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From: RiceZone | Posted: 1/28/2010 12:48:25 PM | #002 Make sure they are all loyal, get all of the ship upgrades (some ship upgrades dont matter, like med bay), and choose the right people for the parts where you split up.
Everything worked out well for me until I chose Grunt as the distraction team lead for the final phase. It ended up him dying as soon as the teams met up again, and Mordin died while we were leaving. So don't use Grunt as the other team lead during the barrier phase.
If you pick someone who isn't Loyal for a task force leader, they die during that stage. If you have anyone who wasn't Loyal, and wasn't in Shephard's party, they die during the final cinematic. If you did too much after you installed the IFF, your crew runs a high risk of dying (not sure on the actual formula).
From my testing, so long as I went immediately after installing the IFF, I managed to send various Loyal people through the vent successfully (Grunt, among others) as well as giving various people assignments.
So my hypothesis for each stage's survival rate is that it works on a 0-1-2-3 system, where you get 1 point for Loyal, and 1 point for going within a certain number of "moves" after installing the IFF scene. And then certain characters would get a point for being task-relevant. With them needing at least 2 points to survive the assignment. Anybody who has been in Shephard's party for any of the stages would get the task-relevant point for the final stage's check, where they'd again need a two or better to not be laying on the ground during the end cinematic.
That's probably not the exact formula, but I'm confident that I'm not too far off the mark.
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