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    Walkthrough by iNcurSe

    Version: 0.1 | Updated: 11/28/07 | Printable Version | Search Guide | Bookmark Guide

                        Mass Effect Walkthrough - Version 0.1
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                                                      Andy "Xaero" Cormack
                                                        Email: incurse@gmail.com
    [0.1] Intro and Legal
    Hey all, this is my first proper guide for the community, planning to have
    everything included that I possibly can, anything you guys find that I've
    mis-typed or said wrongly or unclearly please email me about it, email address
    is above.
    Also gimme an email if you think there's any info you can contribute to the
    guide, locations of some of the "achievement whore" mission items like the
    minerals and gasses and keepers and things like that will all be helpful and
    be sure to leave a name or tag so that I can credit you properly =)
    This guide may be not be reproduced under any circumstances except for
    personal, private use. It may not be placed on any web site or otherwise
    distributed publicly without advance written permission. Use of this guide
    on any other web site or as a part of any public display is strictly
    prohibited, and a violation of copyright.
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    [0.2] How To Use This Guide
    As far as using the guide goes, I've set out each section of the game in
    numbered order eg. [2.6] The left hand number before the dot, in this case 2,
    indicates the "chapter" section, this number is based off of the significant
    plot developing parts to the game, although these don't have to be played out
    quite in the order I've numbered them, you can still pick and choose and I'll
    make you aware of the choices as we go along.
    Each "chapter" is marked by * borders, each section within these chapters is
    marked by = borders.
    You've got a "chapter" guide just below that links to all the
    sections, so to pick up where you left off or just find a bit that you're
    stuck on just find or remember the section number.
    Also this guide WILL have spoilers in it, I'll try and avoid anything I can
    but there will be times when it is necessary so that I can continue with the
    guide without you getting confused.
    [0.5] Abbreviations
    I will attempt to add any and all abbreviations I use here in case you don't
    know what the hell I'm talking about.
    * Paragon and Renegade points - [P] and [R] or [P/R] if I'm talking about
      possible maximum points you can earn for either in a conversation.
    [0.4] Version History
    v0.1 - 28th November 2007
           The very start of this guide, created on my SECOND run through as I
           wanted to fully enjoy it the first time around and complete the story
           without getting bogged down in reloading specific areas over and over
           to see the different effects.
           * Character creation guide done
           * Speed walkthrough created
    [0.5] To Do List
    * Expand on the core walkthrough to give all options and outcomes
    * Write side-quests and Paragon/Renegade section
    * Write "Love Interest" section for both male and female characters
    [0.6] Contents / Index
    [0.1] Intro
    [0.2] How To Use This Guide
    [0.3] Abbreviations
    [0.4] Version History
    [0.5] To Do List
    [0.6] Contents / Index
    [1.0] New Game
    [1.1] Profile Reconstruction
    [1.2] Military Specialization
    Game Start
    [2.0] Chapter One
    [2.1] The Normandy
    [2.2] Eden Prime
    [3.0] Chapter Two
    [3.1] Back on the Normandy
    [3.2] The Citadel
    [4.0] Chapter Three
    [4.1] Liara
    [5.0] Chapter Four
    [5.1] Feros
    [6.0] Chapter Five
    [6.1] Noveria
    [6.2] Peak 15
    [6.3] Research Facility
    [7.0] Chapter Six
    [7.1] Virmire
    [8.0] Chapter Seven
    [8.1] The Citadel
    [8.2] Ilos
    [8.3] Back at the Citadel
    End Game
    [1.0] New Game
    Ok first up is character creation, this actually carries quite alot of weight
    as far as the actual story goes, your actions while playing of course make
    more of an impact, but these choices still make a fundemental difference,
    especially in combat.
    First up is choosing your name, get this out the way and lets move on ;)
    [1.1] Profile Reconstruction
    This section is basically just a background story for your character, where
    you grew up and how your early life was, this barely affects the story at all
    and so you're quite free to choose which ever takes your fancy.
    The choices are:
    * Spacer - born and raised in space, followed your parents into the military
    * Colonist - slavers killed your family in the colony you gew up on
    * Earthborn - orphaned and raised on the streets on Earth
    Next up is your psych profile, this basically determines what you did in your
    past to be so recognised and to have got where you are today, again nothing
    critical to the story, just something that determines what characters say
    about how they know of you etc.
    The choices here are:
    * Sole Survivor - extreme survival, you were the only one to come back alive
                      from a mission
    * War Hero - faced insane odds vs. a huge enemy force and won, saving your
                 comrades in the process and earning you a medal
    * Ruthless - "get the job done" just about sums this one up
    [1.2] Military Specialization
    Ok here comes the first big choice you're going to make, this totally affects
    your style of play (along with the difficulty setting of course) and so should
    be understood properly.
    *** Tip ***
    I recommend for a first play through you should go for Soldier, purely because
    you can get used to how the game works alot easier that way, the rest of the
    crew you gather in the game have biotic and engineering skills so it won't
    hinder your enjoyment or limit your options, it just means point and shoot and
    enjoy the story.
    The basics here are:
    Soldier - All guns nothing else. Max armour: Heavy, Weapons: All 
    Engineer - Access any containers / computers, repair or mod equipment, disrupt
               enemies. Max armour: Light, Weapons: Pistol
    Adept - All Biotics nothing else. Max armour: Light, Weapons: Pistol
    Those are the 3 "base" classes, the other 3 choices are just hybrids of these.
    Infiltrator - Soldier / Engineer, Max armour: Medium, Weapons: Pistol / Sniper
    Sentinel - Adept / Engineer, Max armour: Light, Weapons: No advanced training
    Vanguard - Solder / Adept, Max armour: Medium, Weapons: Pistol / Shotgun
    Although these choices have a significant effect on gameplay, they rarely if
    at all affect story / plot choices, so feel free to choose which ever seems
    to suit your play style.
    Last up is the appearance options and then gameplay settings, I'm sure you all
    can handle this yourselves and it will depend on your preference as to the
    difficulty so I won't go into this ;)
    [2.0] Game Start - Chapter One
    Here begins the epic story of Mass Effect, be sure to take it all in on that
    intro cutscene =)
    [2.1] The Normandy
    There are a few conversations to be had between Joker and the Captain, the
    conversation with Joker nets you some small xp and some [P/R] depending
    on your answers.
    Going straight ahead from there you can optionally talk to Navigator Pressly
    and Doctor Chakwas for some more [P/R], once you're done head on into the
    door behind Doctor Chakwas to start a conversation with Nihlus, a Turian 
    Spectre. You can pretty much say as little or as much as you want here and it
    won't make any difference. Now it's time to head on down to Eden Prime.
    [2.2] Eden Prime
    You get set down overlooking the colony, turn around and head around the
    corner on your left, you'll come to a short cutscene and have a few enemies to
    fight off, then carry on up, don't miss the upgrade kit lying on the floor to
    your left as you go. Then you get yet another mini cutscene followed by
    saving Williams' ass from a few Geth, this area has an upgrade kit and a crate
    in it just in front of you, talk to Williams in order to proceed with her
    joining your team.
    Heading on forwards some more and you get to the dig site where the beacon is
    supposed to be, take down the few Geth guarding the area and go over to
    investigate, another little conversation cutscene will start, after this the
    area also has another crate for you to pinch so don't be shy. Follow the slope
    up behind the crate for, you guessed it, another cutscene. Take down the
    enemies in the area and head on over to the little huts, the left of the two
    contains a couple of crates, the right one has two survivors in it, override
    the door lock manually or with omni-gel and you'll get a conversation with
    Once you're done with all that, head on out of the huts and down to your
    right, yet another cutscene will appear (yea this level is full of them...)
    keep on heading along that path and take out the enemies around this area, 
    take the most right direction you can along the path you took and you'll
    come to another locked hut, there's a crate outside so more goodies to loot.
    Inside the hut are some more survivors, after you say goodbye to them one of
    them chimes in about some goodies they're hiding, if you have enough points
    in charm or intimidate you can get them to give you all of it, otherwise you
    just get the pistol. You can also force the situation to find out who
    smuggled the equipment which will be useful for some more goodies in a minute.
    In the hut there's also a storage locker for your looting pleasure.
    Move on down the slope and up the stairs, you'll come to where poor Nihlus
    lays, on the right there's a med kit, take that and then investigate Nihlus,
    a guy will appear that was hiding behind some crates, if you found out about
    him just now from the other survivors you have the conversation option to get
    some things from him too, you'll get your grenades refilled and if you push
    the matter with charm or intimidate he will give you a grenade upgrade too,
    how "generous" of him ;)
    After that's all out of the way head on over to the train to your left,
    there's some Geth guarding it so take them down and make your way all the way
    down the train until you can reach the controls to start that baby rolling.
    There's also a med-kit half way down the train that you might want to take.
    When you reach your destination after another cutscene you'll need to disarm
    all the demolition charges within the time limit, they're all in the same area
    as the first one and the only thing that makes this hard is if you're playing 
    with a new character on higher difficulties due to the Geth slowing you down,
    so be warned.
    After you've made your way over to the other side where the last demo charge
    is, make your way through and down the stairs, there's a crate at the top near
    the stairs. There's a crate, 2 storage lockers and a technician kit in this
    area so make sure you loot them all before you investigate the Beacon, as that
    will end the level.
    Enjoy some more cutscene goodness =)
    [3.0] Chapter Two
    [3.1] Back on the Normandy
    You wake up in the medical bay after your encounter with the beacon, little
    conversation with the doctor, one of the love interests and then Captain
    Anderson. Step outside and you'll have your love interest standing there for
    a few extra [P/R] to grab. Don't forget to pick up some new items from your
    locker as well, it's just behind you to your right as you exit the medical
    Head on upstairs and go talk to Joker to Enter the Citadel.
    [3.2] The Citadel
    Conversation with Udina and Anderson and then some free roaming time, this is
    where the side quests really start to kick in, there are quite a lot for the
    Citadel so be sure to take a look around, examine everything and talk to
    anyone you can.
    *** Note ***
    I'm working on a side mission guide right now to add to this walkthrough,
    so in the mean time you can explore for yourself or just stick to the story
    After exiting your room, take a left down the stairs, left again through
    another door and down some more stairs, head straight across the waiting area
    and press the rapid transit console, marked on the map as a transition
    labelled "To C-Sec Academy", I'm not sure if this labelling was an overlooked
    mistake or if it was originally intended that you go to C-Sec first rather
    than straight up to the Citadel Tower.
    Anyway, head on up the stairs when you've fast travelled to the tower and
    you'll run into some Turians talking, one of which is the investigator in
    charge of uncovering Saren, this is a tiny conversation so you can just zoom
    through it and then carry on straight up to the Council and a conversation
    After the conversation head on down the stairs again and hit that rapid
    transit console, you're now heading over to Chora's Den in the Wards section.
    Once there head on through the entrance in front of you and make your way into
    the club, once inside take a left round until you come to a cutscene with Wrex
    the Krogan, after this ends talk to Harkin just in front of you at the table.
    Once that's over with it's time to head over to the Med Clinic in the upper
    wards, if you haven't been exploring you won't have got the fast transit next
    to this place yet, so head out of Chora's Den, left when you get to the exit
    where the fast transit station is, up the stairs and then you can see the med
    clinic on the map at the far end of the area.
    Once you enter there will be a short cutscene and Garrus playing the hero,
    after which you'll have to head back to Chora's Den, BUT this is a good time
    to go pick up Wrex to add to your party, you bumped into him earlier on your
    first trip into Chora's Den, to get to him just head on over to the C-Sec
    Academy just outside the Med Clinic, clearly visible on the map just to the
    After heading down there and getting into the elevator you'll end up in C-Sec
    Academy, Wrex is getting a talking to just up the stairs on the left, get him
    to join you and be on your way. After that conversation take the easy way back
    to Chora's Den via the fast transit console just behind / right of you, you'll
    have a bar fight ahead of you as Fist has gone a bit paranoid nuts on
    security. Once you've cleared the room head on over to near where you met Wrex
    in here and go through the guarded door to the back of the place, take out or
    intimidate the workers in here and head on through to Fist, don't miss the
    locked container on the wall to your left just before the door for some more
    Fist is an easy enough fight to deal with, just take down the 2 turrets first
    that pop up at the back left and right of the room and then he's easy. If you
    have Wrex in your squad the conversation takes a quite funny turn as he shoots
    Fist half way through your conversation. In the room after the conversation
    make sure you get your hands into that wall safe at the back right, and there
    is also a data disc lying on the floor that you can give to a reporter for a
    side mission (more about that is explained in the side missions section).
    Ok so now you're on a timer to get to the Quarian before she gets deep fried
    by some goons, head back out of Chora's Den and take that same left as we did
    before up the stairs and there you have the little meeting in the alleyway.
    Take out those assassins and you just saved your next squad member =)
    Now it's back to Udina's room to get the quarian to spill the beans on her
    info on Saren, after the conversation it's back to the Citadel Tower to talk
    to the council, take the quickest fast travel console you can find, the one
    just down the stairs and across the embassy reception area, head on up the
    Citadel Tower stairs to get to another cutscene, you get your Spectre status
    finally in this scene and also manage to get Saren's revoked, yay...
    Fast transit back down to C-Sec and then take the elevator right in front of
    you when you get there to get to the docking bay of the Normandy. Another talk
    cutscene where you get given the Normandy, at this point you get 3 locations
    that are basically the "chapters" of the story, they each play their part in
    advancing the story, it doesn't matter what you choose in the conversation but
    it nicely lays out your options for plot development from here on, so we
    basically have:
    * Artemis Tau Cluster (Liara is here)
    * Feros
    * Noveria
    I decided to go with saving Liara first as my first play through I chose
    Williams in the love subplot and also because you can bring her along when
    you confront her mother.
    Which ever one you choose I've set them all out in the chapters below, you
    might want to check the Contents [0.6] at this point so you don't have to go
    hunting for which ever place you decided to go. Head on to the Normandy and
    get that Galaxy Map out ;)
    [4.0] Chapter Three
    [4.1] Liara
    Head over to the Artemis Tau cluster > Knossos Sector > Therum and land there.
    When you land just follow the map and fairly obvious path around the lava and
    you'll come to a well guarded camp after a small Geth attack on your way
    Take the advice of those that are with you and find another way around,
    there's a path to your right as you get there, take that and you only have 1
    turret to deal with and you're inside the camp, leave the gates up and you
    won't have to deal with the other turrets at all. Go to your right from this
    entrance and you'll come to a gate you need to open, head on inside the door
    on the left side of the gate and there's a Geth inside guarding the gate
    control, take him down and head on through. There are some crates / lootables
    in this area but the only one of note that you pass by is a locked crate just
    to the right of the gate you just opened.
    At the end of this long winding road you'll come to a section where there's
    loads of rocks piled up and you can only get through on foot, so ditch your
    Mako and head on up the slope. You'll get a mini boss fight when you reach the
    top of the slopes at the dig site, nothing really to worry about again though
    just remember to focus on the little guys first, they pack quite a punch and
    end up distracting you from your main focus if you don't end them first, plus
    it's damn hard on higher difficulties.
    After taking that mini boss down, head right and up the steps / slope into
    the dig site itself. Head on down, down, down, until you come to an elevator,
    ride that down, move along and ride another one down to where Liara is, a
    conversation will happen with you and Liara about her being trapped, after
    that we move on to figuring out a way to free her.
    The easiest way is to just head on down the stairs behind you, take out the
    few Geth guarding the mining laser just in front of the stairs and then guess
    your way through the code, it beeps green each time you get one right and
    won't take you long at all to crack, this blows a hole in the floor below
    Liara and enables you to get through and take an elevator up to her.
    Another short converation ensues regarding your escape, you wind up getting
    caught by the Krogan and Geth on the way out at the top of the elevator that
    Liara uses, simple little fight, just dive for the nearest cover and blast em
    all one at a time, your squad proves very little use here and anything but the
    lower difficulties sees them dead within seconds.
    Another cutscene after that and you're home free with the blue skinned Asari
    wonder in tow. Long conversation cutscene time back when you're safe and
    sound on the Normandy, after that talk and then talking to the council on the
    mission report it's back to saving the galaxy one chapter at a time.
    [5.0] Chapter Four
    [5.1] Feros
    To get to this section you need to go to Attican Beta > Theseus > Feros.
    Upon landing you won't receive the most hospitable of welcomes, but then you
    more or less come to expect that in this game =) head on out the door next to
    Joker at the front of the ship, select your squad and head on round to a chump
    called David al Talaqani, he says Fai Dan wants to talk to you, no matter what
    your response he ends up getting shot by some Geth, take all those guys down
    and head on up the stairs at the end.
    Head around into where the survivors of the Geth attacks are holding out, head
    straight through the door in front of you as you pass by the survivors, go all
    the way through and out the other side of that and turn right and talk to 
    Fai Dan. Geth start pouring into the area again, take them all out and return
    to your chat with Fai Dan, he won't talk to you until you clear the whole
    area, you'll know once you've done this because the Geth ship will fly off in
    a mini cutscene.
    After going back and talking to Fai Dan you discover you need to go to the 
    ExoGeni building where all the Geth seem to be flocking to. Go the same way as
    you went last time when the Geth just attacked except take a right and head to
    the transition marked "Stairs down to Tunnels" on the map.
    Heading down all the stairs leads you to what sort of looks like a sewer
    tunnel of some sort, head right and clear out some geth, then head right again
    and over a short bridge, through a door leading to point of interest
    "Geth Transmitter". This is quite heavily guarded so be careful and don't
    forget to save, clear out all the Geth and Krogans until you reach the
    transmitter and then blow up the transmitter at the end. There are a couple of
    containers in here as well, one next to the transmitter and one just in front
    of you after you turn around on your way back out.
    Next up head over to the skyway elevator, right on your route back to where
    Zhu's Hope is. There's a couple of guards pinned down by some Geth drones,
    shoot them all down and head into your beloved killing machine, Mako. Make
    your way along the skyway until you get to the ExoGeni headquarters, the route
    is fairly linear and you got the map to help you of course.
    You'll get to another obvious "choke point" where your Mako can't get through
    so hop out and head on inside on foot. Go over to where it's marked with the
    "Drop Down" transition and go down, you'll come to a cutscene where you meet
    Lizbeth, after talking to her you get an idea of how to take down that blue
    energy field just behind where you dropped down, you have to take out the
    Geth ship some how so it loses power, you also get Lizbeth's key card so you
    can get around the ExoGeni area.
    Get on over to the transition marked "Main Level" on your map and head on up
    the stairs, you'll get a cutscene of a Krogan trying to get info from an
    ExoGeni VI, take him down and then speak to the VI to find out about the
    Thorian. After finishing the conversation, head left around the side and up
    the stairs. There are two Geth sat here, kill them and you get a cutscene of
    how you are meant to get rid of the ship.
    Head on through the section following the one route round, turn left once you
    come to the room with the blue energy field and then head up the stairs in
    there, follow the route round until you get to the "Shuttle Bay Door Controls"
    marked on the map. After you clear out the Geth there and touch the controls
    you get a set of pressure valves light up to your left, all you got to do is
    get the pressure bar into the marked zone, just use the following: 2 4 5
    [] [] [] [] []
    1  2  3  4  5
    And you're all set, press the door controls again and the door snaps shut,
    leaving the Geth ship flying down to hit the ground! Mwhahaha =) Also at this
    point if you go right as you look at those controls you have yet another
    locked container in there with some goodies.
    Now that you've cut the power to the energy field it's time to head back to
    it and go through, Lizbeth is waiting on the other side. She'll join you
    temporarily, not as a squad member but just tagging along, on the way back
    you pass a bit where there's radio chatter and Lizbeth realises it's her
    mother. She dives out of the vehicle, go follow her, a cutscene/conversation
    starts up and you'll either have to talk Jeong out of what he's doing or end
    up killing him. Once that's all done you can be nice and get a special grenade
    upgrade from Lizbeth's mother that you can use on the colonists at Zhu's Hope
    without killing them for [P] or you can just kill them for [R] instead.
    Carry on back to your Mako and head back to Zhu's Hope, once inside check your
    fire on every red target in there because some are the civilians shooting at
    you. Use your gas grenades to keep them all alive or plow through them like
    cannon fodder it's up to you, when you get back to where you met Fai Dan first
    there will be an upgrade kit on the floor with 5 more grenades for if you run
    out. Head over to where the Crane is marked on the map and use it, it will
    pull open an entrance down to the Thorian. A mind controlled Fai Dan appears
    and tries to stop himself, ending up shooting himself to stop, time to head on
    down to take out the beast.
    Follow the one route around and you'll come to the Thorian with a little intro
    cutscene. After the cutscene the cloned Asari will attack you, this whole boss
    is again fairly simple to do, all you have to concentrate on is following the
    path up and round blasting all the Thorian Neural Nodes (they look like
    tentacles stuck in the wall) as you go. Once you take down the final one right
    at the top of the area you'll see the Throian spiraling to its doom and then
    you get a conversation with Shiala, the one the Thorian was using to make
    clones of.
    After all the talking and getting the cipher from Shiala you can head on back
    to the Normandy, tie up any side missions you may want to complete and get on
    board. Another end of chapter talking session with all your squad and Liara
    helping you understand a bit better. When you go to the galaxy map after
    reporting to the Council you'll get another communication from them regarding
    another story critical area to visit. Time to visit our next stop, Noveria.
    [6.0] Chapter Five
    [6.1] Noveria
    Ok, to get to this place head to Horse Head Nebula > Pax > Noveria.
    Once you land you'll have a nice welcoming party, I've only ever said I'll be
    keeping my weapons on this conversation but I'm pretty sure if u surrender
    them you still get to keep them once they say you're a Spectre.
    Head on inside the door after the conversation and up the stairs, talking to
    Gianna Parasini gets you access to the elevator into the area. Head in and
    talk to Opold to your right inside the glass area, he will ask you to get a
    package for him, the quickest way to get access to your Mako and drive off to
    Peak 15 after Benezia is to get the package and give it to Anoleis instead
    of Opold, your reward will be 200 credits and a pass to leave.
    The package itself is over next to the Normandy, so head on back and pick it
    up, once you have it, head back up the elevator and go speak to Anoleis, he is
    located in the Administration Office, marked clearly on your map, when you
    mention it to him, hand him the package and then ask about a reward, you now
    have a garage pass =)
    Next up head across to the garage, again easily locatable on the map, when you
    enter the garage after showing the guard your pass there will be some Geth to
    deal with, afterwards guards will head in and you explain the situation.
    Head on out on your Mako that's parked up near the exit to the garage, follow
    the route round, take out some Geth on the way and you'll end up at Peak 15.
    [6.2] Peak 15
    After heading through the big doors near the entrance you'll get some of
    Saren's minions after you, both Geth and a few Krogan, take them out and head
    up the stairs at the far end to your left, doubling back on yourself but on
    the upper level. Go through the door on your right as you reach the end of the
    walk way, don't worry about the turrets in here, they're not going to shoot =)
    Go into the security office on your right and you've got a locked container
    and an upgrade kit in there, then head back and take the left rather than the
    right side to go into an elevator. At the top head through the door and some
    Geth are waiting for you, once those are all down you get a cutscene of some
    Rachni and then you get attacked by some little "workers".
    Head up the stairs to your right as you entered that room, two Rachni are
    waiting for you up there, then head into the second door on your right for a
    medkit on the table, a Rachni will also jump you in here so be careful. Head
    back out of that room and take a right, through a couple of doors and into
    another elevator.
    There's a technician kit on the floor at the far end of the room you enter,
    you can't open either of the doors to the sides of this room at the moment so
    carry on through to the next part where there's a large round structure in the
    centre, round the back of this is a sort of entrance with a button to
    "Enter Core", push it and it takes you down to the memory core. At this point
    you can either manually reactivate the VI Core with a tower mini-game or just
    buy the repair out with 100 omni-gel if you have it to spare.
    The mini-game is simple and easy enough:
          X        Y        B
    1     []       []       []   
    2    [__]     [__]     [__]   
    3   [____]   [____]   [____]  
    4  [______] [______] [______]
    You basically need to move all of the 4 blue lit boxes in X to either Y or B.
    The documentation for the fastest way to do this is basically laid out like
    the grid above, for instance the first block in the top left will be X1, going
    down from that is X2, X3 and X4, going across you'd have Y1, Y2, Y3, Y4 and
    B1, B2, B3, and finally B4. Movement is denoted in a similar way to chess
    eg. X1 > B1 is just move X1 to B1.
    Fastest solution:
    X1 > B1
    X2 > Y2
    B1 > Y1
    X3 > B3
    Y1 > X1
    Y2 > B2
    X1 > B1
    X4 > Y4
    B1 > Y1
    B2 > X2
    Y1 > X1
    B3 > Y3
    X1 > B1
    X2 > Y2
    B1 > Y1
    There may actually be an even faster method that I haven't come across yet, if
    you know a faster way feel free to email me and I'll update the guide and
    credit you.
    After reactivating the VI you will come back up the elevator and begin talking
    to "Mira" the VI for Peak 15. End the conversation after you're satisfied with
    any info you wanted to know, then head back into the previous room and take
    the door on your left to enter the reactor controls, after taking the elevator
    down to the reactor controls, enter the small room and there is a technician
    kit and a disposable canister with medi-gel in it.
    You will notice that your radar is jammed now too, more enemies around, hint
    hint. Take the door to your left, both doors lead to the same area but taking
    the left one is closer to the stairs up to more goodies, Geth are all over
    this place, take them down and head up the stairs on your left, at the top
    of the stairs head around until you enter a small room, you'll find a storage
    locker to open in here.
    Anyway, after you've collected that stuff, head back down those stairs, take a
    left and head to the fuel lines, interact with them and you'll have restored
    the main reactor. Head back on up the elevator, you'll notice that the tram is
    still inaccessible though, so head to where the VI Core was and then take the
    door behind it up to the elevator and up to the roof. Up on the roof are quite
    alot of Rachni, take them out and just head straight forwards to activate the
    landlines for the tram. There's also a locked crate just behind the tram
    console, some more items for the taking =)
    Time to head on over to where Benezia is, the door to the Trams should be open
    now so go back past the VI Core and take the door on your right. Take yet
    another elevator to this area. In here we now have a rather unique problem,
    trapped Rachni stand in the way of getting on the tram line, you have a
    couple of choices open to you, talk to Mira to explain them to you. If you
    have high enough electronics skill on one of your squad members or yourself
    you can activate the plasma jets and just deep fry them, or you can get Mira
    to just open the doors and you can shoot them, either way it's a quick and
    easy solution. Follow the route on through from there and enter the tram,
    you'll end up at the research facility where Benezia is.
    [6.3] Research Facility
    Take the left door instead of the one straight ahead after you've exited the
    tram, then take the open door in that room to the science station elevator.
    Talk to the Captain here and say you're after Benezia, he will end the
    conversation by giving you access to the hot labs, a couple of Rachni attack
    at the end of the conversation, take them out and then head back up the
    elevator, take a right and head down the elevator right next to the one you
    just used, this takes you to the now accessible hot labs.
    In this area, talk to Yaroslev, you will discover that Benezia is not in the
    hot labs after all and he will also explain that you can't now leave the area
    without activating a purge of all the Rachni, talk to Mira in the next room
    and she explains that you need an authorisation code to activate the purge, go
    back to Yarsolev and he will begin saying what you need to do and then before
    finishing will get killed by a Rachni, loot Yarsolev's corpse to obtain the
    code needed for the purge and then talk to Mira again and input the code. The
    Rachni will now be pretty annoyed and there will be loads of them waiting back
    in the previous room for you, you've got 2 minutes to kill them all and make a
    run for the elevator before the whole area is purged.
    Head back into the other elevator again, head through to the large room and
    the Captain would appear to be the one that tried to trap you in the hot labs,
    he ambushes you with all his men, take them out and then head to the opposite
    side of the room and through security to the secure labs.
    When you step out of the elevator there's a technician kit and upgrade kit on
    the floor to take, then head on through the door, take the door on your left
    and you will come out to a cutscene with Benezia. She will send her minions
    of Asari and Geth to attack you, fight off 3 waves and head up to her for
    another cutscene, she will explain that she can't fight Saren's will and gives
    you the details for the Mu Relay, after the cutscene she will have lost
    control again, take her out and then another cutscene will follow, you can
    decide to destroy the Rachni, keep it imprisoned down here or set it free.
    Before you leave the area, near Benezia is another container for you to open,
    there are also 2 more crates if you head left from that raised platform, then
    left 2 more times down some steps.
    Head back to the Normandy along the tram way for the usual end of chapter chat
    in the comms room. Time to head on to Virmire.
    [7.0] Chapter Six
    [7.1] Virmire
    To get to our next destination, head to Sentry Omega > Hoc > Virmire.
    Follow the route around in the Mako until you get to closed gates at the point
    on the map labelled with a gatehouse and a plot point "AA Tower" jump out of
    the Mako, up the stairs to your right, there's a crate directly across from
    you when you reach the top of the stairs, head through from there to the far
    side, through a short tunnel, turn off the AA Turret and then activate the
    gatehouse doors. From there head back down to the Mako and carry on round.
    The next gatehouse is also closed so again head outside your Mako, up the
    stairs and activate the gates the crate in this area is near the tunnel
    through to the gate controls, time to zoom up to the base for a cutscene.
    You have a couple of choices at this point, you can either kill Wrex, Charm
    him or Intimidate him, charm or intimidate skills need to be pretty high for
    this option, although you will get an achievement if you can talk him out of
    it. Next up is deciding which of either Williams or Alenko goes with the
    Captain and which stays to help arm the nuke. You'll get a short cutscene of
    the captain giving a speech and then it's off to take down the base.
    Following the map is the best course of action for this section, it's pretty
    straight forward, and helping the ground teams in any way you can generally
    ends up with a better outcome for you, just head to all the labelled places on
    the map before going to the base entry transition.
    You can choose a couple of ways into the base aswell, they both lead to the
    same place and link up about half way round so it's just down to preference.
    Head around the area until you get to the security office, this will have an
    elevator in it linking to the labs, you can have a look around in the
    detention centres first or just head straight on down.
    After stepping out the lift, to your left is a table with some containers on
    it, take those and then investigate the husk just to the right side, it will
    get off the device and start attacking you, as will the rest of the area.
    Then head out the door to your left about half way down the room, then head
    left out the door through security, an Asari will be inside begging for their
    life after hiding under a table, you can choose to let her go or shoot her if
    you want some more [R] instead of [P], there's also a weapons locker in here
    too for you to take. Time to carry on out the door on to the Communications
    Take the elevator down and head through the door and down the stairs, examine
    the beacon and, unlike the last one, this is more complete and doesn't blow
    up! After another cutscene head back up the elevator and carry on straight
    through the security centre and straight past the door up to the breeding
    facility, Krogan and Geth are both guarding this area.
    Making your way round you'll come to a part right before an elevator with AA
    Turret Controls, disable them so you can get the Normandy in with the nuke,
    head down in the elevator, cross the courtyard and open the big doors, out
    the other side wait around a bit for the Normandy to land.
    Next you need to carry on through the other big doors leading to the AA Tower
    via the other Breeding Trench, take the elevator up to the AA Tower, there's a
    crate just in this area, loot that and then head up the ramp and you'll get a
    conversation cutscene where you ultimately have to decide whether Williams or
    Alenko dies, saving one gets the other killed so make up your mind.
    At this point you have to go different ways depending on who you saved and
    where they are, saving the one at the nuke means you have to now go back on
    yourself and head down to the place where the Normandy landed, otherwise you
    head on up to the AA Tower, either way you get a cutscene conversation with
    Saren, after which you have to fight him, then once his health is down another
    cutscene triggers where the Normandy comes in to collect you all, all except
    for one anyway...
    [8.0] Chapter Seven
    [8.1] The Citadel
    You come on back to the Citadel, thinking that everything is getting sorted
    out and you're going to be on your way with a fleet to stop Saren, instead
    Udina betrays you and locks your ship in the dock, now you gotta find a way to
    get back out again. You get a couple of cutscenes, one for Udina's betrayal
    and another with the love interest you flirted with the most, then you get a
    message from Joker saying Captain Anderson wants to meet you in Flux, better
    go talk to the man.
    Exit the Normandy, head down the elevator into C-Sec and then take the fast
    transit over to Flux, head on in and talk to the Captain at the table near the
    bar. He's basically going to get the Normandy out of lock down so you can go
    save the galaxy, you get to choose how he gets you out of dock, the guarded
    way gets him shot, Udina's office doesn't, either way though he still gets you
    out, time to head for Ilos.
    [8.2] Ilos
    To get there head to Pangaea Expanse > Refuge > Ilos.
    This is the point where your love interest ends up coming for some alone time
    with you ;) Anyway... after that "scene" we're coming up for Ilos, once you're
    down on the planet you watch as Saren locks the door right behind him, now you
    need a way to get it open again so let's go find it.
    Make your way down past the Plaza and the Courtyard, laying waste to the
    onslaught of Geth the game is now throwing at you, head to the elevator marked
    on the map below the courtyard, take that down and head inside, lots of Geth
    guarding this place too, head to the tunnel at the opposite side of the room
    but then go around the side of it instead of into it, there is a ramp up at
    either side to get to the security room, from there you can touch the control
    panel to re-open the door Saren locked you out of.
    Head back down the ramp and into the tunnel we skipped by just now, head on
    down that and take the elevator back up to reach the Plaza again, head back
    on into the Mako and lets go for a drive.
    About half way round an energy field will trap you, get out of the Mako and
    head into the elevator just beside you, it will lead down to a conversation
    with a Prothean VI, it will let you know all you need to in order to stop the
    Reapers from coming back, as long as you get there in time to stop Saren of
    course. Head back out to the Mako and the energy field will be gone, follow
    the roads around until you get a cutscene of the conduit and the battle
    starting at the citadel.
    Once that's over you have to do a runner for the conduit before it closes,
    easy enough to do, 40 seconds to get there, just ignore the 4 Geth Colussus
    avoiding their large and slow attacks.
    [8.3] Back at the Citadel
    Ok, we're winding up to the big bad fight with Saren, head on over to the plot
    point on the map to continue past this first small section, once you enter the
    elevator you get another cutscene.
    After the cutscene Saren has stopped the elevator so you end up having to walk
    the rest on an epic space walk full of shooting Geth =) This whole section is
    pretty straight forward, just follow the map route round the area until you
    get back inside the Citadel, then you come up face to face with Saren again.
    You can do this a couple of ways, either talk him down with charm or
    intimidate or you can just shoot his ass, talking him down is kinda easier
    though because even on casual difficulty he uses so many shield boosts to keep
    himself alive that it's insane. Anyway, after disposing of him head up to the
    control panel and a conversation cutscene will begin, you can choose at this
    point whether you want to let the council live or die, your reinforcements are
    ready for either.
    Back on the Citadel you go to check on Saren to find out that Saren isn't all
    as dead as he seemed due to the Reaper "upgrades" he's had. Time to take him
    down a second time eh? This time he transforms a bit and ends up looking and
    acting more like Geth than Turian, just take him down while he jumps about
    like a grass hopper and then yet another cutscene ensues, congrats on
    completing the game! =)