++++++++++++++++++
+++++++++++++++++++++
Styx Theta Cluster (Unlock: Complete Noveria)
Acheron System
Farthorl
Altahe (Land, Assignment: "UNC: Listening Post Theta")
POI: Asari Capsule (Asari Writings) (40,30)
Escape Pod (75,75)
Listening Post (40,20)
Gold Deposit (Heavy Metal) (15,35)
Rachni Colony (75,35)
Samarium Deposit (Rare Earth) (20,55)
Carbonaceous Asteroid (Hidden)
Survey: Turian Insignia
Grosalgen
Survey: Light Metal
Imaneya
Erebus System
Nepmos (Land: Assignment: "UNC: Listening Post Alpha")
POI: Buried Safebox (League Medallion) (20,50)
Crashed Probe (20,20)
Listening Post (65,20)
Mining Camp (70,75)
Palladium Deposit (Heavy Metal) (65,35)
Rachni Ambush (30,50)
Rachni Ambush (65,60)
Rachni Infested Mine (25,25)
Titanium Deposit (Light Metal) (35,25)
Uranium Deposit (Rare Earth) (75,75)
Quaji
Survey: Heavy Metal
Wermani
Survey: Prothean Data Disc
Chofen
++++++++++++++++++++
++++++++++++++++++++
Serpent Nebula
Widow System
Citadel Station
++++++++++++++++++++
++++++++++++++++++++
Voyager Cluster
Amazon System
Agebinium (Land, Assignment: "UNC: Espionage Probe")
POI: Alliance Homing Beacon (35,65)
Beryllium Deposit (Light Metal) (20,80)
Crashed Vehicle (70,65)
Engine Debris (45,75)
Magnesium Deposit (Light Metal) (15,35)
Mercenary Camp (50,70)
Samarium Deposit (Rare Earth) (50,15)
========
Secrets
34secr
========
34Arom
--------------------------------
While you're on the Normandy you can talk to each of your crew members in
order to learn more about them. If you are a male you can also pursue a
romantic relationship with either Ashley or Liara. As a female, you can
pursue a romance with Liara or Kaidan.
There's no real trick to the romances; usually being nice to the object of
your affection is enough. You can take advantage of opportunities to flirt
at certain points, though this is not always necessary. Note that choosing
the middle ("neutral") responses throughout the game will not be sufficient
to woo any of your crew members.
You only have the opportunity to talk to each member of your crew while you
are on the Normandy, and they usually only have something new to say after
you complete each primary mission world (Therum, Feros, Noveria, etc.).
++++++++++++++++++++
Ashley Williams
-> Conversation 1
Immediately following Eden Prime you can find Ashley in the crew quarters.
If you resisted her inclusion in the squad while on Eden Prime she will be
cold towards you, but you have the option to patch things up. She feels
somewhat guilty because she believes that if Jenkins were still alive she
wouldn't have been assigned to the Normandy. You can reassure her to make
her feel more welcome.
-> Conversation 2
While on the Citadel, head down to the Wards and examine the view out the
main window to initiate a conversation with your crew. If Shepard is male,
ask "what's not to like" about humanity to initiate a small but cute set of
dialogue options with Ashley. (This conversation can only be triggered if
you have not yet entered the med clinic or eliminated Fist, but it is
entirely optional and not required for pursuing a romance with Ashley.)
-> Conversation 3
Ashley expresses her concern about having nonhumans on the Normandy. She
doesn't want them to have the ability to gather intelligence on the most
advanced ship in the Alliance fleet. If you're trying to court her it's a
good idea to try to smooth things over diplomatically, even if you disagree
with her position. Telling her she is out of line will make her disinclined
to speak openly with you again.
-> Conversation 4
You interrupt Ashley in the middle of a vid-mail from one of her sisters. If
you're a male and have been showing interest in Ashley then her sister will
mention that she's seen you on the vids and thinks that you're cute.
Otherwise, Kaidan will be the one who is mentioned in the message. This
opens up an avenue to talk with Ashley about her family. You can learn about
her father's military service, and how she had to help her mother raise her
younger sisters. Discussion of her father leads to his interest in poetry,
and how she reads his favorite poem to his grave every time she returns home.
She asks if her belief in God will be a problem for you. If you're
interested in courting her then it's best to be diplomatic here, even if you
think she's crazy.
-> Conversation 5
Ashley offers you a drink in commemoration of Armistice Day, the anniversary
of the end of the First Contact War. This leads her to reveal that her
family was blacklisted because of her grandfather's actions at Shanxi during
the war. If you're trying to be nice to her then it's best not to criticize
her grandfather. You should also tell her that it isn't her fault and that
she's still welcome on your ship.
-> Conversation 6
Around this time--if you've been showing interest in both Ashley and Liara-they will confront you in the comm room and ask that you choose between them.
Trying to keep both won't work for Ashley, who gets disgusted and leaves.
She also takes it much harder than Liara if you reject her. If you choose
Ashley, she expresses an interest in continuing your relationship when the
mission is over.
-> Conversation 7
During the lockdown on the Citadel, your romantic interest will approach you.
Dismissing them and saying you don't want to talk will effectively end the
relationship. Otherwise, they express their concern that you aren't being
taken seriously. You are interrupted by Joker, who tells you to meet Captain
Anderson at Flux.
-> Conversation 8
Once you plot a course for Ilos, you have one final opportunity to have a
private moment with your romantic interest. They will confront you in your
quarters before you reach the Mu relay. Your responses dictate whether or
not the two of you will wait until the mission is over to further your
relationship.
++++++++++++++++++++
++++++++++++++++++++
Kaidan Alenko
-> Conversation 1
If you are male then Kaidan has nothing to say to you after Eden Prime. If
you are female however, then you have the option of speaking with him. He's
curious to know why you're headed to the Citadel, and you have the choice of
filling him in on the Captain's plan. You can also tell him that he helped
on the mission, or lament your own failures.
-> Conversation 2
While on the Citadel, head down to the Wards and examine the view out the
main window to initiate a conversation with your crew. If Shepard is female,
ask "what's not to like" about humanity to initiate a small but telling set
of dialogue options with Kaidan. (This conversation can only be triggered if
you have not yet entered the med clinic or eliminated Fist, but it is
entirely optional and not required for pursuing a romance with Kaidan.)
-> Conversation 3
Kaidan expresses his concerns that the Council isn't doing enough to help you
track down Saren and stop the Reapers. He also talks about brain camp
("BAaT") and about his relationship with Rahna and his other friends there.
If you are a female you can also learn about his romantic tendencies, and how
he used to read books about space-farers who traveled the stars to earn the
love of beautiful women. He also asks if you get this personal with everyone
on the ship, at which point you can openly declare your interest in him.
-> Conversation 4
If you're female, Kaidan expresses concern for you; not wanting you to cut
corners. He tells you about the mistakes the Alliance made when first
dealing with biotics. They brought in turian experts to teach those with
biotic capabilities, and Kaidan didn't get along with his teacher. He may
also inquire about a rumor that you're interested in Liara. If you want to
contine your relationship with Kaidan then it's a good idea to downplay any
relationship you have with her.
-> Conversation 5
Kaidan continues to be concerned that the rest of the galaxy isn't worried
about Saren or the Reapers. He talks more about Vyrnnus and how he killed
him for hurting Rahna.
-> Conversation 6
Around this time--if you've been showing interest in both Kaidan and Liara-they will confront you in the comm room and ask that you choose between them.
Trying to keep both won't work for Kaidan, and he will leave. He also takes
it harder than Liara if you reject him. If you choose Kaidan, your next
conversation involves his desire to get the Council on the side of humanity.
He also expresses an interest in continuing your relationship when the
mission is over.
-> Conversation 7
During the lockdown on the Citadel, your romantic interest will approach you.
Dismissing them and saying you don't want to talk will effectively end the
relationship. Otherwise, they express their concern that you aren't being
taken seriously. You are interrupted by Joker, who tells you to meet Captain
Anderson at Flux.
-> Conversation 8
Once you plot a course for Ilos, you have one final opportunity to have a
private moment with your romantic interest. They will confront you in your
quarters before you reach the Mu relay. Your responses dictate whether or
not the two of you will wait until the mission is over to further your
relationship.
++++++++++++++++++++
++++++++++++++++++++
Liara T'Soni
-> Conversation 1
You can go to the med bay after picking up Liara to make sure that she is
alright. She thanks you for saving her from the geth, but is concerned that
the rest of your crew does not trust her. If asked, she will tell you about
her research into the Protheans, which leads her to admit her fascination
with you. You can also talk about Benezia, and learn more about the asari.
Liara discusses the rumors concerning asari promiscuity, and clarifies the
misinformation about asari unions and relationships.
-> Conversation 2
Liara talks about how impressed she is with humanity, and with you in
particular. She may also ask about your relationship with Ashley/Kaidan. If
you're interested in continuing a relationship with Liara then it's a good
idea to downplay any relationship you have with Ashley/Kaidan.
-> Conversation 3
Liara asks how you are feeling, and says she is concerned that you bear too
much of a burden for one person to carry.
-> Conversation 4
Around this time--if you've been showing interest in both Liara and either
Kaidan or Ashley--the two of them will confront you in the comm room and ask
that you choose between them. Trying to keep both won't work for Kaidan or
Ashley. Liara takes it the best if you reject her, as she blames herself for
misjudging your interest. She is very embarrassed, and hopes that you can
both put it behind you and move forward as friends. If you choose Liara
then your next conversation involves some more information on asari unions.
-> Conversation 5
During the lockdown on the Citadel, your romantic interest will approach you.
Dismissing them and saying you don't want to talk will effectively end the
relationship. Otherwise, they express their concern that you aren't being
taken seriously. You are interrupted by Joker, who tells you to meet Captain
Anderson at Flux.
-> Conversation 6
Once you plot a course for Ilos, you have one final opportunity to have a
private moment with your romantic interest. They will confront you in your
quarters before you reach the Mu relay. Your responses dictate whether or
not the two of you will wait until the mission is over to further your
relationship.
++++++++++++++++++++
++++++++++++++++++++
Urdnot Wrex
-> Conversation 1
Talk to Wrex to learn about the krogan war with the turians and the
consequences of the genophage. He tells you how his people are dying but
don't seem to want to do anything about it.
-> Conversation 2
Wrex tells you about the time he saw Saren. He was operating with a large
group of mercenaries that were raiding ships out in the Traverse. They had
been hired by Saren, but Wrex only saw him once. Wrex had a bad feeling when
he saw him, so he quit. A smart move, because all the other mercs turned up
dead within a week.
-> Conversation 3
When asked why he became a mercenary, Wrex tells you about how he tried to
unite the clans so that they could focus on breeding in order to sustain
their population. He ran into opposition from his father, Jarrod, who still
believed in the old ways of constant warfare. Jarrod betrayed Wrex and
killed those loyal to him. Wrex was able to slay Jarrod, but he knew it was
too late for the krogan. He gave up on saving their species and left to
become a mercenary. If asked, he also tells you about a promise he made to
recover his family's long lost battle armor, something you can help him with.
-> Conversation 4
Wrex elaborates on his earlier sentiment that killing for credits is better
than killing for a lost cause. It's easier to just forget about the problems
of the krogan than it is to try to fix them. You can also inquire about his
life as a mercenary.
-> Conversation 5
At this point you can ask Wrex about any adventures he's had as a mercenary.
He tells you about a time he was hired by a volus diplomat to eliminate a
target that turned out to be another mercenary and a friend of his. They
battled for days but in the end neither one got the better of the other.
++++++++++++++++++++
++++++++++++++++++++
Garrus Vakarian
-> Conversation 1
Garrus thanks you for bringing him along on your mission, and talks more
about why he left C-Sec: He felt that C-Sec's rules imposed too many
restrictions and made it difficult for him to do his job.
-> Conversation 2
You can ask Garrus about why he joined C-Sec in the first place. He wanted
to fight injustice, but also to make his father happy. Garrus's father was a
highly decorated C-Sec officer, and someone who always did things by the
book. His father talked Garrus out of receiving special training that could
have helped him become a Spectre. Garrus resents the C-Sec way of operating
because he believes that the only way to take down Saren is to beat him at
his own game. You can agree or disagree with Garrus's viewpoint on the
necessity of rules.
-> Conversation 3
When asked if he has any interesting stories from his days at C-Sec, Garrus
talks about Dr. Saleon, a salarian scientist who was performing brutal
experiments on the poor citizens of the Citadel. He escaped the station, and
Garrus has been unable to get anyone to track him down. You can offer to
look into it for him, but he asks that you bring him with you when you go
after the doctor.
-> Conversation 4
Garrus expresses his concern that you may never find Saren, and asks if
you're concerned that the Council might actually be protecting him. He
suggests that if you do find Saren you should kill him because he's too
dangerous to be left alive. You can choose to agree or disagree with this
sentiment.
-> Conversation 5
After dealing with Dr. Saleon, Garrus thanks you again for bringing him
along. Depending on how you dealt with the Dr. Saleon situation--and how you
handled your earlier conversations with him--Garrus may also have something
to say about what he learned from the experience. Your actions have helped
to shape his character, and his words reflect this.
++++++++++++++++++++
++++++++++++++++++++
Tali'Zorah nar Rayya
-> Conversation 1
Tali expresses her admiration for the Normandy and discusses her interest in
ships. If you're interested, she can tell you the story of the geth uprising
and how her people were driven into exile. You can also discuss her
pilgrimage and learn more about quarian life.
-> Conversation 2
Tali's excitement has died down and she has become uneasy. She isn't used to
how quiet your ship is and it worries her. On the flotilla silence means
that something is broken and needs to be fixed. You can reassure her that
she is simply homesick and that she will feel better soon.
-> Conversation 3
Tali is sleeping better, but she still needs something to bring back to her
fleet when she finishes her pilgrimage. Her gift needs to be especially
valuable because her father serves on the Admiralty Board.
-> Conversation 4
Tali comments that it feels like you're getting close to catching Saren. She
thanks you for bringing her along and treating her like an equal.
-> Conversation 5
If you found the data on the geth from their incursion in the Armstrong
Cluster then Tali will ask for a copy to take back to her fleet. She says
that new information on the geth will be invaluable to her people and that it
would make a perfect gift for her pilgrimage. You can choose whether or not
to give her a copy.
++++++++++++++++++++
ACHIEVEMENT BONUSES
34Bach
-------------------
Medal of Honor
Medal of Heroism
- 25 - Finish Feros
- 25 - Finish Virmire
Medal of Valor
Pistol Expert
Shotgun Expert
Sniper Expert
Lift Mastery
Throw Mastery
Warp Mastery
Singularity Mastery
Barrier Mastery
Stasis Mastery
Damping Specialist
AI Hacking Specialist
Overload Specialist
Sabotage Specialist
Scholar
Completionist
Tactician
Medal of Exploration
Rich
Dog of War
Geth Hunter
Soldier Ally
Sentinel Ally
Krogan Ally
Quarian Ally
Turian Ally
Asari Ally
Power Gamer
- 20 - Get to level 50
-> +10% experience rewards
- 50 - Get to level 60
-> +5% experience rewards
Renegade
Paragon
Paramour
Spectre Inductee
- 15 - 75% Renegade
- 15 - 75% Paragon
- 15 - Become a Spectre
- 10 - Rescue Liara
Charismatic
Colonial Savior
WALKTHROUGH CONCLUSION
----------------------
34Cwal
1 - Backdoor
The Mako arrives on the Presidium with a bang, taking out a group of geth in
the process. Pull yourself from the wreckage and make for the nearby
elevator. There are some husks nearby to contend with, but no other enemies
in sight. Hop in the elevator to ascend the Citadel tower.
"Race Against Time: Conduit" -> "Race Against Time: Final Battle"
3 - The Dropship
To orient yourself, just look for Sovereign off in the distance and head in
that direction. Bear left and follow the passage to reach an open area where
a dropship begins deploying geth soldiers in front of you. You don't have
the firepower to deal with it on your own. Fortunately, there are three
defense turrets in the immediate area that can deal with the dropship for
you. Two of the turrets can be turned on simply by activating them, but the
third has an average electronics lock. The more turrets you activate the
faster the dropship will be taken down. When the turrets are firing on the
ship, simply find a trench to hole up in and fire at the geth that get
dispensed onto the battlefield. When the geth ship takes sufficient damage
it will retreat and you can proceed.
5 - The Tower
Back at the top of the elevator you must now fight your way through the
remaining geth defenders to reach Saren. Compared to what you've just been
through, these remaining soldiers shouldn't provide much of a challenge.
Head up the steps at the far side to interrupt Saren before he can do any
more damage.
6 - Stopping Saren
Like last time, Saren is on his glider, and he takes the time to speak with
you before your encounter. This time however, you have the chance to put a
stop to the fight before it begins. It's not easy, but with a enough Charm
or Intimidate skill you can force Saren to give up on Sovereign and end his
own life. If not, you'll have to fight him once more. This fight is much
like the one on Virmire, so remember to stay mobile and use every power at
+24 Paragon for avoiding the fight with Saren using Charm
+25 Renegade for avoiding the fight with Saren using Intimidate
8 - Dark Energy
Bad news. Saren's dead, but his synthetic components aren't. Sovereign is
controlling Saren's remains in one last attempt to stop you. Make sure your
weapons upgrades are set to damage synthetics and that you are using the best
equipment available. Saren is much more mobile than before--akin to the geth
hoppers--so you will need to keep on your toes to avoid being flanked. Don't
bother taking cover, move about and do your best to avoid his attacks. He
has a deadly rocket barrage when he is stationary, along with the ability to
overheat your weapons and take down your shields. The safest thing you can
do is disable him using biotics. As long as he is immobilized he won't be
able to harm you and you don't have to worry about him zipping around the
room. When Saren is finally beaten your victory over Sovereign is assured.
Sit back, relax, and enjoy the ending sequence.
---------------------------------------------------------------------SECTION IV
----------------------------------------------------------------------
========
Credits
41cred
========
I wish to thank...
-> Casey Hudson, Preston Watamaniuk, Drew Karpyshyn, Derek Watts, David
Falkner, Ray Muzyka, Greg Zeschuk, and the talented team at BioWare for
their dedication and commitment to creating the best story-driven games in
the world.
-> Evil Chris Priestly for putting up with the BioWare Community.
-> The Mass Effect Wikia (http://masseffect.wikia.com) for providing a
community for knowledge--and providing me with some planetary information.
Contributors:
-> Ian Young for noticing a mistake in the Ctrl-F search codes.
-> Tom Bruno for tips on avoiding rockets in the Mako, and killing Krogan.
-> Eric Rose for missing armor information.
-> Quinn Bardon for providing a number of missing codex entries.
-> Patrick Healy for offering a technique for unjamming radar in the Mako.
-> Justin Craft for offering info on the Flux dance scene.
-> Edward Mao for notcing some missing Paragon/Renegade points.
-> Justin baker for finding some missing planetary information.
-> San Sargin for noticing some missing planetary information.
-> Alejandro Rodriguez-Matos for noticing a number of incorrect Paragon and
Renegade points, and continuing to find a staggering number of faults with
this guide. Without his assistance I might actually think this guide was
close to being finished!
-> Dr. Feelgood for noting missing Renegade points in the conversation with
Ethan Jeong.
-> Seldon for providing info on a specific conversation with Maeko Matsuo.
-> Ichy for finding an extra thresher maw on Nonuel.
-> Rds590 for noticing that despite BioWare's description for the Geth
Armory, the armor does have upgrade slots.
-> Anima_Caligo for noticing a mistake in the Hostile Takeover assignment.
-> Matt Kurtz for noticing several incorrect Paragon and Renegade values.
planetary information.
===========
Contact Me
41cont
===========
Should you happen to find any mistakes, errors, or omissions in this guide-or if you simply wish to submit something you believe will help other
readers--please email me at etjester@hotmail.com and let me know about it.
Also please be sure to include your name so I can credit you.
==========
Revisions
43revi
==========
v0.20 - 11/28/2007 - Finished the Eden Prime and Citadel (I) walkthroughs.
Added locations and codex entries.
-> 9,176 words
v0.21 - 11/29/2007 - Added codex entries. Began side quest entries. Minor
formatting changes and adjustments.
-> 11,398 words
added.
-> 24,878 words
v0.73 - 12/08/2007 - Edited codex entries, added equipment stats, fixed some
Paragon/Renegade information. Fixed the early Citadel
missions with Wrex and Garrus. Spell checked.
-> 41,028 words
v0.82 - 12/10/2007 - Added some codex entries. Added to main missions and
optional assignments. Subtracted some missing equipment
information.
-> 43,207 words
v1.04 - 01/03/2008 - Proofread the walkthrough and fixed some minor mistakes.
Added some equipment information.
-> 50,180 words
v1.13 - 03/11/2008 - Added information for the "Bring Down the Sky" DLC.
-> 53,363 words
v1.33 - 06/12/2008 - Minor updates and fixes. Corrected some weapon stats.
Added hidden manufacturers.
-> 55,165 words
v1.37 - 08/04/2008 - Minor update for the "Bring Down the Sky" DLC on PC, and
some added info on conversations with Maeko Matsuo.
-> 55,848 words